叉乘的用途(脚印)

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using UnityEngine;
using System.Collections;

public class PlayerVR : MonoBehaviour
{
    protected Transform _transform;
    private Transform _foot;

    public static PlayerVR Instance;


    private Transform _leftHand;
    private Transform _rightHand;

    private SteamVR_TrackedObject _leftTrackedObj;
    private SteamVR_TrackedObject _rightTrackedObj;

    public Transform _leftModel;
    public Transform _rightModel;

    public SteamVR_Controller.Device leftDevice;
    public SteamVR_Controller.Device rightDevice;

    private LineRenderer _lineRendererLeft;
    private LineRenderer _lineRendererRight;
    //射线
    private Ray rayLeft { get { return new Ray(_leftModel.position, _leftModel.forward); } }
    private Ray rayRight { get { return new Ray(_rightModel.position, _rightModel.forward); } }
    private RaycastHit _leftHit;
    private RaycastHit _rightHit;

    //脚的朝向
    public float lastAngle;
    public float currentAngle;
    public Quaternion initQ;
    public Quaternion resultQ;

    public void Start()
    {
        Instance = this;
        //也就是[CameraRig]
        _transform = GameObject.Find("PlayerVR").transform;
        _foot = GameObject.Find("Foot").transform;
        _foot.position = new Vector3(1000, 1000, 1000);

        _leftHand = _transform.FindChild("LeftHand").transform;//获取物体
        _rightHand = _transform.FindChild("RightHand").transform;

        _leftModel = _transform.FindChild("LeftHand/left").transform;
        _rightModel = _transform.FindChild("RightHand/right").transform;

        _leftTrackedObj = _leftHand.GetComponent<SteamVR_TrackedObject>();//获取手柄
        _rightTrackedObj = _rightHand.GetComponent<SteamVR_TrackedObject>();

        _lineRendererLeft = _leftModel.GetComponent<LineRenderer>();
        _lineRendererRight = _rightModel.GetComponent<LineRenderer>();

        InitLeft();
        InitRight();

    }
    public void InPut()
    {
       
        try
        {
            
            leftDevice = SteamVR_Controller.Input((int)_leftTrackedObj.index);
            rightDevice = SteamVR_Controller.Input((int)_rightTrackedObj.index);

            if (leftDevice.GetPress(SteamVR_Controller.ButtonMask.Trigger))
            {
                
                if (Physics.Raycast(rayLeft, out _leftHit, 20))
                {
                    //linerender
                    _lineRendererLeft.SetPosition(0, _leftModel.transform.position);
                    _lineRendererLeft.SetPosition(1, _leftHit.point);
                    
                }
                if (Physics.Raycast(rayLeft, out _leftHit, 20, 1 << 8))
                {
                 //脚印位置
                    _foot.position = _leftHit.point + new Vector3(0, 0.002f, 0);
                    FootRoate();
                }
                else
                {
                    _foot.position = new Vector3(1000, 1000, 1000);
                }
            }
            if (leftDevice.GetPressUp(SteamVR_Controller.ButtonMask.Trigger))
            {
                if (Physics.Raycast(rayLeft, out _leftHit, 20, 1 << 8))
                {
                    //瞬移的关键
                    _transform.position = _foot.position;
                }
                _foot.position = new Vector3(1000, 1000, 1000);
                //归位
                InitLeft();
            }


            if (rightDevice.GetPress(SteamVR_Controller.ButtonMask.Trigger))
            {
                if (Physics.Raycast(rayRight, out _rightHit, 20))
                {
                    _lineRendererRight.SetPosition(0, _rightModel.transform.position);
                    _lineRendererRight.SetPosition(1, _rightHit.point);

                    if (_rightHit.transform.gameObject.layer == 8 || _rightHit.transform.gameObject.layer == 9 || _rightHit.transform.gameObject.layer == 10)
                    {
                        Interactable inter = _rightHit.transform.GetComponent<Interactable>();
                        if (inter != null)
                        {
                            inter.HighLighting();
                        }
                        
                    }
                }
            }
            if (rightDevice.GetPressUp(SteamVR_Controller.ButtonMask.Trigger))
            {
                if (Physics.Raycast(rayRight, out _rightHit, 20, 1 << 10))
                {
                    SkyBoxSwrich.Instance.isChance = true;
                }
                if (Physics.Raycast(rayRight, out _rightHit, 20, 1 << 9))
                {
                    Interactable actable = _rightHit.transform.GetComponent<Interactable>();
                    actable.Open();
                    actable.Interactive();
                    InitRight();
                }
                else
                {
                    InitRight();
                }
            }

            if (rightDevice.GetPress(SteamVR_Controller.ButtonMask.Touchpad))
            {
                Debug.Log(11111);
            }




        }
        catch (System.IndexOutOfRangeException e)
        {
            System.Console.WriteLine(e.Message);
        }
        
    }
    private void InitLeft()
    {
        _lineRendererLeft.SetPosition(0, _leftModel.transform.position);
        _lineRendererLeft.SetPosition(1, _leftModel.transform.position);
    }
    private void InitRight()
    {
        _lineRendererRight.SetPosition(0, _rightModel.transform.position);
        _lineRendererRight.SetPosition(1, _rightModel.transform.position);
    }
    //-*-*-------------脚印
    private void FootRoate()
    {
        //[CameraRig]正方向向量
        Vector3 playerForward = transform.forward;
        //手柄射线的向量
        Vector3 rayVector3 = _leftHit.point - new Vector3(_leftModel.position.x, playerForward.y, _leftModel.position.z);
        //求出 俯视角(CameraRig的自身forward正方向也就是z轴方向***与手柄射线)所形成的角度
        currentAngle = Vector3.Angle(playerForward, rayVector3);
        if (lastAngle != currentAngle)
        {
            //两向量的叉乘 【unity中 叉乘满足左手定则 大拇指a食指b中指result方向值】
            Vector3 result = Vector3.Cross(playerForward, rayVector3);
            if (result.y < 0)
            {
                Quaternion q = Quaternion.identity;
                q.eulerAngles = new Vector3(0, -currentAngle, 0);
                _foot.rotation = q * initQ;
            }
            else
            {
                Quaternion q = Quaternion.identity;
                q.eulerAngles = new Vector3(0, currentAngle, 0);
                _foot.rotation = q * initQ;
            }
            lastAngle = currentAngle;
        }
    }
    public void Update()
    {
        InPut();
    }
}

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