手柄震动的代码SteamVR_Controller脚本的最上面的注释里面就有说明,其实也很简单
// Example usage:
//这个栗子是左手柄震动 右手震动只需把Leftmost换成Rightmost即可
// var deviceIndex = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost);
// if (deviceIndex != -1 && SteamVR_Controller.Input(deviceIndex).GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
// SteamVR_Controller.Input(deviceIndex).TriggerHapticPulse(1000);
//
//============================================================================= using UnityEngine;
using Valve.VR; /// <summary>
/// 手柄
/// </summary>
public class SteamVR_Controller
{
//按钮
public class ButtonMask
{
public const ulong System = (1ul << (int)EVRButtonId.k_EButton_System); // reserved 为Steam系统保留,用来调出Steam系统菜单
public const ulong ApplicationMenu = (1ul << (int)EVRButtonId.k_EButton_ApplicationMenu);
public const ulong Grip = (1ul << (int)EVRButtonId.k_EButton_Grip);
public const ulong Axis0 = (1ul << (int)EVRButtonId.k_EButton_Axis0);
public const ulong Axis1 = (1ul << (int)EVRButtonId.k_EButton_Axis1);
public const ulong Axis2 = (1ul << (int)EVRButtonId.k_EButton_Axis2);
public const ulong Axis3 = (1ul << (int)EVRButtonId.k_EButton_Axis3);
public const ulong Axis4 = (1ul << (int)EVRButtonId.k_EButton_Axis4);
public const ulong Touchpad = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Touchpad);
public const ulong Trigger = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Trigger);
} //设备
public class Device
{
public Device(uint i) { index = i; }
public uint index { get; private set; } public bool valid { get; private set; }
public bool connected { get { Update(); return pose.bDeviceIsConnected; } }
public bool hasTracking { get { Update(); return pose.bPoseIsValid; } } public bool outOfRange { get { Update(); return pose.eTrackingResult == ETrackingResult.Running_OutOfRange || pose.eTrackingResult == ETrackingResult.Calibrating_OutOfRange; } }
public bool calibrating { get { Update(); return pose.eTrackingResult == ETrackingResult.Calibrating_InProgress || pose.eTrackingResult == ETrackingResult.Calibrating_OutOfRange; } }
public bool uninitialized { get { Update(); return pose.eTrackingResult == ETrackingResult.Uninitialized; } } // These values are only accurate for the last controller state change (e.g. trigger release), and by definition, will always lag behind
// the predicted visual poses that drive SteamVR_TrackedObjects since they are sync'd to the input timestamp that caused them to update.
//这些值只在最近状态发生改变的才准确(例如 释放扳机),通过定义,将会总是在预测视觉动作(这个预测的信息用来驱动SteamVR_TrackedObjects)之后延迟,因为他们是和输入的时间戳同步更新的 public SteamVR_Utils.RigidTransform transform { get { Update(); return new SteamVR_Utils.RigidTransform(pose.mDeviceToAbsoluteTracking); } }
public Vector3 velocity { get { Update(); return new Vector3(pose.vVelocity.v0, pose.vVelocity.v1, -pose.vVelocity.v2); } }
public Vector3 angularVelocity { get { Update(); return new Vector3(-pose.vAngularVelocity.v0, -pose.vAngularVelocity.v1, pose.vAngularVelocity.v2); } } //获取状态 之前的状态 动作
public VRControllerState_t GetState() { Update(); return state; }
public VRControllerState_t GetPrevState() { Update(); return prevState; }
public TrackedDevicePose_t GetPose() { Update(); return pose; } VRControllerState_t state, prevState;
TrackedDevicePose_t pose;
int prevFrameCount = -;
public void Update()
{
if (Time.frameCount != prevFrameCount)
{
prevFrameCount = Time.frameCount;
prevState = state; var system = OpenVR.System;
if (system != null)
{
valid = system.GetControllerStateWithPose(SteamVR_Render.instance.trackingSpace, index, ref state, ref pose);
UpdateHairTrigger();
}
}
} //长按 按下 抬起 两种参数buttonMask buttonId
public bool GetPress(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) != ; }
public bool GetPressDown(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) != && (prevState.ulButtonPressed & buttonMask) == ; }
public bool GetPressUp(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) == && (prevState.ulButtonPressed & buttonMask) != ; } public bool GetPress(EVRButtonId buttonId) { return GetPress(1ul << (int)buttonId); }
public bool GetPressDown(EVRButtonId buttonId) { return GetPressDown(1ul << (int)buttonId); }
public bool GetPressUp(EVRButtonId buttonId) { return GetPressUp(1ul << (int)buttonId); } //触摸 按下 抬起
public bool GetTouch(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) != ; }
public bool GetTouchDown(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) != && (prevState.ulButtonTouched & buttonMask) == ; }
public bool GetTouchUp(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) == && (prevState.ulButtonTouched & buttonMask) != ; } public bool GetTouch(EVRButtonId buttonId) { return GetTouch(1ul << (int)buttonId); }
public bool GetTouchDown(EVRButtonId buttonId) { return GetTouchDown(1ul << (int)buttonId); }
public bool GetTouchUp(EVRButtonId buttonId) { return GetTouchUp(1ul << (int)buttonId); } //获取轴心 此处是用来返回手指在触摸板Touchpad上的位置
public Vector2 GetAxis(EVRButtonId buttonId = EVRButtonId.k_EButton_SteamVR_Touchpad)
{
Update();
var axisId = (uint)buttonId - (uint)EVRButtonId.k_EButton_Axis0;
switch (axisId)
{
case : return new Vector2(state.rAxis0.x, state.rAxis0.y);
case : return new Vector2(state.rAxis1.x, state.rAxis1.y);
case : return new Vector2(state.rAxis2.x, state.rAxis2.y);
case : return new Vector2(state.rAxis3.x, state.rAxis3.y);
case : return new Vector2(state.rAxis4.x, state.rAxis4.y);
}
return Vector2.zero;
} //上面提到的震动方法
public void TriggerHapticPulse(ushort durationMicroSec = , EVRButtonId buttonId = EVRButtonId.k_EButton_SteamVR_Touchpad)
{
var system = OpenVR.System;
if (system != null)
{
var axisId = (uint)buttonId - (uint)EVRButtonId.k_EButton_Axis0;
system.TriggerHapticPulse(index, axisId, (char)durationMicroSec);
}
} //扳机扣下或释放的量才可以改变状态
public float hairTriggerDelta = 0.1f; // amount trigger must be pulled or released to change state
float hairTriggerLimit;
bool hairTriggerState, hairTriggerPrevState;
/// <summary>
/// 更新扳机状态
/// </summary>
void UpdateHairTrigger()
{
hairTriggerPrevState = hairTriggerState;
var value = state.rAxis1.x; // trigger
if (hairTriggerState)
{
if (value < hairTriggerLimit - hairTriggerDelta || value <= 0.0f)
hairTriggerState = false;
}
else
{
if (value > hairTriggerLimit + hairTriggerDelta || value >= 1.0f)
hairTriggerState = true;
}
hairTriggerLimit = hairTriggerState ? Mathf.Max(hairTriggerLimit, value) : Mathf.Min(hairTriggerLimit, value);
} public bool GetHairTrigger() { Update(); return hairTriggerState; }
public bool GetHairTriggerDown() { Update(); return hairTriggerState && !hairTriggerPrevState; }
public bool GetHairTriggerUp() { Update(); return !hairTriggerState && hairTriggerPrevState; }
} private static Device[] devices; /// <summary>
/// 输入的具体设备
/// </summary>
/// <param name="deviceIndex">Device index.</param>
public static Device Input(int deviceIndex)
{
if (devices == null)
{
devices = new Device[OpenVR.k_unMaxTrackedDeviceCount];
for (uint i = ; i < devices.Length; i++)
devices[i] = new Device(i);
} return devices[deviceIndex];
} public static void Update()
{
for (int i = ; i < OpenVR.k_unMaxTrackedDeviceCount; i++)
Input(i).Update();
} // This helper can be used in a variety of ways. Beware that indices may change
// as new devices are dynamically added or removed, controllers are physically
// swapped between hands, arms crossed, etc.
//这个枚举帮手用很多用法.注意索引也许会因为动态的新增或者移除而改变
//或者控制器物理上的在双手/双臂之间交换,等等
public enum DeviceRelation
{
First,
// radially
Leftmost,
Rightmost,
// distance - also see vr.hmd.GetSortedTrackedDeviceIndicesOfClass
FarthestLeft,
FarthestRight,
} /// <summary>
/// 获取设备的索引
/// </summary>
/// <returns>The device index.</returns>
/// <param name="relation">Relation.</param>
/// <param name="deviceClass">Device class.</param>
/// <param name="relativeTo">Relative to.</param>
public static int GetDeviceIndex(DeviceRelation relation,
ETrackedDeviceClass deviceClass = ETrackedDeviceClass.Controller,
int relativeTo = (int)OpenVR.k_unTrackedDeviceIndex_Hmd) // use -1 for absolute tracking space
{
var result = -; var invXform = ((uint)relativeTo < OpenVR.k_unMaxTrackedDeviceCount) ?
Input(relativeTo).transform.GetInverse() : SteamVR_Utils.RigidTransform.identity; var system = OpenVR.System;
if (system == null)
return result; var best = -float.MaxValue;
for (int i = ; i < OpenVR.k_unMaxTrackedDeviceCount; i++)
{
if (i == relativeTo || system.GetTrackedDeviceClass((uint)i) != deviceClass)
continue; var device = Input(i);
if (!device.connected)
continue; if (relation == DeviceRelation.First)
return i; float score; var pos = invXform * device.transform.pos;
if (relation == DeviceRelation.FarthestRight)
{
score = pos.x;
}
else if (relation == DeviceRelation.FarthestLeft)
{
score = -pos.x;
}
else
{
var dir = new Vector3(pos.x, 0.0f, pos.z).normalized;
var dot = Vector3.Dot(dir, Vector3.forward);
var cross = Vector3.Cross(dir, Vector3.forward);
if (relation == DeviceRelation.Leftmost)
{
score = (cross.y > 0.0f) ? 2.0f - dot : dot;
}
else
{
score = (cross.y < 0.0f) ? 2.0f - dot : dot;
}
} if (score > best)
{
result = i;
best = score;
}
} return result;
}
}
另外分享一个别人的关于手柄震动的教程,比较详细~~
新建yzx_controller脚本,挂在手柄上即可
一、 手柄震动一下(真的只震动一下,也许不注意都感受不到!)
using UnityEngine;
using System.Collections; public class yzx_controller : MonoBehaviour
{ SteamVR_TrackedObject Hand;
SteamVR_Controller.Device device; // Use this for initialization
void Start () {
Hand = GetComponent<SteamVR_TrackedObject>(); //获得SteamVR_ TrackedObject组件
} // Update is called once per frame
void Update () { if (Hand.isValid)
{
//防止Start函数没加载成功,保证SteamVR_ TrackedObject组件获取成功!
Hand = GetComponent<SteamVR_TrackedObject>();
}
//根据index,获得手柄
device = SteamVR_Controller.Input((int)Hand.index); //如果手柄的Trigger键被按下了
if (device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
{
Debug.Log("Trigger is pressed!"); //控制台输出Trigger is pressed!
device.TriggerHapticPulse(); //手柄震动函数,500代表振幅,是一个ushort类型
} }
运行程序,扣一下Trigger键,咦,好像不对劲,都没感觉发生了什么。也许你会怀疑人生,是不是都没有捕捉到Trigger键被按下的事件?
No,No,No,明明控制台打印了Trigger is pressed !
这是为什么?……
因为,手柄只震动了一下下,你根本感觉不到。当然,你也可以修改这句代码device.TriggerHapticPulse(500); 将参数500调成1000,甚至更大(数值越大,振幅越大), 然而,震感还是太低了,因为,持续时间太短了……
二、手柄持续震动(这次,真的很有震感了……)
自然想到,如果要让手柄有震感,那么震动持续的时间一定要有保证!!!
下面的代码中,你可以随便修改代码StartCoroutine(“Shock”,0.5f) 的第二个参数(代表震动持续时间),0.5f 代表手柄持续震动0.5s,想震多久就震多久……Cool !!!
我的想法:就是通过协程去执行手柄震动,然后通过Invoke函数来决定延迟时间,即控制手柄震动的持续时间。
全面修改 yzx_controller.cs脚本,代码如下:
using UnityEngine;
using System.Collections; public class yzx_controller : MonoBehaviour
{
SteamVR_TrackedObject Hand;
SteamVR_Controller.Device device; bool IsShock = false; //布尔型变量IsShock // Use this for initialization
void Start ()
{
Hand = GetComponent<SteamVR_TrackedObject>(); //获得SteamVR_ TrackedObject组件
} // Update is called once per frame
void Update ()
{ //防止Start函数没加载成功,保证SteamVR_ TrackedObject组件获取成功!
if (Hand.isValid)
{
Hand = GetComponent<SteamVR_TrackedObject>();
}
device = SteamVR_Controller.Input((int)Hand.index); //根据index,获得手柄
//如果手柄的Trigger键被按下了
if (device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
{ IsShock = false; //每次按下,IsShock为false,才能保证手柄震动
StartCoroutine("Shock",0.5f); //开启协程Shock(),第二个参数0.5f 即为协程Shock()的形参
} } //定义了一个协程 IEnumerator Shock(float durationTime) { //Invoke函数,表示durationTime秒后,执行StopShock函数;
Invoke("StopShock", durationTime); //协程一直使得手柄产生震动,直到布尔型变量IsShock为false;
while (!IsShock)
{
device.TriggerHapticPulse(); yield return new WaitForEndOfFrame(); } } void StopShock()
{
IsShock = true; //关闭手柄的震动
} }
运行程序,Amazing!手柄真的真的震动起来了,而且可以随意调节震动的持续时间, So cool ……