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类和组件概述

When you first open your project based on the VR Template and see a lot of different classes and components, you might get confused a bit. So, let's learn a bit more about the template structure. All components that implement the basic VR functionality are assigned to the corresponding nodes organized in the hierarchy with the vr_layer root node (see the picture below):当您第一次打开基于VR Template的项目并看到很多不同的类和组件时,您可能会感到困惑。 因此,让我们更多地了解模板结构。 实现基本VR功能的所有组件都被分配到具有vr_layer根节点的层次结构中组织的相应节点(见下图):

VRPlayer Component
VRPlayer组件#

A player is represented by the hierarchy of nodes with the vr_player node in the root (a Player Dummy camera), to which the VRPlayer component is assigned. The component implements the player's logic. The child nodes of vr_player represent models of HMDs and controllers, to which all necessary components are assigned to configure interactions and main parameters.玩家由根节点(Player Dummy摄像机)中具有vr_player节点的节点层次结构表示,该节点分配了VRPlayer组件。 组件实现玩家的逻辑。 vr_player的子节点表示HMD和控制器的模型,所有必要的组件都被分配给它们来配置交互和主要参数。

InputSystem Component
InputSystem组件#

InputSystem is the main component that implements operations on user input, it includes all available devices, controllers, controls (controllers + common ones), event handlers, an so on. Input parameters for devices, functionality for polling the status of controls, etc. are implemented in the corresponding classes (PCInput, VRInput).InputSystem是实现对用户输入操作的主要组件,它包括所有可用的设备、控制器、控件(控制器+通用输入设备)、事件处理程序等等。 设备的输入参数、轮询控件状态的功能等都在相应的类(PCInputVRInput)中实现。

HeadController and HandController Components
HeadController和HandController组件#

Functionality of the devices is implemented in the components inhertied from the HeadController (for HMDs) and HandController (for controllers) base components:设备的功能是在从HeadController(用于HMD)和HandController(用于控制器)基础组件继承的组件中实现的:

  • VRHeadController and VRHandController components for the VR mode.VR模式的VRHeadControllerVRHandController组件。
  • PCHeadController and PCHandController components for the VR-emulation mode with keyboard control.具有键盘控制的VR仿真模式的PCHeadControllerPCHandController组件。

VRMovementManager Component
VRMovementManager组件#

The VRMovementManager component is used for movement management. Different types of movements (rotating, walking, teleporting) are implemented in the components inherited from the base VRBaseMovement component (TurnMovement, WalkMovement, TeleportationMovement + implementation of movements for the VR-emulation mode with keyboard control).VRMovementManager组件用于移动管理。不同类型的运动(旋转、行走、传送)在从基础VRBaseMovement组件继承的组件(TurnMovementWalkMovementTeleportationMovement+使用键盘控制的VR模拟模式的运动实现)中实现。

VRInteractionManager Component
VRInteractionManager组件#

The VRInteractionManager component is used for interactions management. Different types of interactions are implemented in the components inherited from the base VRBaseInteraction component:VRInteractionManager组件用于交互管理。 在从基VRBaseInteraction组件继承的组件中实现了不同类型的交互:

  • VRHandMenuInteraction - interaction with the menu using controllersVRHandMenuInteraction使用控制器与菜单的交互
  • VRHandShapeInteraction - interaction with objects using controllers and the keyboardVRHandShapeInteraction使用控制器和键盘与对象的交互
  • VRPCHeadMenuInteraction - interaction with the menu for the VR-emulation mode with keyboard controlVRPCHeadMenuInteraction通过键盘控制与VR仿真模式的菜单交互

VRBaseInteractable Component
VRBaseInteractable组件#

VRBaseInteractable is a base component for all interactive objects (objects you can interact with). It defines the main interactions: here you specify the available actions with the object. You can also add your own interaction type.VRBaseInteractable是所有交互对象(您可以与之交互的对象)的基本组件。 它定义了主要的交互:在这里您指定了与对象的可用操作。 您还可以添加自己的交互类型。

The following components are inherited from VRBaseInteractable:以下组件继承自VRBaseInteractable

VRTransformMovableObject

This component type can be used for all objects that can be grabbed, held, and thrown (it can be a ball, a pistol, whatever you can take, carry and drop).这种组件类型可用于所有可以抓住,握住和投掷的物体(它可以是球,手枪,任何您可以拿,携带和放下的东西)。

VRKinematicMovableObject

This component type can be used for physical objects that can be grabbed, held, and thrown (it can be a ball, a pistol, whatever you can take, carry and drop).这种组件类型可用于可以抓住,握住和投掷的物理物体(它可以是球,手枪,任何您可以拿,携带和放下的东西)。

VRPhysicMovableObject

This component type can be used for physical objects with rigid bodies (Rigid Body) that can be grabbed, held, and thrown (it can be a ball, a pistol, whatever you can take, carry and drop).这种组件类型可用于具有刚体(Rigid Body)的物理对象,这些物体可以被抓住,握住和投掷(它可以是球,手枪,任何您可以拿,携带和放下的东西)。

VRObjectHandle

This component type can be used for all objects that can be turned or moved while being held (various handles, levers, valves, etc.).这种组件类型可用于所有物体,在保持时可以转动或移动(各种手柄、操纵杆、阀门等)。

VRObjectSwitch

This component type can be used for all objects that can be switched by grabbing (all sorts of buttons and on-off switches, including rotary ones). It can be used in combination with the VRNodeSwitchEnableByGrab component for additional effects.这种组件类型可用于所有可以通过抓取来切换的对象(各种按钮和开关,包括旋转开关)。 它可以与VRNodeSwitchEnableByGrab组件结合使用以获得额外的效果。

VRNodeSwitchEnableByGrab

This component type is used to control enabling/disabling of one or more nodes when grabbed.此组件类型用于控制在抓取时启用/禁用一个或多个节点。

VRLaserPointer

This component enables casting a laser ray by the object. The laser pointer node has 2 components assigned: VRTransformMovableObject and VRLaserPointer.这个组件使物体能够投射激光射线. 激光指示器节点具有分配的2个组件:VRTransformMovableObjectVRLaserPointer

本页面上的信息适用于 UNIGINE 2.19.1 SDK.

最新更新: 2024-12-13
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