pico手柄和人物模型手部旋转同步,实现手柄控制手臂手部位置移动、手部旋转和手指的操作了
这里的主要内容就是下述代码;
// 获取左手控制器的旋转(四元数表示)Quaternion aRotationQuaternion = leftHandController.rotation;// 计算旋转差值(四元数表示)Quaternion rotationDifference = Quaternion.Euler(0, -90, -90);// 应用差值到左手控制器的旋转并获取新的四元数Quaternion bRotationQuaternion = aRotationQuaternion * rotationDifference;// 将新的四元数设置给左手的旋转leftHand.rotation = bRotationQuaternion;
下面是全部代码、加入Animation 的ik控制器和手部动画控制就可以实现手柄控制手臂手部位置移动、手部旋转和手指的操作了
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NewBehaviourScript : MonoBehaviour
{//头部控制器(vr头盔)public Transform XROrigin;//头部控制器(vr头盔)public Transform headController;//左手控制器(左手柄)public Transform leftHandController;//右手控制器(右手柄)public Transform rightHandController;public Transform player;//头部rigpublic Transform head;//左手rigpublic Transform leftHand;//右手rigpublic Transform rightHand;// Start is called before the first frame updatevoid Start(){}// Update is called once per framevoid Update(){//修改角色朝向Vector3 cameraForward = headController.forward;cameraForward.y = 0;player.rotation = Quaternion.LookRotation(cameraForward);//修改角色位置 Vector3 newPosition = XROrigin.position ;transform.position = newPosition;//修改角色左手位置leftHand.position = leftHandController.position;// 获取左手控制器的旋转(四元数表示)Quaternion aRotationQuaternion = leftHandController.rotation;// 计算旋转差值(四元数表示)Quaternion rotationDifference = Quaternion.Euler(0, -90, -90);// 应用差值到左手控制器的旋转并获取新的四元数Quaternion bRotationQuaternion = aRotationQuaternion * rotationDifference;// 将新的四元数设置给左手的旋转leftHand.rotation = bRotationQuaternion;}}