- using UnityEngine;
- using System.Collections;
- //检测手柄功能的脚本 这个脚本挂到手柄上(controler(right)和controler(left))上
- public class ButtonTouchAction : MonoBehaviour {
- //手柄
- SteamVR_TrackedObject trackdeObjec;
- void Awake() {
- //获取手柄上的这个组件
- trackdeObjec = GetComponent<SteamVR_TrackedObject>();
- }
- // Use this for initialization
- void Start () {
- }
- void FixedUpdate()
- { //获取手柄输入
- var device = SteamVR_Controller.Input((int)trackdeObjec.index);
- //以下是api中复制出来的按键列表
- /* public class ButtonMask
- {
- public const ulong System = (1ul << (int)EVRButtonId.k_EButton_System); // reserved
- public const ulong ApplicationMenu = (1ul << (int)EVRButtonId.k_EButton_ApplicationMenu);
- public const ulong Grip = (1ul << (int)EVRButtonId.k_EButton_Grip);
- public const ulong Axis0 = (1ul << (int)EVRButtonId.k_EButton_Axis0);
- public const ulong Axis1 = (1ul << (int)EVRButtonId.k_EButton_Axis1);
- public const ulong Axis2 = (1ul << (int)EVRButtonId.k_EButton_Axis2);
- public const ulong Axis3 = (1ul << (int)EVRButtonId.k_EButton_Axis3);
- public const ulong Axis4 = (1ul << (int)EVRButtonId.k_EButton_Axis4);
- public const ulong Touchpad = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Touchpad);
- public const ulong Trigger = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Trigger);
- }
- */
- //同样是三种按键方式,以后不做赘述
- if (device.GetTouch(SteamVR_Controller.ButtonMask.Trigger)) {
- Debug.Log("按了 “trigger” “扳机键”");
- //右手震动
- //拉弓类似操作应该就是按住trigger(扳机)gettouch时持续调用震动方法模拟弓弦绷紧的感觉。
- var deviceIndex2 = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost);
- SteamVR_Controller.Input(deviceIndex2).TriggerHapticPulse(500);
- }
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger))
- { Debug.Log("按下了 “trigger” “扳机键”");
- }
- if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger)) {
- Debug.Log("松开了 “trigger” “扳机键”");
- //左手震动
- var deviceIndex = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost);
- SteamVR_Controller.Input(deviceIndex).TriggerHapticPulse(3000);
- //右手震动
- var deviceIndex1 = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost);
- SteamVR_Controller.Input(deviceIndex1).TriggerHapticPulse(3000);
- }
- //这三种也能检测到 后面不做赘述
- if(device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger)) {
- Debug.Log("用press按下了 “trigger” “扳机键”");
- }
- if (device.GetPress(SteamVR_Controller.ButtonMask.Trigger))
- {
- Debug.Log("用press按了 “trigger” “扳机键”");
- }
- if (device.GetPressUp(SteamVR_Controller.ButtonMask.Trigger))
- {
- Debug.Log("用press松开了 “trigger” “扳机键”");
- }
- //system键 圆盘下面那个键
- // reserved 为Steam系统保留,用来调出Steam系统菜单 因此貌似自己加的功能没啥用
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.System))
- {
- Debug.Log("按下了 “system” “系统按钮/Steam”");
- }
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.System))
- {
- Debug.Log("用press按下了 “System” “系统按钮/Steam”");
- }
- //ApplicationMenu键 带菜单标志的那个按键(在方向圆盘上面)
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.ApplicationMenu))
- {
- Debug.Log("按下了 “ApplicationMenu” “菜单键”");
- }
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.ApplicationMenu))
- {
- Debug.Log("用press按下了 “ApplicationMenu” “菜单键”");
- }
- //Grip键 两侧的键 (vive雇佣兵游戏中的换弹键),每个手柄左右各一功能相同,同一手柄两个键是一个键。
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Grip))
- {
- Debug.Log("按下了 “Grip” “ ”");
- }
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Grip))
- {
- Debug.Log("用press按下了 “Grip” “ ”");
- }
- //Axis0键 与圆盘有交互 与圆盘有关
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis0))
- {
- Debug.Log("按下了 “Axis0” “方向 ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis0))
- {
- Debug.Log("用press按下了 “Axis0” “方向 ”");
- }
- //Axis1键 目前未发现按键位置
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis1))
- {
- Debug.Log("按下了 “Axis1” “ ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis1))
- {
- Debug.Log("用press按下了 “Axis1” “ ”");
- }
- //Axis2键 目前未发现按键位置
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis2))
- {
- Debug.Log("按下了 “Axis2” “ ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis2))
- {
- Debug.Log("用press按下了 “Axis2” “ ”");
- }
- //Axis3键 未目前未发现按键位置
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis3))
- {
- Debug.Log("按下了 “Axis3” “ ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis3))
- {
- Debug.Log("用press按下了 “Axis3” “ ”");
- }
- //Axis4键 目前未发现按键位置
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis4))
- {
- Debug.Log("按下了 “Axis4” “ ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis4))
- {
- Debug.Log("用press按下了 “Axis4” “ ”");
- }
- <pre name="code" class="csharp"> //方向圆盘:
- //这里开始区分了press检测与touch检测的不同之处,圆盘可以触摸,顾名思义,touch检测的是触摸,press检测的是按动<pre name="code" class="csharp"> //Axis0键 与圆盘有交互 与圆盘有关
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis0))
- {
- Debug.Log("按下了 “Axis0” “方向 ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis0))
- {
- Debug.Log("用press按下了 “Axis0” “方向 ”");
- }
- //Axis1键 目前未发现按键位置
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis1))
- {
- Debug.Log("按下了 “Axis1” “ ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis1))
- {
- Debug.Log("用press按下了 “Axis1” “ ”");
- }
- //Axis2键 目前未发现按键位置
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis2))
- {
- Debug.Log("按下了 “Axis2” “ ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis2))
- {
- Debug.Log("用press按下了 “Axis2” “ ”");
- }
- //Axis3键 未目前未发现按键位置
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis3))
- {
- Debug.Log("按下了 “Axis3” “ ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis3))
- {
- Debug.Log("用press按下了 “Axis3” “ ”");
- }
- //Axis4键 目前未发现按键位置
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis4))
- {
- Debug.Log("按下了 “Axis4” “ ”");
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis4))
- {
- Debug.Log("用press按下了 “Axis4” “ ”");
- }
- //ATouchpad键 圆盘交互
- //触摸触发
- if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Touchpad))
- {
- Debug.Log("按下了 “Touchpad” “ ”");
- //方法返回一个坐标 接触圆盘位置
- Vector2 cc = device.GetAxis();
- Debug.Log(cc);
- // 例子:圆盘分成上下左右
- float jiaodu = VectorAngle(new Vector2(1, 0), cc);
- Debug.Log(jiaodu);
- //下
- if (jiaodu > 45 && jiaodu < 135)
- {
- Debug.Log("下");
- }
- //上
- if (jiaodu < -45 && jiaodu > -135)
- {
- Debug.Log("上");
- }
- //左
- if ((jiaodu < 180 && jiaodu > 135) || (jiaodu < -135 && jiaodu > -180))
- {
- Debug.Log("左");
- }
- //右
- if ((jiaodu > 0 && jiaodu < 45) || (jiaodu > -45 && jiaodu < 0))
- {
- Debug.Log("右");
- }
- }
- //按动触发
- if (device.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad))
- {
- Debug.Log("用press按下了 “Touchpad” “ ”");
- }
- }
- // Update is called once per frame
- void Update () {
- }
- //方向圆盘最好配合这个使用 圆盘的.GetAxis()会检测返回一个二位向量,可用角度划分圆盘按键数量
- //这个函数输入两个二维向量会返回一个夹角 180 到 -180
- float VectorAngle(Vector2 from, Vector2 to)
- {
- float angle;
- Vector3 cross = Vector3.Cross(from, to);
- angle = Vector2.Angle(from, to);
- return cross.z > 0 ? -angle : angle;
- }
- }
基于Unity3D的Vive手柄操作转载
最新推荐文章于 2023-08-28 16:35:54 发布