不用射线触发,主动传送到场景中预设的点 新版本的强制传送
代码语言:javascript复制 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);
}
老版本的强制传送
代码语言:javascript复制 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);
}
后设置camerarig角度,导致每次传送的位置有偏差,所以更新下vrtk版本,解决这个问题。
如果在强制传送的,想同时调整相机的角度,即 同时调整传送后相机角度与位置
代码语言:javascript复制 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 为camera(eye) m_playArea为cemerarig 计算传送后应该补偿的夹角得到新的rig方向
传送后即为箭头预设方向