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
}
}
}