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力反馈入门教程

本教程将指导您创建一个集刚度与阻尼于一体的基础力反馈仿真,以模拟与静态物体(如球体)接触时的物理特性。 完成本教程后,您将获得一个模拟,通过它您可以感知到球体的存在,并根据不同的触觉体验调整其刚度和阻尼属性。

导言​

本教程的主要挑战在于开发一个函数,该函数能够计算与同时具有刚度和 阻尼特性的球体接触时产生的合力。 在此情境下,刚度起着弹簧的作用:物体被压缩得越厉害,产生的力就越大。 而阻尼则代表物体对运动的阻力:物体移动得越快,阻尼产生的阻力就越大。

场景设置​

请按照《》中的说明,首先配置一个 Haptic Rig。 指南《入门指南》,同时确保其位置、旋转和缩放比例 触觉起源 分别定义为 (0, 0, 0) et (1, 1, 1).

接下来,创建一个名为 Sphere 具有以下特性:

  • 职位 : (0, 0, -0.1) (距离相机前方约10厘米处)
  • 比例尺: (0.2, 0.2, 0.2) (相当于直径为20厘米的球体)

强制返回脚本​

向 GameObject 添加一个新的 C# 脚本 球体 被任命为 SphereForceFeedback.cs. 该脚本将计算光标Inverse3 与球体接触时所受的力,同时考虑刚度和阻尼。 请使用以下属性初始化该脚本:

[SerializeField]
private Inverse3 inverse3;

[Range(0, 800)]
public float stiffness = 300f;
[Range(0, 3)]
public float damping = 1f;

private Vector3 _ballPosition;
private float _ballRadius;
private float _cursorRadius;

力值的计算应仅在光标进入球体时进行,以模拟触摸具有特定刚度和阻尼的物理物体时的触感。 该方法 ForceCalculation 将负责执行此任务,同时兼顾光标的当前位置和移动速度:

private Vector3 ForceCalculation(Vector3 cursorPosition, Vector3 cursorVelocity, float cursorRadius,
Vector3 otherPosition, float otherRadius)
{
var force = Vector3.zero;

var distanceVector = cursorPosition - otherPosition;
var distance = distanceVector.magnitude;
var penetration = otherRadius + cursorRadius - distance;

if (penetration > 0)
{
// Normalize the distance vector to get the direction of the force
var normal = distanceVector.normalized;

// Calculate the force based on penetration
force = normal * penetration * stiffness;

// Apply damping based on the cursor velocity
force -= cursorVelocity * damping;
}

return force;
}

private void OnDeviceStateChanged(object sender, Inverse3EventArgs args)
{
var inverse3 = args.DeviceController;
// Calculate the ball force
var force = ForceCalculation(inverse3.CursorLocalPosition, inverse3.CursorLocalVelocity,
_cursorRadius, _ballPosition, _ballRadius);

inverse3.SetCursorLocalForce(force);
}

在该方法中 Awake, 初始化 _ballPosition, _ballRadius et _cursorRadius 要配置场景数据:

private void SaveSceneData()
{
var t = transform;
_ballPosition = t.position;
_ballRadius = t.lossyScale.x / 2f;

_cursorRadius = inverse3.Cursor.Radius;
}

private void Awake()
{
SaveSceneData();
}

请务必完成提醒功能的注册和注销 OnDeviceStateChanged 在方法中 OnEnable et OnDisable,分别用于在交互过程中正确处理力反馈:

protected void OnEnable()
{
inverse3.DeviceStateChanged += OnDeviceStateChanged;
}

protected void OnDisable()
{
inverse3.DeviceStateChanged -= OnDeviceStateChanged;
}

游戏体验​

按住光标Inverse3 ,切换到“播放模式”,然后尝试触碰该球体。 你应该能够感知到球体的存在,并可通过 Unity 的“检查器”调整其刚度和阻尼属性,从而获得与虚拟物体互动的真实触感。

光标触碰到球体

源文件​

该示例的完整场景及所有相关文件均可从 Unity包管理器的 “Tutorials”示例中导入。

SphereForceFeedback.cs​

/*
* Copyright 2024 Haply Robotics Inc. All rights reserved.
*/

using Haply.Inverse.DeviceControllers;
using Haply.Inverse.DeviceData;
using UnityEngine;

namespace Haply.Samples.Tutorials._2_BasicForceFeedback
{
public class SphereForceFeedback : MonoBehaviour
{
public Inverse3Controller inverse3;

[Range(0, 800)]
// Stiffness of the force feedback.
public float stiffness = 300f;

[Range(0, 3)]
public float damping = 1f;

private Vector3 _ballPosition;
private float _ballRadius;
private float _cursorRadius;

/// <summary>
/// Stores the cursor and sphere transform data for access by the haptic thread.
/// </summary>
private void SaveSceneData()
{
var t = transform;
_ballPosition = t.position;
_ballRadius = t.lossyScale.x / 2f;

_cursorRadius = inverse3.Cursor.Radius;
}

/// <summary>
/// Saves the initial scene data cache.
/// </summary>
private void Awake()
{
inverse3 ??= FindObjectOfType<Inverse3Controller>();
inverse3.Ready.AddListener((device, args) => SaveSceneData());
}

/// <summary>
/// Subscribes to the DeviceStateChanged event.
/// </summary>
private void OnEnable()
{
inverse3.DeviceStateChanged += OnDeviceStateChanged;
}

/// <summary>
/// Unsubscribes from the DeviceStateChanged event.
/// </summary>
private void OnDisable()
{
inverse3.DeviceStateChanged -= OnDeviceStateChanged;
inverse3.Release();
}

/// <summary>
/// Calculates the force based on the cursor's position and another sphere position.
/// </summary>
/// <param name="cursorPosition">The position of the cursor.</param>
/// <param name="cursorVelocity">The velocity of the cursor.</param>
/// <param name="cursorRadius">The radius of the cursor.</param>
/// <param name="otherPosition">The position of the other sphere (e.g., ball).</param>
/// <param name="otherRadius">The radius of the other sphere.</param>
/// <returns>The calculated force vector.</returns>
private Vector3 ForceCalculation(Vector3 cursorPosition, Vector3 cursorVelocity, float cursorRadius,
Vector3 otherPosition, float otherRadius)
{
var force = Vector3.zero;

var distanceVector = cursorPosition - otherPosition;
var distance = distanceVector.magnitude;
var penetration = otherRadius + cursorRadius - distance;

if (penetration > 0)
{
// Normalize the distance vector to get the direction of the force
var normal = distanceVector.normalized;

// Calculate the force based on penetration
force = normal * penetration * stiffness;

// Apply damping based on the cursor velocity
force -= cursorVelocity * damping;
}

return force;
}

/// <summary>
/// Event handler that calculates and send the force to the device when the cursor's position changes.
/// </summary>
/// <param name="sender">The Inverse3 data object.</param>
/// <param name="args">The event arguments containing the device data.</param>
private void OnDeviceStateChanged(object sender, Inverse3EventArgs args)
{
var inverse3 = args.DeviceController;
// Calculate the ball force
var force = ForceCalculation(inverse3.CursorLocalPosition, inverse3.CursorLocalVelocity,
_cursorRadius, _ballPosition, _ballRadius);

inverse3.SetCursorLocalForce(force);
}
}
}