Vuforia在Unity中屏幕座標轉世界座標,並使用lineRender畫線,手指畫線,選中物體並拖拽

前段時間一直在琢磨vuforia for android ,考慮在這樣的情況下:世界座標中有多個物體,選中其中某個物體開始連線到另一個物體,沒想到vuforia for android 太坑了,花了很長時間也沒有實現。在vuforia for android中使用的是OPENGL.ES2.0實現畫各種圖形,vuforia會得到一個最終矩陣,把它傳入OPENGL,再傳入要畫的圖形的座標,就可以畫出ar的效果,但是得不到經過以上過程後圖形的最終座標,所以點擊的時候無法做出點擊時間。無奈之下換成vuforia for unity,之前的問題都很容易解決了。

1.選中物體:在世界座標下在多個物體中通過點擊選中某個物體
2.拖拽物體:在世界座標下選中某個物體並讓物體跟着手指移動
3.手指畫線:使用linerender,實現手指畫線

選中物體

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

            Debug.Log("產生碰撞,並且碰撞體的名字是:"+hit.collider.name);
        }
        else {
            Debug.Log("沒有碰撞");
        }
    }
想要點擊的物體要添加碰撞體如box collider,如果是sphere,添加sphere collider等。。

拖拽物體:

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()
    {
        //創建一個平面
        Plane targetPlane = new Plane(transform.up, transform.position);
        foreach (Touch touch in Input.touches)
        {
            //獲取攝像頭近平面到屏幕觸摸點的射線
            Ray ray = Camera.main.ScreenPointToRay(touch.position);
            //獲取射線沿着plane的距離
            float dist = 0.0f;
            targetPlane.Raycast(ray, out dist);
            //獲取沿着射線在距離dist位置的點
            Vector3 planePoint = ray.GetPoint(dist);
            //Debug.Log("Point=" + planePoint);
            //按下手指觸碰屏幕
            if (touch.phase == TouchPhase.Began)
            {
                RaycastHit hit = new RaycastHit();
                // 判斷是否有碰撞到對象
                if (Physics.Raycast(ray, out hit, 1000))
                {
                    pickedObject = hit.transform;
                    lastPlanePoint = planePoint;
                }
                else
                {
                    pickedObject = null;
                }
                //選中模型後拖拽
            }
            else if (touch.phase == TouchPhase.Moved)
            {
                if (pickedObject != null)
                {
                    pickedObject.position += planePoint - lastPlanePoint;
                    lastPlanePoint = planePoint;
                }
                //釋放
            }
            else if (touch.phase == TouchPhase.Ended)
            {
                pickedObject = null;
            }
        }
    }
}
給想要拖拽的物體綁定碰撞體,否則上述代碼沒用

**

手指畫線

**
創建一個空物體,添加lienrender組件,修改名字爲Line,上個有色材質,再創建一個Plane物體,給Plane添加碰撞體,上個透明材質,這樣點擊後產生的射線纔有可能產生碰撞

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);   //設置目標點的座標,使用的是world座標系
        //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);

        }
    }
}
發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章