不用射線觸發,主動傳送到場景中預設的點
新版本的強制傳送
public virtual void ForceTeleport(Vector3 destinationPosition, Quaternion? destinationRotation = null)
{
DestinationMarkerEventArgs teleportArgs = BuildTeleportArgs(null, destinationPosition, destinationRotation);
StartTeleport(this, teleportArgs);
Quaternion updatedRotation = SetNewRotation(destinationRotation);
Vector3 finalDestination = GetCompensatedPosition(destinationPosition, destinationPosition);
CalculateBlinkDelay(blinkTransitionSpeed, finalDestination);
Blink(blinkTransitionSpeed);
if (ValidRigObjects())
{
playArea.position = finalDestination;
}
ProcessOrientation(this, teleportArgs, finalDestination, updatedRotation);
EndTeleport(this, teleportArgs);
}
老版本的強制傳送
public virtual void ForceTeleport(Vector3 destinationPosition, Quaternion? destinationRotation = null)
{
DestinationMarkerEventArgs teleportArgs = BuildTeleportArgs(null, destinationPosition, destinationRotation);
StartTeleport(this, teleportArgs);
CalculateBlinkDelay(blinkTransitionSpeed, destinationPosition);
Blink(blinkTransitionSpeed);
if (ValidRigObjects())
{
playArea.position = destinationPosition;
}
Quaternion updatedRotation = SetNewRotation(destinationRotation);
ProcessOrientation(this, teleportArgs, destinationPosition, updatedRotation);
EndTeleport(this, teleportArgs);
}
後設置camerarig角度,導致每次傳送的位置有偏差,所以更新下vrtk版本,解決這個問題。
如果在強制傳送的,想同時調整相機的角度,即 同時調整傳送後相機角度與位置
public void Teleport(Transform trans)
{
Quaternion tempQ = Quaternion.Euler(trans.eulerAngles);
m_teleport.ForceTeleport(trans.position, GetRotation(trans));
}
Quaternion GetRotation(Transform trans)
{
float offset = ( m_playArea != null && m_headset != null ? m_playArea.eulerAngles.y - m_headset.eulerAngles.y : 0f);
return Quaternion.Euler(0f, trans.eulerAngles.y + offset, 0f);
}
m_headset 爲camera(eye)
m_playArea爲cemerarig
計算傳送後應該補償的夾角得到新的rig方向
傳送後即爲箭頭預設方向