基于VRTK的拾取功能

可直接下载使用下载地址
链接:https://pan.baidu.com/s/1RePkv1k9SUjz1IJM7Gcilw
提取码:ae2v
VRTK自带的拾取脚本虽然功能十分强大,但是对于某些开发并不友好,所以在VRTK的基础上,我重新编写了一个拾取功能的脚本
功能:拾取
GrabButton:(可以自行选择按钮,Trigger、Grip、Touchpad)

GrabMode:(可以自行选择拾取后松开方式,HoldButton长按拾取松手掉落、ToggleButton按以下拾取再按下掉落)

GarbTargetPoint:(拾取到之后在手下面的位置:HintPoint、Zero、SetPoint,从碰撞到的位置、从物体的零点、从自己设置position和rotation位置)

功能:抛出
IsAddForce:(勾选后,可以把物体任出去,而且会默认吧物体的物理属性打开)

功能:拾取与放手事件
PickupManager.OnPickUpTarget(GameObject obj)//当拾取到物品时触发,可调用
PickupManager.OnLetGoTarget(GameObject obj)//当放开物品时触发,可调用

这个挂在被拾取物体下

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(Collider))]
[RequireComponent(typeof(Rigidbody))]
public class PickUpObject : MonoBehaviour
{
	[Header("是否可以被拾取")]
    public bool isCanPickUp = true;
    [Header("*****——————拾取设置——————*****")]
    public string pickUpSeting="拾取设置";
    [Header("*****——————松手设置——————*****")]
    public string letGoSeting = "松手设置";
    /// <summary>
    /// 拾取模式
    /// </summary>
    [Header("拾取模式")]
    public TargetPoint garbTargetPoint;
    /// <summary>
    /// 拾取后位置设置
    /// </summary>
    [Header("位置设置")]
    public Vector3 targetPosition;
    /// <summary>
    /// 拾取后角度设置
    /// </summary>
    [Header("位置设置")]
    public Vector3 targetRotation;


    /// <summary>
    /// 松手后是否恢复到原父物体下,false设置为空
    /// </summary>
    [Header("松手后是否恢复到原父物体下,false设置为空")]
    public bool isRestoreParent;

    /// <summary>
    /// 对象旧的父物体
    /// </summary>
    /// </summary>
    public Transform oldFather;
    
    // Start is called before the first frame update
    void Start()
    {
    }

    // Update is called once per frame
    void Update()
    {
        
    }

    public void ChangeOldFather(Transform father)
    {
        oldFather = father;
    }
}
public enum TargetPoint
{
    Zero,
    HitPoint,
    SetPoint
}

按照自己意愿去设置,具体作用都有注解,就不多赘述了
在这里插入图片描述

这个挂在一个空对象下

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VRTK;

[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(Rigidbody))]
public class PickupManager : MonoBehaviour
{
    #region//Open Interface
    public delegate void ActivatePickUpManagerEvent(Transform target);
    public event ActivatePickUpManagerEvent OnPickUpTarget;
    public event ActivatePickUpManagerEvent OnLetGoTarget;
    #endregion

    [Header("左右手选择")]
    public SteamVR_TrackedObject grabHand;
    private SteamVR_Controller.Device device;


    [Header("拾取按钮")]
    public ButtonGrab grabButton;

    [Header("拾取模式")]
    public GrabMode grabMode;
    /// <summary>
    /// 判断在ToggleButton模式下,按下时拾取还是放下
    /// </summary>
    private bool toggleModelIsLetgo;

    [Header("松手时是否添加力,选择后默认禁用动力学")]
    public bool isAddForce;
    private float throwMultiplier;
    private Vector3 lastUpdatePosition;
    private Vector3 lastUpdateRotation;

    private void Start()
    {
        SetMyCapsuleCollider();
        SetMyRigidbody();
        transform.SetParent(grabHand.transform);
        ResetTransform();
        OnPickUpTarget += OnPickUpEventActive;
        OnLetGoTarget += OnLetGoEventActive;
    }

    private void OnDestroy()
    {
        OnPickUpTarget -= OnPickUpEventActive;
        OnLetGoTarget -= OnLetGoEventActive;
    }


    private void OnPickUpEventActive(Transform target)
    {
        //Debug.Log("拾取" + target.name);
    }
    private void OnLetGoEventActive(Transform target)
    {
        //Debug.Log("放下" + target.name);
    }

    private void OnTriggerStay(Collider other)
    {
        if (grabHand.index != SteamVR_TrackedObject.EIndex.None)
        {
            device = SteamVR_Controller.Input((int)grabHand.index);
            if (other.transform.GetComponent<PickUpObject>())
            {
                if (other.transform.GetComponent<PickUpObject>().isCanPickUp)
                {
                    PickUpTarget(other.transform);
                }
            }
        }

    }

    private void Update()
    {
        if (targetTransform)
        {
            if (transform.childCount == 0)
            {
                targetTransform = null;
                toggleModelIsLetgo = false;
            }
        }
        if (grabHand.index != SteamVR_TrackedObject.EIndex.None)
        {
            device = SteamVR_Controller.Input((int)grabHand.index);
            switch (grabMode)
            {
                case GrabMode.HoldButton:
                    GrabModeHoldButton();
                    break;
                case GrabMode.ToggleButton:
                    GrabModeToggleButton();
                    break;
                default:
                    break;
            }
        }

        if (isAddForce)
        {
            if (targetTransform)
            {
                if (lastUpdatePosition != Vector3.zero)
                {
                    throwMultiplier = (transform.position - lastUpdatePosition).magnitude;
                    lastUpdateRotation = (transform.position - lastUpdatePosition).normalized;
                }
                lastUpdatePosition = transform.position;
            }
        }

    }
    /// <summary>
    /// 拾取目标对象
    /// </summary>
    /// <param name="target"></param>
    private void PickUpTarget(Transform target)
    {
        if (targetTransform == null)
        {
            bool canPickup = false;
            //通过检测后canPickup=true;
            //开始检测
            switch (grabButton)
            {
                case ButtonGrab.TriggerPress:
                    if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger))//按下扳机
                    {
                        //Debug.Log(grabButton);
                        canPickup = true;
                    }
                    break;
                case ButtonGrab.GripPress:
                    if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Grip))//按下侧边键
                    {
                        //Debug.Log(grabButton);
                        canPickup = true;
                    }
                    break;
                case ButtonGrab.TouchpadPress:
                    if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Touchpad))//按下圆盘
                    {
                        //Debug.Log(grabButton);
                        canPickup = true;
                    }
                    break;
                default:
                    break;
            }
            if (canPickup)
            {
                //目标对象赋值给targetTransform,用于后续传输参数
                targetTransform = target;
                //记录目标对象的刚体设置松手时还原
                m_targetRigdbodyInspector = new TargetRigdbodyInspector(target.GetComponent<Rigidbody>().useGravity, target.GetComponent<Rigidbody>().isKinematic);
                PickUpTargetInspector(target);
            }
        }
    }
    /// <summary>
    /// 松开所拾取的对象
    /// </summary>
    private void LetGoTarget()
    {
        //手柄下方有物体且记录值不为空
        if (transform.childCount > 0 && targetTransform != null)
        {
            //判断设置
            if (targetTransform.GetComponent<PickUpObject>().isRestoreParent)
            {
                if (targetTransform.GetComponent<PickUpObject>().oldFather)
                {
                    targetTransform.SetParent(targetTransform.GetComponent<PickUpObject>().oldFather);
                }
                else
                {
                    targetTransform.SetParent(null);
                }
            }
            else
            {
                targetTransform.SetParent(null);
            }
            toggleModelIsLetgo = false;
            LetGoTargetInspector();

        }
        
    }

    /// <summary>
    /// 拾取后物体设置
    /// </summary>
    /// <param name="target"></param>
    private void PickUpTargetInspector(Transform target)
    {
        target.SetParent(transform);
        switch (target.GetComponent<PickUpObject>().garbTargetPoint)
        {
            case TargetPoint.Zero:
                target.localPosition = Vector3.zero;
                target.localEulerAngles = Vector3.zero;
                break;
            case TargetPoint.HitPoint:

                break;
            case TargetPoint.SetPoint:
                target.localPosition = target.GetComponent<PickUpObject>().targetPosition;
                target.localEulerAngles = target.GetComponent<PickUpObject>().targetRotation;
                break;
            default:
                break;
        }
        target.GetComponent<Rigidbody>().isKinematic = true;
        if (OnPickUpTarget != null)
        {
            OnPickUpTarget(targetTransform);
        }
        else
        {
            Debug.Log(111);
        }
    }
    /// <summary>
    /// 松手后物体设置
    /// </summary>
    private void LetGoTargetInspector()
    {
        //恢复刚体设置
        targetTransform.GetComponent<Rigidbody>().isKinematic = m_targetRigdbodyInspector.isKinematic;
        targetTransform.GetComponent<Rigidbody>().useGravity = m_targetRigdbodyInspector.useGravity;
        //是否使用手柄偏移量添加物理效果写在这下面
        if (isAddForce)
        {
            TargetAddForce(targetTransform.GetComponent<Rigidbody>());
        }
        //触发松手接口
        OnLetGoTarget(targetTransform);
        targetTransform = null;
    }

    /// <summary>
    /// 将物体扔出
    /// </summary>
    /// <param name="objectRigidbody"></param>
    private void TargetAddForce(Rigidbody objectRigidbody)
    {
        objectRigidbody.isKinematic = false;
        objectRigidbody.velocity = lastUpdateRotation * throwMultiplier * 100;
        objectRigidbody.angularVelocity = lastUpdateRotation * throwMultiplier;
    }

    #region//LetGo Judge
    /// <summary>
    /// Hold模式下松手判断
    /// </summary>
    private void GrabModeHoldButton()
    {
        if (targetTransform)
        {
            bool canLetgo = false;
            switch (grabButton)
            {
                case ButtonGrab.TriggerPress:
                    if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger))
                    {
                        //Debug.Log("松手" + grabButton);
                        canLetgo = true;
                    }
                    break;
                case ButtonGrab.GripPress:
                    if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Grip))
                    {
                        Debug.Log("松手" + grabButton);
                        canLetgo = true;
                    }
                    break;
                case ButtonGrab.TouchpadPress:
                    if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        Debug.Log("松手" + grabButton);
                        canLetgo = true;
                    }
                    break;
                default:
                    break;
            }
            if (canLetgo)
            {
                LetGoTarget();
            }
        }
    }
    /// <summary>
    /// Toggle模式下松手判断
    /// </summary>
    private void GrabModeToggleButton()
    {
        if (targetTransform)
        {
            bool canLetgo = false;
            switch (grabButton)
            {
                case ButtonGrab.TriggerPress:
                    if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger))
                    {
                        toggleModelIsLetgo = true;
                    }
                    if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger))
                    {
                        if (toggleModelIsLetgo)
                        {
                            //Debug.Log("松手" + grabButton);
                            canLetgo = true;
                        }

                    }
                    break;
                case ButtonGrab.GripPress:
                    if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Grip))
                    {
                        toggleModelIsLetgo = true;
                    }
                    if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Grip))
                    {
                        if (toggleModelIsLetgo)
                        {
                            Debug.Log("松手" + grabButton);
                            canLetgo = true;
                        }
                    }
                    break;
                case ButtonGrab.TouchpadPress:
                    if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        toggleModelIsLetgo = true;
                    }
                    if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        if (toggleModelIsLetgo)
                        {
                            Debug.Log("松手" + grabButton);
                            canLetgo = true;
                        }
                    }
                    break;
                default:
                    break;
            }
            if (canLetgo)
            {
                LetGoTarget();
            }
        }
    }
    #endregion

    #region//Target Parameter Record
    /// <summary>
    /// 被抓取物体刚体设置
    /// </summary>
    public TargetRigdbodyInspector m_targetRigdbodyInspector;

    /// <summary>
    /// 目标刚体设置
    /// </summary>
    public class TargetRigdbodyInspector
    {
        public bool useGravity;
        public bool isKinematic;
        public TargetRigdbodyInspector(bool gravity, bool kinematic)
        {
            useGravity = gravity;
            isKinematic = kinematic;
        }
    }
    #endregion

    #region//System Default Settings

    /// <summary>
    /// 记录目标Transform
    /// </summary>
    private Transform targetTransform;

    private CapsuleCollider myCollider;
    private Rigidbody myRigidbody;
    /// <summary>
    /// 设置碰撞器
    /// </summary>
    private void SetMyCapsuleCollider()
    {
        myCollider = GetComponent<CapsuleCollider>();
        myCollider.isTrigger = true;
        myCollider.center = new Vector3(0, -0.03f, -0.06f);
        myCollider.radius = 0.05f;
        myCollider.direction = 2;
    }
    /// <summary>
    /// 设置刚体
    /// </summary>
    private void SetMyRigidbody()
    {
        myRigidbody = GetComponent<Rigidbody>();
        myRigidbody.isKinematic = true;
        myRigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
    }
    /// <summary>
    /// 设置位置
    /// </summary>
    private void ResetTransform()
    {
        transform.localPosition = Vector3.zero;
        transform.localEulerAngles = Vector3.zero;
    }
    #endregion
}
public enum ButtonGrab
{
    /// <summary>
    /// 扳机
    /// </summary>
    TriggerPress,
    /// <summary>
    /// 侧边
    /// </summary>
    GripPress,
    /// <summary>
    /// 圆盘
    /// </summary>
    TouchpadPress
}
public enum GrabMode
{
    /// <summary>
    /// 持续按下拾取,抬起时松开
    /// </summary>
    HoldButton,
    /// <summary>
    /// 按下拾取,再按松开
    /// </summary>
    ToggleButton
}



添加后自动生成刚体和碰撞器,不用设置刚体和碰撞器的属性,代码中会赋值
GrabHand 使用哪只手拾取,就将他的Controller拖拽进来

在这里插入图片描述
在这里插入图片描述

这个脚本放在Editor文件夹下

using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(PickUpObject))]
public class PickUpObjectSeting : Editor
{
    private SerializedObject pickUpObject;//序列化

    private SerializedProperty m_pickUpTag, m_letGoTag;
    
	 private SerializedProperty m_isCanPickUp;
    /// <summary>
    /// 设置拾取模式下的参数
    /// </summary>
    private SerializedProperty m_targetPointtype, m_targetPosition, m_targetrotation;

    /// <summary>
    /// 设置松手后是否恢复至原父物体下
    /// </summary>
    private SerializedProperty m_isRestoreParent, m_oldFather;

    private void OnEnable()
    {
        pickUpObject = new SerializedObject(target);
        m_isCanPickUp= pickUpObject.FindProperty("isCanPickUp");
        m_pickUpTag= pickUpObject.FindProperty("pickUpSeting");
        m_letGoTag = pickUpObject.FindProperty("letGoSeting");
        m_targetPointtype = pickUpObject.FindProperty("garbTargetPoint");
        m_targetPosition = pickUpObject.FindProperty("targetPosition");
        m_targetrotation = pickUpObject.FindProperty("targetRotation");

        m_isRestoreParent = pickUpObject.FindProperty("isRestoreParent");
        m_oldFather = pickUpObject.FindProperty("oldFather");
    }
    public override void OnInspectorGUI()
    {
        pickUpObject.Update();
        EditorGUILayout.PropertyField(m_isCanPickUp);
        EditorGUILayout.PropertyField(m_pickUpTag);
        EditorGUILayout.PropertyField(m_targetPointtype);
        if (m_targetPointtype.enumValueIndex == 2)
        {
            EditorGUILayout.PropertyField(m_targetPosition);
            EditorGUILayout.PropertyField(m_targetrotation);
        }
        EditorGUILayout.PropertyField(m_letGoTag);
        EditorGUILayout.PropertyField(m_isRestoreParent);
        if (m_isRestoreParent.boolValue)
        {
            EditorGUILayout.PropertyField(m_oldFather);
        }
        pickUpObject.ApplyModifiedProperties();
    }
}
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### 回答1: Unity VRTK可以使用射线拾取物体。射线拾取是一种在虚拟现实环境中选择和交互物体的常用方法。VRTK提供了一些工具和组件,可以轻松地实现射线拾取功能。通过使用VRTK的射线拾取功能,用户可以在虚拟现实环境中轻松地选择和交互物体,从而提高用户体验和交互性。 ### 回答2: unity vrtk是一个用于创建虚拟现实和增强现实应用的开发框架,在这个框架中,我们可以使用射线进行物体的拾取。 首先,我们需要添加VRTK的相关组件和脚本,并设置相应的场景。然后,我们可以使用Unity提供的射线功能进行物体的拾取。 在代码中,我们可以通过创建一条射线来进行拾取操作。这条射线从VR控制器(如手柄)发射,并指向手指所指的方向。我们可以通过调用射线的方法,如Raycast,来检测射线是否与物体相交。 当射线与物体相交时,我们可以获取相交点的信息,并判断该物体是否是我们想要拾取的物体。如果是,我们可以进行相应的操作,如将物体放入手中,或者移动物体到其他位置。 通过使用射线拾取物体,我们可以为用户提供更加直观和真实的交互体验。用户只需要通过手柄指向目标物体,并按下操作按钮,就可以实现物体的拾取和移动。 总的来说,unity vrtk可以使用射线进行物体的拾取,使我们能够更加方便地为虚拟现实和增强现实应用创建交互功能。通过合理利用射线拾取功能,我们可以打造出更加真实和沉浸式的用户体验。 ### 回答3: Unity VRTK是一个为虚拟现实(VR)和增强现实(AR)应用程序开发的开源框架。它提供了一些方便的功能来简化VR应用程序的开发,其中之一就是射线拾取物体。 射线拾取是一种常见的VR交互方式,允许玩家在虚拟世界中通过准心发射一条射线,并与玩家选择的物体进行交互。VRTK中的射线拾取功能可以通过几个简单的步骤实现。 首先,我们需要在场景中创建一个能够发射射线的游戏对象,通常是一个虚拟手柄或准心。接下来,我们需要在VRTK中添加一个射线拾取组件,该组件可以附加到射线发射对象上。然后,我们需要将射线发射对象与VRTK的事件系统连接起来,这样我们就可以触发选择事件。 一旦设置完成,我们就可以编写代码来处理选择事件。VRTK射线拾取组件通过调用回调函数来通知我们何时选择了一个物体。我们可以在回调函数中访问选中的物体,并执行相关的操作,如移动、旋转或删除物体。 另外,VRTK还提供了一些额外的功能来增强射线拾取的交互性。例如,我们可以设置射线的最大距离,以限定物体可以选择的范围。我们还可以启用抓取器功能,允许玩家抓取并移动物体。 总的来说,Unity VRTK的射线拾取功能使得我们可以轻松地实现VR应用程序中的物体选择交互。它提供了简单的设置和丰富的功能,使得开发者可以更专注于应用程序的其他方面,而无需花费过多精力在交互设计上。

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