- 先檢查電腦配置(一下是最低要求)
https://support.zspace.com/hc/en-us/articles/204780665-zSpace-System-Requirements
處理器:Intel i3-4370
內存:8GB RAM
顯卡:AMD FirePro W5170M GPU
硬盤:128GB以上
或者你還可以下載一個zspace系統配置檢查,就是它啦
2.滿足要求了,打開顯卡設置,NVIDIA控制面板—》3D設置—》管理3D設置—》立體-啟用—》開
NOW 現在你就可以去官方下載一個demo試試效果了,地址
3.看完官方的demo之后,有木有心動,是不是也想自己動手做一個,好的,本菜鳥看完之后就想自己做一個,繼續往下走
4.安裝完unity3d后,我安裝的版本是unity3d2017.1.0p5,其余的版本類似,進入zspace官方,下載兩個開發包
http://developer.zspace.com/downloads
第一個直接安裝,第二個導入unity3d
5.導入之后,在資源里邊找到zCore,將zCore拖入Hierarchy窗口
6.找到Inspector屬性面板-》shereo Carmera-》current Camera將Main Camera為其賦值
7.接下來,很重要一步,有了它,立體效果才會出現Edit->Project Settings->Player-Settings for PC->Other Settings->Rendering->Virtual Reality SDKs添加 Stereo Display
8.接下來進入開發階段,向場景中拖入一個cube,在創建一個空物體,將RayGrapGameObject拖到空物體下,RayGrapGameObject代碼如下
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using zSpace.Core; public class RayGrapGameObject : MonoBehaviour { private GameObject _stylusBeamObject=null; private LineRenderer _stylusBeamRenderer=null; //private StylusState RayGrapGameObject.Ra_stylusState = StylusState.Idle; private StylusState _stylusState = StylusState.Idle; // Use this for initialization(初始化) private ZCore _zCore = null; private bool _wasButtonPressed = false; private static readonly float DEFAULT_STYLUS_BEAM_WIDTH = 0.0002f; private static readonly float DEFAULT_STYLUS_BEAM_LENGTH = 0.3f; private float _stylusBeamLength = DEFAULT_STYLUS_BEAM_LENGTH; private GameObject _grabObject=null; private Vector3 _initialGrabOffset = Vector3.zero; private Quaternion _initialGrabRotation=Quaternion.identity; private float _initialGrabDistance = 0.0f; public GameObject Cube; void Start() { _zCore = GameObject.FindObjectOfType<ZCore>(); if (_zCore == null) { Debug.LogError("無法找到參考"); this.enabled = false; return; } //創建觸控筆對象 _stylusBeamObject = new GameObject("StylusBeam"); _stylusBeamRenderer = _stylusBeamObject.AddComponent<LineRenderer>(); _stylusBeamRenderer.material = new Material(Shader.Find("Transparent/Diffuse")); _stylusBeamRenderer.startColor = Color.green; _stylusBeamRenderer.endColor = Color.black; } void Update() { //獲取觸控筆按鈕狀態信息 ZCore.Pose pose = _zCore.GetTargetPose(ZCore.TargetType.Primary,ZCore.CoordinateSpace.World); bool isButtonPressed = _zCore.IsTargetButtonPressed(ZCore.TargetType.Primary,0); switch (_stylusState) { case StylusState.Idle: { _stylusBeamLength = DEFAULT_STYLUS_BEAM_WIDTH; RaycastHit hit; if (Physics.Raycast(pose.Position, pose.Direction, out hit)) { _stylusBeamLength = hit.distance / _zCore.ViewerScale; if (isButtonPressed && !_wasButtonPressed) { Cube.GetComponent<Renderer>().material.color = Color.red; //開始抓取 this.BeginGrab(hit.collider.gameObject, hit.distance, pose.Position, pose.Rotation); _stylusState = StylusState.Grab; } } } break; case StylusState.Grab: { //抓取 this.UpdateGrab(pose.Position, pose.Rotation); //如果前面的觸控筆按鈕被釋放,就結束抓取 if (!isButtonPressed && _wasButtonPressed) { _stylusState = StylusState.Idle; Cube.GetComponent<Renderer>().material.color = Color.white; } } break; default: break; } //更新光線 this.UpdateStylusBeam(pose.Position, pose.Direction); _wasButtonPressed = isButtonPressed; } private void UpdateStylusBeam(Vector3 stylusPosition, Vector3 stylusDirection) { if (_stylusBeamRenderer != null) { float stylusBeamWidth = DEFAULT_STYLUS_BEAM_WIDTH * _zCore.ViewerScale; float stylusBeamLength = _stylusBeamLength * _zCore.ViewerScale; #if UNITY_5_4 _stylusBeamRenderer.SetWidth(stylusBeamWidth, stylusBeamWidth); #else _stylusBeamRenderer.startWidth = stylusBeamWidth; _stylusBeamRenderer.endWidth = stylusBeamWidth; #endif _stylusBeamRenderer.SetPosition(0, stylusPosition); _stylusBeamRenderer.SetPosition(1, stylusPosition + (stylusDirection * stylusBeamLength)); } } private void UpdateGrab(Vector3 inputPosition, Quaternion inputRotation) { Vector3 inputEndPosition = inputPosition + (inputRotation * (Vector3.forward * _initialGrabDistance)); //更新物體的角度 Quaternion objectRotation = inputRotation * _initialGrabRotation; _grabObject.transform.rotation = objectRotation; //更新抓取位置 Vector3 objectPosition = inputEndPosition + (objectRotation * _initialGrabOffset); _grabObject.transform.position = objectPosition; } private void BeginGrab(GameObject hitObject, float hitDistance, Vector3 inputPosition, Quaternion inputRotation) { Vector3 inputEndPosition = inputPosition + (inputRotation * (Vector3.forward * hitDistance)); //儲存初始抓取狀態 _grabObject = hitObject; _initialGrabOffset = Quaternion.Inverse(hitObject.transform.rotation)*(hitObject.transform.position-inputEndPosition); _initialGrabRotation = Quaternion.Inverse(inputRotation) * hitObject.transform.rotation; _initialGrabDistance = hitDistance; } private enum StylusState { Idle=0, Grab=1, }
將cube賦值,打開運行窗口,打開zspace->Open Priview Windows帶起眼鏡,拿起你手中的筆就可以操作啦,啦啦啦,開心吧!!!!
第一次書寫博客,如有不當,請各位批評指正
(注:相關技術參考來自官方的文檔)