基础力反馈教程
本教程将指导您创建一个包含刚度和阻尼的基础触觉模拟,用于模拟与静态物体(例如球体)接触时的物理特性。 完成本教程后,您将拥有一个模拟程序,该程序能够感知球体的存在,并可调整其刚度和阻尼属性,以获得不同的触觉体验。
简介
本教程的核心挑战是开发一个函数,用于计算与同时具有刚度和阻尼的球体接触时产生的力。 在此背景下,刚度的作用类似于弹簧:压缩得越多,产生的力就越大。 另一方面,阻尼表示物体对运动的阻力:物体移动得越快,所受的阻力就越大。
设置
首先,按照 入门指南 按照其中的说明设置 Haptic Rig,并确保 触觉起源 的位置、旋转和缩放分别设置为 (0, 0, 0) 和 (1, 1, 1)。
然后,创建一个名为 Sphere 球体,并设置以下属性:
- 位置:
(0, 0, -0.1)(约位于设备前方 10 厘米处) - 缩放:
(0.2, 0.2, 0.2)(对应直径为 20 厘米的球体)
力反馈脚本
为 球体 在游戏对象上添加一个新的 C# 脚本,命名为 SphereForceFeedback.cs。
该脚本将在与球体接触时,计算施加在Inverse3 光标上的力,同时考虑刚度和阻尼。
使用以下属性初始化脚本:
[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;
仅当光标穿透球体时才应进行力计算,以模拟触碰具有特定刚度和阻尼的实体物体时的感觉。
ForceCalculation 该方法将负责进行此项计算,同时考虑光标的位置和速度:
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 Awake 中方法,初始化 _ballPosition、_ballRadius 和 _cursorRadius,用于设置场景数据:
private void SaveSceneData()
{
var t = transform;
_ballPosition = t.position;
_ballRadius = t.lossyScale.x / 2f;
_cursorRadius = inverse3.Cursor.Radius;
}
private void Awake()
{
SaveSceneData();
}
请确保分别在 OnEnable 和 OnDisable 方法中的注册和注销 OnDeviceStateChanged 回调,以便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
将光标悬停在Inverse3 上时,系统将进入播放模式,请尝试触摸该球体。 您应该能够感受到球体的存在,并可通过 Unity 检查器调整其刚度和阻尼属性,从而获得与虚拟物体交互时的真实触感。

源文件
本示例的完整场景及所有相关文件,均可从 Unity 包管理器中的“Tutorials”示例导入。
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);
}
}
}