VR凝视功能

不依赖任何插件,实现凝视功能。可以操作UI界面也可以操作3d物体。通过GazeController.cs 和 VRGazeItem.cs 两个功能类来实现对物体的凝视操作。
凝视实现思路:
其中GazeController是凝视控制类,这里可以通过射线获取到指定物体,并从物体身上获取想要的脚本或属性,然后可以对该物体进行操作和交互;而VRGazeItem就是想要实现凝视效果所必须的类,对每个想要能被凝视触发的物体挂在该脚本即可。
在实现时有几个点需要注意,
1.凝视功能缺不了凝视圈,放置凝视圈的位置很重要,往后看有具体位置讲解;
2.凝视相机的Tag和Layer的设置,用到射线查找,Tag是很好的属性;
3.凝视相机要挂载GazeController;
4.被凝视物体设置,跟相机一样设置不同的Tag和Layer,然后必须挂载VRGazeItem。
1. 首先,设置凝视相机,找到[CameraRig]>Camera(head)>Camera(eye);在这个目录下放置凝视圈,按照下图目录放置。

2. 然后创建目录RericleCanvas>RericleImage>BackGround;
RericleCanvas是凝视圈的Canvas,按照如图设置,调至合适的位置,RenderMode设置为World Space。
 

3. 接着在设置RericleImage,这里有个小特点,由于凝视圈,在触发时会有个旋转等待的效果,这里设置也要按照指定的目录结构设置;设置该图片的ImageType为Filled,代码中可以调节Fill Amount来实现圆形进度条填充效果。(还有一点注意,由于Unity本身原因,两个图集或模型重叠会闪烁,所以这里有个shader可以解决此问题 Overlay
 

4.然后设置凝视交互的物体和UI,这里以物体(cube)为例,UI设置与此操作一样,给需要操作的UI添加脚本VRGazeItem.cs 并且 要添加啊BoxCollider。

5.设置完成,运行工程带上VR 头盔测试下效果吧。
凝视物体效果:

凝视UI效果:

GazeController.cs 脚本源码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GazeController : MonoBehaviour {
///
/// 准星容器.
///
public Canvas reticaleCanvas;
///
/// 准星图片.
///
public Image reticleImage;
///
/// 击中目标
///
private GameObject target;
///
/// 初始位置 
///
private Vector3 originPos;
///
/// 凝视圈初始缩放
///
private Vector3 originScale;
// 倒计时时间
private float countDownTime = 3f;
// 当前时间
private float nowTime =0f;
// Use this for initialization
void Start () {
    reticleImage.fillAmount = 0f;
    originPos = reticaleCanvas.transform.localPosition;
    originScale = reticaleCanvas.transform.localScale;
}

// Update is called once per frame
void Update () {
    // 以相机位置向正前方发出一条射线
    Ray ray = new Ray (transform.position, transform.forward);
    // 接收射线碰到的物体
    RaycastHit hit;
    if (Physics.Raycast (ray, out hit, 100)) {
        reticaleCanvas.transform.position = hit.point;
        reticaleCanvas.transform.localScale = originScale * hit.distance;
        // 准星与击中的发线方向一致
        reticaleCanvas.transform.forward = hit.normal;

        if (hit.transform.gameObject != target) {
            if (target != null) {
                // 获取看中物体身上的凝视触发脚本VRGazeItem (需要凝视触发的要挂载此脚本)
                VRGazeItem oldItem = target.GetComponent ();
                if (oldItem) {
                    // 视线移出触发
                    oldItem.OnGazeOut ();
                }
            }
            // 视线初次进入的处理
            target = hit.transform.gameObject;
            VRGazeItem newItem = target.GetComponent ();
            if (newItem) {
                // 视线移入触发
                newItem.OnGazeIn ();
            }
        }
        // 视线在此停留
        else
        {
            nowTime += Time.deltaTime;
            if ((countDownTime - nowTime) > 0) {
                // 未达到激活条件
                reticleImage.fillAmount = nowTime/countDownTime;
            } 
            else
            {
                // 达到激活条件
                VRGazeItem gazeFireItem = target.GetComponent ();
                if (gazeFireItem) {
                    // 视线停留触发
                    gazeFireItem.OnGazeFire (hit);
                }
                nowTime = 0f;
            }
        }
    } 
    else // 没有击中物体
    {
        reticaleCanvas.transform.position = originPos;
        reticaleCanvas.transform.localScale = originScale;
        reticaleCanvas.transform.forward = Camera.main.transform.forward;
        nowTime = 0f;
        reticleImage.fillAmount = 0f;
    }
}

VRGazeItem.cs 脚本源码:

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

public class VRGazeItem : MonoBehaviour {

    ///
    /// 高亮材质
    ///
    public Material hightlightMat;
    ///
    /// 默认材质
    ///
    public Material normalMat;

    // Use this for initialization
void Start () {

}

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

}
///
/// 视线移入触发
///
public void OnGazeIn()
{
    if (gameObject.tag == "GazeUI") {
        ExecuteEvents.Execute (gameObject,new PointerEventData (EventSystem.current),                                 ExecuteEvents.pointerEnterHandler);
    } 
    else if (gameObject.tag == "GazeObj") {
            gameObject.GetComponent().material = hightlightMat;
    }
}
///
/// 视线移出触发
///
public void OnGazeOut()
{
    if (gameObject.tag == "GazeUI") {
    ExecuteEvents.Execute (gameObject,new PointerEventData (EventSystem.current), ExecuteEvents.pointerExitHandler);
    } 
    else if (gameObject.tag == "GazeObj") {
            gameObject.GetComponent().material = normalMat;
        }
}
///
/// 视线激活触发
///
public void OnGazeFire(RaycastHit hit)
{
        if (gameObject.tag == "GazeUI")
        {
            Debug.Log("视线移入UI并现在停留在这里");
        }
        else if (gameObject.tag == "GazeObj")
        {
            Debug.Log("视线移入OBJ并现在停留在这里");
// 给看中的物体添加Rigibody,然后通过AddForce/AddForceAtPosition 添加施力点,1力的大小2施力的起始点
            gameObject.GetComponent().AddForceAtPosition(hit.point.normalized*100,hit.point);
        }
    }
}

shader Overlay 源码:

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "UI/Overlay"
{
    Properties
    {
        [PerRendererData] _MainTex ("Font Texture", 2D) = "white" {}

        _Color("Tint", Color) = (1,1,1,1)

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15
    }

    SubShader
    {
        LOD 100

        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas" = "True"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp] 
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest Always
        Offset -1, -1
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
                float4 color : COLOR;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                half2 texcoord : TEXCOORD0;
                fixed4 color : COLOR;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;

            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.color = v.color * _Color;
                #ifdef UNITY_HALF_TEXEL_OFFSET
                o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
                #endif

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
                clip (col.a - 0.01);
                return col;
            }
            ENDCG
        }
    }
}
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