在做HTC的VIVE VR开发过程中,经常会用到手柄的操作。而对于手柄发射射线选中物体最是经常用到。
有时候我们希望得到手柄射线与物体碰撞的碰撞点坐标,(如:有时做射击时希望在碰撞点加点动画特效什么的)
如果不知道碰撞点,那么特效可能就不知道往哪里放。
其实要获得碰撞点很简单,下面类是SteamVR中自带的类SteamVR_LaserPointer ,我们只用对这个类稍微修改下,
如红下面代码中红色字体部分,就是把这个类里面的RaycastHit。碰撞对象作为公用类型公布出来,就可以了。而碰撞点就
是这个对象的 point 属性。
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;using System.Collections;
public struct PointerEventArgs
{
public uint controllerIndex;
public uint flags;
public float distance;
public Transform target;
}
public delegate void PointerEventHandler(object sender, PointerEventArgs e);
public class SteamVR_LaserPointer : MonoBehaviour
{
public bool active = true;
public Color color;
public float thickness = 0.002f;
public GameObject holder;
public GameObject pointer;
bool isActive = false;
public bool addRigidBody = false;
public Transform reference;
public event PointerEventHandler PointerIn;
public event PointerEventHandler PointerOut;
/// <summary>
/// 射线碰撞的相关信息
/// </summary>
public RaycastHit rayhit;
Transform previousContact = null;
// Use this for initialization
void Start ()
{
holder = new GameObject();
holder.transform.parent = this.transform;
holder.transform.localPosition = Vector3.zero;
holder.transform.localRotation = Quaternion.identity;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = holder.transform;
pointer.transform.localScale = new Vector3(thickness, thickness, 100f);
pointer.transform.localPosition = new Vector3(0f, 0f, 50f);
pointer.transform.localRotation = Quaternion.identity;
BoxCollider collider = pointer.GetComponent<BoxCollider>();
if (addRigidBody)
{
if (collider)
{
collider.isTrigger = true;
}
Rigidbody rigidBody = pointer.AddComponent<Rigidbody>();
rigidBody.isKinematic = true;
}
else
{
if(collider)
{
Object.Destroy(collider);
}
}
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
pointer.GetComponent<MeshRenderer>().material = newMaterial;
}
public virtual void OnPointerIn(PointerEventArgs e)
{
if (PointerIn != null)
PointerIn(this, e);
}
public virtual void OnPointerOut(PointerEventArgs e)
{
if (PointerOut != null)
PointerOut(this, e);
}
// Update is called once per frame
void Update ()
{
if (!isActive)
{
isActive = true;
this.transform.GetChild(0).gameObject.SetActive(true);
}
float dist = 100f;
SteamVR_TrackedController controller = GetComponent<SteamVR_TrackedController>();
Ray raycast = new Ray(transform.position, transform.forward);
RaycastHit hit;
bool bHit = Physics.Raycast(raycast, out hit);
rayhit = hit;
if (previousContact && previousContact != hit.transform)
{
PointerEventArgs args = new PointerEventArgs();
if (controller != null)
{
args.controllerIndex = controller.controllerIndex;
}
args.distance = 0f;
args.flags = 0;
args.target = previousContact;
OnPointerOut(args);
previousContact = null;
}
if(bHit && previousContact != hit.transform)
{
PointerEventArgs argsIn = new PointerEventArgs();
if (controller != null)
{
argsIn.controllerIndex = controller.controllerIndex;
}
argsIn.distance = hit.distance;
argsIn.flags = 0;
argsIn.target = hit.transform;
OnPointerIn(argsIn);
previousContact = hit.transform;
}
if(!bHit)
{
previousContact = null;
}
if (bHit && hit.distance < 100f)
{
dist = hit.distance;
}
if (controller != null && controller.triggerPressed)
{
pointer.transform.localScale = new Vector3(thickness * 5f, thickness * 5f, dist);
}
else
{
pointer.transform.localScale = new Vector3(thickness, thickness, dist);
}
pointer.transform.localPosition = new Vector3(0f, 0f, dist/2f);
}
}