虚拟成像原理
1、首先SDK里面有什么
Cardboard脚本解析
1-Cardboard.cs
这是提供访问底层方法的类.
2-CardboardEye.cs
using UnityEngine;
/// in order to reset its cache.
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Cardboard/CardboardEye")]
public class CardboardEye : MonoBehaviour {
/// Whether this is the left eye or the right eye.
/// Determines which stereo eye to render, that is, which `EyeOffset` and
/// `Projection` matrix to use and which half of the screen to render to.
/// 确定要渲染的立体眼睛,就是用EyeOffset和projecttion 矩阵并且去渲染到屏幕的哪一半
public Cardboard.Eye eye;
/// Allows you to flip on or off specific culling mask layers for just this
/// eye. The mask is a toggle: The eye's culling mask is first copied from
/// the parent mono camera, and then the layers specified here are flipped.
/// Each eye has its own toggle mask.
/// 允许你为这个眼睛打开或关闭特定的剔除层.是一个触发器,这个层首先从父相机复制,然后在此制定那些层被启用,每只眼睛有它自己的剔除层
[Tooltip("Culling mask layers that this eye should toggle relative to the parent camera.")]
public LayerMask toggleCullingMask = 0;
/// The StereoController in charge of this eye (and whose mono camera
/// we will copy settings from).
/// 返回StereoController 控制这个眼睛
public StereoController Controller {
// This property is set up to work both in editor and in player.
get {
if (transform.parent == null) { // Should not happen.
return null;
}
if ((Application.isEditor && !Application.isPlaying) || controller == null) {
// Go find our controller.
return transform.parent.GetComponentInParent<StereoController>();
}
return controller;
}
}
/// Returns the closest ancestor CardboardHead.
/// @note Uses GetComponentInParent(), so the result will be null if no active ancestor is found.
/// 返回父类CardboardHead
public CardboardHead Head {
get {
return GetComponentInParent<CardboardHead>();
}
}
3-CardboardHead.cs
将此脚本附加到任何与用户头部运动相匹配的游戏对象上。也就是说Head模拟了现实中用户的头,Head下的部分都是头的一部分.
里面有:
Main Camera与GazePointer
Main Camera就是我们的视野,左右眼睛.
GazePointer其实就是视野注视点的实体,将这个注视点作为头部的一部分,跟随头部旋转.
4-GazeInputModule.cs
提供了一个Unity的BaseInputModule类的实现,使得UGUI可以通过触发与触摸的方式来选择和使用
Cardboard 的UI 系统是基于UGUI制作的.
我们在上一篇项目http://www.jianshu.com/p/3696bc837551
里面应该已经看到,我们修改并将GazeInputModule.cs脚本添加到EventSystem中
GazeInputModule:
这个脚本控制人眼视角发射的射线并触发相应的事件。
public override void Process() {
// Save the previous Game Object
GameObject gazeObjectPrevious = GetCurrentGameObject();
CastRayFromGaze(); // 控制射线发射,先将3D坐标转换为2D UI坐标系,发出射线
UpdateCurrentObject(); // 更新选中物体的状态,比如按钮会设置选中状态等
UpdateReticle(gazeObjectPrevious); //
// Get the camera
Camera camera = pointerData.enterEventCamera;
// Handle input
if (!Cardboard.SDK.TapIsTrigger && !Input.GetMouseButtonDown(0) && Input.GetMouseButton(0)) {
// Drag is only supported if TapIsTrigger is false.
HandleDrag(); // 拖动状态
} else if (Time.unscaledTime - pointerData.clickTime < clickTime) {
// Delay new events until clickTime has passed.
} else if (!pointerData.eligibleForClick &&
(Cardboard.SDK.Triggered || !Cardboard.SDK.TapIsTrigger && Input.GetMouseButtonDown(0))) {
HandleTrigger(); //触发事件
if (cardboardPointer != null) {
cardboardPointer.OnGazeTriggerStart(camera);
}
} else if (!Cardboard.SDK.Triggered && !Input.GetMouseButton(0)) {
HandlePendingClick(); // 就是光标选中,啥也没干
}
}