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Unity zSpace 开发

文章目录

  • 1.下载 zSpace 开发环境
    • 1.1 zCore Unity Package
    • 1.2 zView Unity Package
  • 2. 导入工程
  • 3. 发布设置
  • 4.功能实现
    • 4.1 用触控笔来实现对模型的拖拽:
  • 5. 后续更新

1.下载 zSpace 开发环境

官网地址
在这里插入图片描述

1.1 zCore Unity Package

  • zSpace 开发核心
  • 必须

1.2 zView Unity Package

  • 主要用途:在zSpace设备外接显示屏或投影时,将zSpace设备的3D画面转为2D画面进行展示(zSpace显示3D,外接设备显示2D)
  • 按需下载在这里插入图片描述

2. 导入工程

将下载好的 zCore Unity Package 导入到 Unity
在这里插入图片描述

3. 发布设置

  1. Edit—ProjectSettings—Player—OtherSetting—Rendering—ColorSpace 改为 Gamma
  2. Edit—ProjectSettings—Player—OtherSetting—AutoGraphicsAPIforWindows 取消勾选
  3. Edit—ProjectSettings—Player—OtherSetting—GraphicsAPIsforWindows-添加OpenGLCore,其他全部删除
    在这里插入图片描述
  4. Edit—ProjectSettings—Player—XRSetting 中勾选 Virtual Reality Supported
  5. Edit—ProjectSettings—Player—XRSetting—Virtual Reality SDKs 删除其他项添加 Stereo Display (non head-mounted)
    在这里插入图片描述

4.功能实现

4.1 用触控笔来实现对模型的拖拽:


//
//  Copyright (C) 2007-2020 zSpace, Inc.  All Rights Reserved.
//
using UnityEngine;
using UnityEngine.EventSystems;using zSpace.Core.EventSystems;
using zSpace.Core.Input;namespace zSpace.Core.Samples
{public class Draggable :ZPointerInteractable, IBeginDragHandler, IDragHandler, IEndDragHandler{// Public Methodspublic override ZPointer.DragPolicy GetDragPolicy(ZPointer pointer){if (pointer is ZMouse){return ZPointer.DragPolicy.LockToScreenAlignedPlane;}if (pointer is ZStylus){return ZPointer.DragPolicy.LockHitPosition;}return base.GetDragPolicy(pointer);}public void OnBeginDrag(PointerEventData eventData){ZPointerEventData pointerEventData = eventData as ZPointerEventData;if (pointerEventData == null ||pointerEventData.button != PointerEventData.InputButton.Left){return;}Pose pose = pointerEventData.Pointer.EndPointWorldPose;// Cache the initial grab state.this._initialGrabOffset =Quaternion.Inverse(this.transform.rotation) *(this.transform.position - pose.position);this._initialGrabRotation =Quaternion.Inverse(pose.rotation) *this.transform.rotation;// If the grabbable object has a rigidbody component,// mark it as kinematic during the grab.var rigidbody = this.GetComponent<Rigidbody>();if (rigidbody != null){this._isKinematic = rigidbody.isKinematic;rigidbody.isKinematic = true;}// Capture pointer events.pointerEventData.Pointer.CapturePointer(this.gameObject);}public void OnDrag(PointerEventData eventData){ZPointerEventData pointerEventData = eventData as ZPointerEventData;if (pointerEventData == null ||pointerEventData.button != PointerEventData.InputButton.Left){return;}Pose pose = pointerEventData.Pointer.EndPointWorldPose;// Update the grab object's rotation.this.transform.rotation =pose.rotation * this._initialGrabRotation;// Update the grab object's position.this.transform.position =pose.position + (this.transform.rotation * this._initialGrabOffset);}public void OnEndDrag(PointerEventData eventData){ZPointerEventData pointerEventData = eventData as ZPointerEventData;if (pointerEventData == null ||pointerEventData.button != PointerEventData.InputButton.Left){return;}// Release the pointer.pointerEventData.Pointer.CapturePointer(null);// If the grabbable object has a rigidbody component,// restore its original isKinematic state.var rigidbody = this.GetComponent<Rigidbody>();if (rigidbody != null){rigidbody.isKinematic = this._isKinematic;}}// Private Membersprivate Vector3 _initialGrabOffset = Vector3.zero;private Quaternion _initialGrabRotation = Quaternion.identity;private bool _isKinematic = false;}
}

5. 后续更新

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