Vuforia在Unity中屏幕坐标转世界坐标,并使用lineRender画线,手指画线,选中物体并拖拽

前段时间一直在琢磨vuforia for android ,考虑在这样的情况下:世界坐标中有多个物体,选中其中某个物体开始连线到另一个物体,没想到vuforia for android 太坑了,花了很长时间也没有实现。在vuforia for android中使用的是OPENGL.ES2.0实现画各种图形,vuforia会得到一个最终矩阵,把它传入OPENGL,再传入要画的图形的坐标,就可以画出ar的效果,但是得不到经过以上过程后图形的最终坐标,所以点击的时候无法做出点击时间。无奈之下换成vuforia for unity,之前的问题都很容易解决了。

1.选中物体:在世界坐标下在多个物体中通过点击选中某个物体
2.拖拽物体:在世界坐标下选中某个物体并让物体跟着手指移动
3.手指画线:使用linerender,实现手指画线

选中物体

void Update () {
        Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
        RaycastHit hit ;
        if (Physics.Raycast(ray, out hit))
        {

            Debug.Log("产生碰撞,并且碰撞体的名字是:"+hit.collider.name);
        }
        else {
            Debug.Log("没有碰撞");
        }
    }
想要点击的物体要添加碰撞体如box collider,如果是sphere,添加sphere collider等。。

拖拽物体:

using UnityEngine;
using System.Collections;
public class DragObject : MonoBehaviour
{
    private Transform pickedObject = null;
    private Vector3 lastPlanePoint;
    // Use this for initialization
    void Start()
    {
    }
    // Update is called once per frame
    void Update()
    {
        //创建一个平面
        Plane targetPlane = new Plane(transform.up, transform.position);
        foreach (Touch touch in Input.touches)
        {
            //获取摄像头近平面到屏幕触摸点的射线
            Ray ray = Camera.main.ScreenPointToRay(touch.position);
            //获取射线沿着plane的距离
            float dist = 0.0f;
            targetPlane.Raycast(ray, out dist);
            //获取沿着射线在距离dist位置的点
            Vector3 planePoint = ray.GetPoint(dist);
            //Debug.Log("Point=" + planePoint);
            //按下手指触碰屏幕
            if (touch.phase == TouchPhase.Began)
            {
                RaycastHit hit = new RaycastHit();
                // 判断是否有碰撞到对象
                if (Physics.Raycast(ray, out hit, 1000))
                {
                    pickedObject = hit.transform;
                    lastPlanePoint = planePoint;
                }
                else
                {
                    pickedObject = null;
                }
                //选中模型后拖拽
            }
            else if (touch.phase == TouchPhase.Moved)
            {
                if (pickedObject != null)
                {
                    pickedObject.position += planePoint - lastPlanePoint;
                    lastPlanePoint = planePoint;
                }
                //释放
            }
            else if (touch.phase == TouchPhase.Ended)
            {
                pickedObject = null;
            }
        }
    }
}
给想要拖拽的物体绑定碰撞体,否则上述代码没用

**

手指画线

**
创建一个空物体,添加lienrender组件,修改名字为Line,上个有色材质,再创建一个Plane物体,给Plane添加碰撞体,上个透明材质,这样点击后产生的射线才有可能产生碰撞

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
public class LineHelper3 : MonoBehaviour {
    int lineSeg = 1;
    RaycastHit rh ;
    List<GameObject> pointPos;
    LineRenderer lr;
    GameObject pointer ;
    bool start_point = true;
    void Start()
    {
        pointer = new GameObject();
        gameObject.SetActive(true);
        lr = gameObject.GetComponent(typeof(LineRenderer)) as LineRenderer;
        lr.SetWidth(1f, 1f);
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetTouch(0).phase == TouchPhase.Began)
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
            rh = new RaycastHit();
            lr.SetVertexCount(1);
            if (Physics.Raycast(ray, out rh))
            {
                pointPos.Add(DrawLine(rh, 0));
            }
        }
        if (Input.GetTouch(0).phase == TouchPhase.Moved)
        {

                Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
                rh = new RaycastHit();
                lr.SetVertexCount(2);
                if (Physics.Raycast(ray, out rh))
                {
                    pointPos.Add(DrawLine(rh, 1));
                }


        }
        if (Input.GetTouch(0).phase == TouchPhase.Ended)
        {
            start_point = true;
            lr.SetVertexCount(0);
            lr.SetPosition(0, new Vector3(0, 0, 0));
            lr.SetPosition(1, new Vector3(0, 0, 0));

        }



    }


    GameObject DrawLine(RaycastHit pointPos,int start_or_end)
    {

        //Display point
        GameObject gb_pointer = GameObject.Instantiate(pointer) as GameObject;
        gb_pointer.transform.position = pointPos.point + (transform.position - pointPos.point) * 0.01f;
        gb_pointer.transform.rotation = Quaternion.LookRotation(pointPos.normal, Camera.main.transform.up);
        Vector3 laserpos = new Vector3();
        laserpos.x = 90.0f;
        laserpos.y = gb_pointer.transform.position.y;
        laserpos.z = gb_pointer.transform.position.z;
        gb_pointer.transform.eulerAngles = laserpos;
        lr.SetPosition(start_or_end, pointPos.point);   //设置目标点的坐标,使用的是world坐标系
        //lineSeg++;
        return gb_pointer;
    }

    void DestroyLine()
    {
        int arrayLength = pointPos.Count;
        if (arrayLength > 0)
        {
            GameObject.Destroy(pointPos[arrayLength - 1]);
            pointPos.RemoveAt(arrayLength - 1);
            //lr.SetVertexCount(--lineSeg);

        }
    }
}
  • 3
    点赞
  • 19
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值