在上一篇博客Unity在XR设备中获取手柄的按键信息_XR风云-CSDN博客我们知道怎样获取手柄的按键信息,那怎样获取得到手柄的姿态信息呢?
也是很简单的了,Unity的XR Input已经帮我们对接上Oculus平台,能够获取手柄姿态信息。
1、根据输入设备的类型获取设备,设备类型包括如下,我们今天是获取手柄信息,主要用到Left或者Right。
//
// 摘要:
// A set of bit flags describing XR.InputDevice characteristics.
[Flags]
public enum InputDeviceCharacteristics : uint
{
//
// 摘要:
// A default value specifying no flags.
None = 0,
//
// 摘要:
// The InputDevice is attached to the head.
HeadMounted = 1,
//
// 摘要:
// The InputDevice has a camera and associated camera tracking information.
Camera = 2,
//
// 摘要:
// The InputDevice is held in the user's hand. Typically, a tracked controller.
HeldInHand = 4,
//
// 摘要:
// The InputDevice provides hand tracking information via a Hand input feature.
HandTracking = 8,
//
// 摘要:
// The InputDevice provides eye tracking information via an Eyes input feature.
EyeTracking = 16,
//
// 摘要:
// The InputDevice provides 3DOF or 6DOF tracking data.
TrackedDevice = 32,
//
// 摘要:
// The InputDevice is a game controller.
Controller = 64,
//
// 摘要:
// The InputDevice is an unmoving reference object used to locate and track other
// objects in the world.
TrackingReference = 128,
//
// 摘要:
// The InputDevice is associated with the left side of the user.
Left = 256,
//
// 摘要:
// The InputDevice is associated with the right side of the user.
Right = 512,
//
// 摘要:
// The InputDevice reports software approximated, positional data.
Simulated6DOF = 1024
}
2、 姿态信息主要使用2个值,CommonUsages.devicePosition, CommonUsages.deviceRotation,来获取得到位置信息以及旋转信息。我们封装了一些借口,获取得到某个手柄的姿态信息。
public static bool Get(InputDeviceCharacteristics desiredCharacteristics, InputFeatureUsage<Vector3> inputFeatureUsage, out Vector3 value)
{
List<InputDevice> allDevices = new List<InputDevice>();
InputDevices.GetDevicesWithCharacteristics(desiredCharacteristics, allDevices);
if (allDevices.Count <= 0)
{
Debug.LogError($"not has device by {desiredCharacteristics}");
value = default;
return false;
}
if (allDevices.Count > 1)
{
Debug.LogError($"If the number of devices exceeds 1, the first device is selected by default. ");
value = default;
return false;
}
InputDevice device = allDevices[0];
if (!device.TryGetFeatureValue(inputFeatureUsage, out value))
{
Debug.LogError($"TryGetFeatureValue {inputFeatureUsage} failed!");
value = default;
return false;
}
return true;
}
public static bool Get(InputDeviceCharacteristics desiredCharacteristics, InputFeatureUsage<Quaternion> inputFeatureUsage, out Quaternion value)
{
List<InputDevice> allDevices = new List<InputDevice>();
InputDevices.GetDevicesWithCharacteristics(desiredCharacteristics, allDevices);
if (allDevices.Count <= 0)
{
Debug.LogError($"not has device by {desiredCharacteristics}");
value = default;
return false;
}
if (allDevices.Count > 1)
{
Debug.LogError($"If the number of devices exceeds 1, the first device is selected by default. ");
value = default;
return false;
}
InputDevice device = allDevices[0];
if (!device.TryGetFeatureValue(inputFeatureUsage, out value))
{
Debug.LogError($"TryGetFeatureValue {inputFeatureUsage} failed!");
value = default;
return false;
}
return true;
}
3、获取右手柄的姿态信息调用如下,获取其他信息也是一样的方法。
XRMeetingInput.Get(InputDeviceCharacteristics.Right, CommonUsages.devicePosition, out Vector3 postion);
XRMeetingInput.Get(InputDeviceCharacteristics.Right, CommonUsages.deviceRotation, out Quaternion rotation);
4、获取得到的信息,我开始以为获取得到是手柄的世界坐标,但是我怎么调试都不正确。经过查询资料才得知,这个函数返回的姿态信息都是本地姿态localPosition,localRotation,不是世界坐标。
所以需要把他们转换成世界坐标,比如在Oculus中需要知道playspace的Transform,然后进行转换成世界坐标,如下转换:
Vector3 position = MixedRealityPlayspace.Transform.TransformPoint(localPosition);
Quaternion rotation = MixedRealityPlayspace.Rotation * localRotation;
这样就可以获取得到手柄的世界坐标。
参考文献:
Unity - Manual: Unity XR Input
Unity - Scripting API: CommonUsages
Unity - Scripting API: XR.InputDevices.GetDevicesWithCharacteristics
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