VR #4

Merged
Rowland merged 11 commits from VR into main 2025-09-29 02:54:35 +00:00
11 changed files with 5675 additions and 287 deletions

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@ -70,6 +70,14 @@ class Panda3DWorld(ShowBase):
loadPrcFileData("", f"win-size {width} {height}")
loadPrcFileData("", "win-fixed-size #f") # 允许窗口调整大小
# 🚀 VR性能优化配置
loadPrcFileData("", "prefer-single-buffer true") # 减少缓冲区交换开销
loadPrcFileData("", "gl-force-flush false") # 避免强制glFlush导致的性能损失
loadPrcFileData("", "sync-video false") # 禁用默认VSync让OpenVR控制
loadPrcFileData("", "support-stencil false") # 禁用不必要的模板缓冲区
loadPrcFileData("", "clock-mode non-real-time") # 禁用Panda3D帧率控制让OpenVR控制
# loadPrcFileData("", "gl-debug true") # 调试时可启用OpenGL调试
if (is_fullscreen):
loadPrcFileData("", "fullscreen #t")

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@ -60,6 +60,12 @@ class VRController(DirectObject):
self.touchpad_pos = Vec3(0, 0, 0)
self.touchpad_touched = False
# 摇杆状态 - 用于传送和转向交互
self.joystick_pos = Vec3(0, 0, 0) # 摇杆位置 (x, y, 0)
self.joystick_touched = False # 摇杆是否被触摸
self.joystick_pressed = False # 摇杆是否被按下
self.previous_joystick_pos = Vec3(0, 0, 0) # 上一帧摇杆位置
# 3D节点和可视化
self.anchor_node = None
self.visualizer = None
@ -146,33 +152,97 @@ class VRController(DirectObject):
if not self.is_connected or not OPENVR_AVAILABLE or not vr_system:
return
# 保存上一帧的按钮状态
# 保存上一帧的按钮状态和摇杆位置
self.previous_button_states = self.button_states.copy()
self.previous_joystick_pos = Vec3(self.joystick_pos)
# 获取控制器状态
try:
result, state = vr_system.getControllerState(self.device_index)
if result:
# 更新按钮状态
# 更新按钮状态 - 使用正确的OpenVR属性名
for i in range(openvr.k_EButton_Max):
button_mask = 1 << i
self.button_states[i] = (state.rButtonPressed & button_mask) != 0
# OpenVR Python绑定中使用ulButtonPressed而不是rButtonPressed
self.button_states[i] = (state.ulButtonPressed & button_mask) != 0
# 更新轴状态(扳机、握把、触摸板、摇杆)
# 兼容不同版本的OpenVR Python绑定
axis_data = None
if hasattr(state, 'rAxis'):
axis_data = state.rAxis # 旧版本使用rAxis
elif hasattr(state, 'vAxis'):
axis_data = state.vAxis # 新版本使用vAxis
if axis_data is not None and len(axis_data) > 0:
# 调试输出 - 显示所有轴数据(仅当有变化时)
self._debug_axis_data(axis_data)
# 更新轴状态(扳机、握把、触摸板)
if len(state.rAxis) > 0:
# 扳机轴通常在axis[1].x
if len(state.rAxis) > 1:
self.trigger_value = state.rAxis[1].x
if len(axis_data) > 1:
self.trigger_value = axis_data[1].x
# 触摸板轴通常在axis[0]
if len(state.rAxis) > 0:
self.touchpad_pos = Vec3(state.rAxis[0].x, state.rAxis[0].y, 0)
# 触摸板/摇杆轴通常在axis[0]
if len(axis_data) > 0:
self.touchpad_pos = Vec3(axis_data[0].x, axis_data[0].y, 0)
# 摇杆和触摸板通常使用同一个轴,但可以区分设备类型
self.joystick_pos = Vec3(axis_data[0].x, axis_data[0].y, 0)
# 触摸板触摸状态
self.touchpad_touched = (state.rButtonTouched & (1 << openvr.k_EButton_SteamVR_Touchpad)) != 0
# 额外检查其他轴(某些控制器可能将摇杆分配到不同轴)
if len(axis_data) > 2:
# 有些控制器可能在axis[2]有摇杆数据
axis2_magnitude = abs(axis_data[2].x) + abs(axis_data[2].y)
if axis2_magnitude > 0.1: # 如果有显著输入,使用这个轴作为摇杆
self.joystick_pos = Vec3(axis_data[2].x, axis_data[2].y, 0)
# 检查axis[3]和axis[4]Quest控制器可能使用这些轴
for axis_idx in range(3, min(len(axis_data), 5)):
axis_magnitude = abs(axis_data[axis_idx].x) + abs(axis_data[axis_idx].y)
if axis_magnitude > 0.1: # 如果有显著输入
# 覆盖之前的摇杆数据,使用最有活动的轴
self.joystick_pos = Vec3(axis_data[axis_idx].x, axis_data[axis_idx].y, 0)
# 调试输出
if not hasattr(self, '_last_axis_notify'):
self._last_axis_notify = {}
if self._last_axis_notify.get(axis_idx, 0) == 0:
print(f"🎮 {self.name}手检测到axis[{axis_idx}]活动: ({axis_data[axis_idx].x:.3f}, {axis_data[axis_idx].y:.3f})")
self._last_axis_notify[axis_idx] = 60 # 60帧后再次提醒
else:
self._last_axis_notify[axis_idx] -= 1
# 触摸板和摇杆触摸状态
self.touchpad_touched = (state.ulButtonTouched & (1 << openvr.k_EButton_SteamVR_Touchpad)) != 0
# 摇杆触摸状态(检查多个可能的按钮)
joystick_touch_mask = 0
if hasattr(openvr, 'k_EButton_Joystick'):
joystick_touch_mask |= (1 << openvr.k_EButton_Joystick)
if hasattr(openvr, 'k_EButton_Thumbstick'):
joystick_touch_mask |= (1 << openvr.k_EButton_Thumbstick)
self.joystick_touched = (state.ulButtonTouched & joystick_touch_mask) != 0 or self.touchpad_touched
# 摇杆按下状态
joystick_press_mask = 0
if hasattr(openvr, 'k_EButton_Joystick'):
joystick_press_mask |= (1 << openvr.k_EButton_Joystick)
if hasattr(openvr, 'k_EButton_Thumbstick'):
joystick_press_mask |= (1 << openvr.k_EButton_Thumbstick)
self.joystick_pressed = (state.ulButtonPressed & joystick_press_mask) != 0
except Exception as e:
print(f"⚠️ 更新{self.name}手柄输入状态失败: {e}")
# 减少错误输出频率
if not hasattr(self, '_last_input_error_frame'):
self._last_input_error_frame = 0
# 获取当前帧数通过VR管理器
current_frame = getattr(self.vr_manager, 'frame_count', 0)
# 每5秒最多输出一次错误300帧@60fps
if current_frame - self._last_input_error_frame > 300:
print(f"⚠️ 更新{self.name}手柄输入状态失败: {e}")
self._last_input_error_frame = current_frame
def is_button_pressed(self, button_id):
"""检查按钮是否被按下"""
@ -248,12 +318,92 @@ class VRController(DirectObject):
return Vec3(0, 0, 0)
def get_forward_direction(self):
"""获取手柄指向的方向向量"""
"""获取手柄指向的方向向量(包含视角转向)"""
if self.anchor_node:
# Y轴正方向为前方
return self.anchor_node.getMat().getRow3(1).getXyz().normalized()
# 获取相对于世界坐标系的方向包含tracking_space的旋转
if hasattr(self.vr_manager, 'world') and self.vr_manager.world:
# 使用世界变换,包含所有父节点的旋转
world_transform = self.anchor_node.getMat(self.vr_manager.world.render)
forward = Vec3(world_transform.getRow3(1)) # Y轴 = 前方
else:
# 备选:使用局部变换
forward = Vec3(self.anchor_node.getMat().getRow3(1))
if forward.length() > 0:
return forward.normalized()
return Vec3(0, 1, 0)
def is_joystick_touched(self):
"""检查摇杆是否被触摸"""
return self.joystick_touched
def is_joystick_pressed(self):
"""检查摇杆是否被按下"""
return self.joystick_pressed
def get_joystick_position(self):
"""获取摇杆位置
Returns:
Vec3: 摇杆位置 (x, y, 0)范围 [-1, 1]
"""
return Vec3(self.joystick_pos)
def get_joystick_delta(self):
"""获取摇杆位置变化
Returns:
Vec3: 摇杆位置变化向量
"""
return self.joystick_pos - self.previous_joystick_pos
def is_joystick_moved(self, threshold=0.01):
"""检查摇杆是否移动
Args:
threshold: 移动阈值
Returns:
bool: 是否移动
"""
delta = self.get_joystick_delta()
return delta.length() > threshold
def _debug_axis_data(self, axis_data):
"""调试输出轴数据"""
try:
# 只在有活动时输出调试信息
has_activity = False
active_axes = []
for i, axis in enumerate(axis_data):
magnitude = abs(axis.x) + abs(axis.y)
if magnitude > 0.01: # 检测到活动
has_activity = True
active_axes.append(f"axis[{i}]: ({axis.x:.3f}, {axis.y:.3f})")
if has_activity:
# 初始化调试计数器
if not hasattr(self, '_debug_axis_counter'):
self._debug_axis_counter = 0
self._debug_axis_counter += 1
# 每30帧输出一次详细信息
if self._debug_axis_counter % 30 == 1:
print(f"🔍 {self.name}手轴数据调试:")
print(f" 总轴数: {len(axis_data)}")
print(f" 活跃轴: {', '.join(active_axes)}")
# 显示所有轴的当前值(不管是否活跃)
all_axes = []
for i, axis in enumerate(axis_data):
all_axes.append(f"[{i}]:({axis.x:.3f},{axis.y:.3f})")
print(f" 所有轴: {' '.join(all_axes)}")
except Exception as e:
print(f"⚠️ 轴数据调试失败: {e}")
def cleanup(self):
"""清理资源"""
self.ignoreAll()

701
core/vr_joystick.py Normal file
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@ -0,0 +1,701 @@
"""
VR摇杆交互系统模块
提供类似SteamVR的摇杆交互功能
- 摇杆左右转向旋转视角
- 摇杆向前传送预览抛物线轨迹
- 松开摇杆执行传送
- 死区处理和平滑控制
"""
import math
from panda3d.core import Vec2, Vec3, Vec4
from direct.showbase.DirectObject import DirectObject
try:
import openvr
OPENVR_AVAILABLE = True
except ImportError:
OPENVR_AVAILABLE = False
class VRJoystickManager(DirectObject):
"""VR摇杆管理器 - 处理手柄摇杆的转向和传送功能"""
def __init__(self, vr_manager):
"""初始化VR摇杆管理器
Args:
vr_manager: VR管理器实例
"""
super().__init__()
self.vr_manager = vr_manager
self.teleport_system = None # 传送系统引用,稍后初始化
# 摇杆参数配置
self.deadzone = 0.15 # 摇杆死区 (0-1)
self.turn_threshold = 0.3 # 转向激活阈值
self.teleport_threshold = 0.5 # 传送激活阈值
self.turn_sensitivity = 250.0 # 转向灵敏度(度/秒)- 增加速度
self.smooth_turning = True # 是否平滑转向
self.snap_turn_angle = 30.0 # 分段转向角度(度)
# 摇杆状态跟踪
self.left_joystick_state = JoystickState()
self.right_joystick_state = JoystickState()
# 转向状态
self.left_turn_cooldown = 0.0 # 分段转向冷却时间
self.right_turn_cooldown = 0.0
self.snap_turn_cooldown = 0.3 # 分段转向间隔(秒)
# 传送状态
self.active_teleport_controller = None # 正在传送的控制器
self.teleport_preview_active = False # 传送预览是否激活
# 互斥状态管理 - 防止同时触发多种操作
self.interaction_mode = 'none' # 当前交互模式: 'none', 'turning', 'teleporting'
self.left_controller_mode = 'none' # 左手控制器状态
self.right_controller_mode = 'none' # 右手控制器状态
self.mode_lock_timeout = 0.1 # 模式锁定超时时间(秒)
self.left_mode_timer = 0.0 # 左手模式计时器
self.right_mode_timer = 0.0 # 右手模式计时器
print("✓ VR摇杆管理器初始化完成")
def initialize(self, teleport_system):
"""初始化摇杆系统
Args:
teleport_system: VR传送系统实例
"""
self.teleport_system = teleport_system
print("✅ VR摇杆系统初始化成功")
def update(self, dt):
"""更新摇杆系统 - 每帧调用
Args:
dt: 帧间隔时间
"""
if not self.vr_manager.are_controllers_connected():
return
# 调试计数器
if not hasattr(self, '_debug_frame_count'):
self._debug_frame_count = 0
print("🎮 VR摇杆系统开始更新")
self._debug_frame_count += 1
# 更新转向冷却时间
if self.left_turn_cooldown > 0:
self.left_turn_cooldown -= dt
if self.right_turn_cooldown > 0:
self.right_turn_cooldown -= dt
# 更新互斥状态计时器
self._update_interaction_modes(dt)
# 处理左手控制器摇杆
if self.vr_manager.left_controller:
self._update_controller_joystick(
self.vr_manager.left_controller,
self.left_joystick_state,
'left',
dt
)
# 处理右手控制器摇杆
if self.vr_manager.right_controller:
self._update_controller_joystick(
self.vr_manager.right_controller,
self.right_joystick_state,
'right',
dt
)
# 每5秒输出一次状态报告
if self._debug_frame_count % 300 == 1: # 假设60fps
self._print_debug_status()
def _update_controller_joystick(self, controller, joystick_state, hand, dt):
"""更新单个控制器的摇杆状态
Args:
controller: VR控制器实例
joystick_state: 摇杆状态对象
hand: 'left' 'right'
dt: 帧间隔时间
"""
# 获取摇杆输入
joystick_input = self._get_joystick_input(controller, hand)
if joystick_input is None:
return
# 应用死区
filtered_input = self._apply_deadzone(joystick_input)
# 更新摇杆状态
joystick_state.update(filtered_input)
# 处理转向(左右移动)
self._handle_turning(filtered_input, hand, dt)
# 处理传送(向前移动)
self._handle_teleport(controller, filtered_input, joystick_state, hand)
def _update_interaction_modes(self, dt):
"""更新互斥交互模式状态"""
# 更新左手模式计时器
if self.left_mode_timer > 0:
self.left_mode_timer -= dt
if self.left_mode_timer <= 0:
self.left_controller_mode = 'none'
# 更新右手模式计时器
if self.right_mode_timer > 0:
self.right_mode_timer -= dt
if self.right_mode_timer <= 0:
self.right_controller_mode = 'none'
# 更新全局交互模式
if self.left_controller_mode == 'none' and self.right_controller_mode == 'none':
if self.interaction_mode != 'none':
# 所有操作结束,恢复自由模式
self.interaction_mode = 'none'
print("🔓 摇杆交互模式解锁,恢复自由操作")
def _set_controller_mode(self, hand, mode):
"""设置控制器交互模式
Args:
hand: 'left' 'right'
mode: 'turning', 'teleporting', 'none'
"""
if hand == 'left':
if self.left_controller_mode != mode:
old_mode = self.left_controller_mode
self.left_controller_mode = mode
self.left_mode_timer = self.mode_lock_timeout
if mode != 'none':
print(f"🔒 左手控制器: {old_mode}{mode}模式")
else:
print(f"🔓 左手控制器解锁: {old_mode} → 自由")
else:
if self.right_controller_mode != mode:
old_mode = self.right_controller_mode
self.right_controller_mode = mode
self.right_mode_timer = self.mode_lock_timeout
if mode != 'none':
print(f"🔒 右手控制器: {old_mode}{mode}模式")
else:
print(f"🔓 右手控制器解锁: {old_mode} → 自由")
# 更新全局模式
if mode != 'none' and self.interaction_mode != mode:
self.interaction_mode = mode
def _can_use_mode(self, hand, requested_mode):
"""检查是否可以使用指定的交互模式
Args:
hand: 'left' 'right'
requested_mode: 'turning' 'teleporting'
Returns:
bool: 是否可以使用该模式
"""
current_mode = self.left_controller_mode if hand == 'left' else self.right_controller_mode
# 如果当前控制器已经是该模式,允许继续
if current_mode == requested_mode:
return True
# 如果当前控制器是空闲的,且全局模式兼容,允许切换
if current_mode == 'none':
if self.interaction_mode == 'none' or self.interaction_mode == requested_mode:
return True
# 其他情况不允许
return False
def _get_joystick_input(self, controller, hand):
"""获取摇杆输入
Args:
controller: VR控制器实例
hand: 'left' 'right'
Returns:
Vec2: 摇杆位置 (x, y) None
"""
# 直接从控制器读取摇杆输入(绕过动作系统)
joystick_input = Vec2(0, 0)
# 优先读取joystick_pos
if hasattr(controller, 'joystick_pos') and controller.joystick_pos:
joystick_input = Vec2(controller.joystick_pos.x, controller.joystick_pos.y)
# 检查是否有有效输入
if joystick_input.length() > 0.01:
# 调试输出 - 仅在有输入时显示
if not hasattr(self, '_last_debug_time'):
self._last_debug_time = 0
self._debug_counter = 0
self._debug_counter += 1
# 每30帧输出一次调试信息
if self._debug_counter % 30 == 1:
print(f"🎮 {hand}手摇杆输入: ({joystick_input.x:.3f}, {joystick_input.y:.3f})")
return joystick_input
# 备选方案读取touchpad_posQuest等设备
if hasattr(controller, 'touchpad_pos') and controller.touchpad_pos:
touchpad_input = Vec2(controller.touchpad_pos.x, controller.touchpad_pos.y)
# 检查是否有有效输入
if touchpad_input.length() > 0.01:
# 调试输出 - 仅在有输入时显示
if not hasattr(self, '_last_debug_time'):
self._last_debug_time = 0
self._debug_counter = 0
self._debug_counter += 1
# 每30帧输出一次调试信息
if self._debug_counter % 30 == 1:
print(f"🎮 {hand}手触摸板输入: ({touchpad_input.x:.3f}, {touchpad_input.y:.3f})")
return touchpad_input
# 可选:尝试从动作系统获取(如果可用)
if (self.vr_manager.action_manager and
hasattr(self.vr_manager.action_manager, 'get_analog_action_value')):
try:
device_path = f'/user/hand/{hand}'
# 尝试摇杆
joystick_value, _ = self.vr_manager.action_manager.get_analog_action_value('joystick', device_path)
if joystick_value is not None:
return Vec2(joystick_value.x, joystick_value.y)
# 尝试触摸板
trackpad_value, _ = self.vr_manager.action_manager.get_analog_action_value('trackpad', device_path)
if trackpad_value is not None:
return Vec2(trackpad_value.x, trackpad_value.y)
except Exception:
# 静默忽略动作系统错误
pass
return Vec2(0, 0)
def _apply_deadzone(self, input_vec):
"""应用摇杆死区
Args:
input_vec: 原始摇杆输入
Returns:
Vec2: 应用死区后的输入
"""
magnitude = input_vec.length()
if magnitude < self.deadzone:
return Vec2(0, 0)
# 重新映射到 [0, 1] 范围
normalized_magnitude = (magnitude - self.deadzone) / (1.0 - self.deadzone)
normalized_magnitude = min(normalized_magnitude, 1.0)
if magnitude > 0:
direction = input_vec / magnitude
return direction * normalized_magnitude
return Vec2(0, 0)
def _handle_turning(self, input_vec, hand, dt):
"""处理摇杆转向
Args:
input_vec: 摇杆输入向量
hand: 'left' 'right'
dt: 帧间隔时间
"""
# 检查是否超过转向阈值
if abs(input_vec.x) < self.turn_threshold:
# 没有转向输入,重置该控制器的转向模式
current_mode = self.left_controller_mode if hand == 'left' else self.right_controller_mode
if current_mode == 'turning':
self._set_controller_mode(hand, 'none')
return
# 检查是否可以使用转向模式
if not self._can_use_mode(hand, 'turning'):
# 当前控制器被传送锁定,忽略转向输入
current_mode = self.left_controller_mode if hand == 'left' else self.right_controller_mode
if current_mode != 'turning':
print(f"{hand}手转向被阻止 - 当前模式: {current_mode}")
return
# 激活转向模式
self._set_controller_mode(hand, 'turning')
# 检查冷却时间(分段转向)
cooldown = self.left_turn_cooldown if hand == 'left' else self.right_turn_cooldown
if self.smooth_turning:
# 平滑转向 - 反转方向:摇杆右移(+x)应该向右转(-angle)
turn_amount = -input_vec.x * self.turn_sensitivity * dt
self._apply_rotation(turn_amount)
# 调试输出转向
if not hasattr(self, '_turn_debug_counter'):
self._turn_debug_counter = 0
self._turn_debug_counter += 1
if self._turn_debug_counter % 60 == 1: # 每秒输出一次
print(f"🔄 {hand}手转向: 输入={input_vec.x:.3f}, 角度={turn_amount:.1f}°")
else:
# 分段转向
if cooldown <= 0:
# 反转方向:摇杆右移应该向右转
turn_amount = -self.snap_turn_angle if input_vec.x > 0 else self.snap_turn_angle
self._apply_rotation(turn_amount)
print(f"🔄 {hand}手分段转向: 输入={input_vec.x:.3f}, 角度={turn_amount:.1f}°")
# 设置冷却时间
if hand == 'left':
self.left_turn_cooldown = self.snap_turn_cooldown
else:
self.right_turn_cooldown = self.snap_turn_cooldown
def _apply_rotation(self, angle_degrees):
"""应用旋转到VR跟踪空间
Args:
angle_degrees: 旋转角度
"""
if not self.vr_manager.tracking_space:
return
# 绕Z轴旋转垂直轴
current_h = self.vr_manager.tracking_space.getH()
new_h = current_h + angle_degrees
self.vr_manager.tracking_space.setH(new_h)
def _handle_teleport(self, controller, input_vec, joystick_state, hand):
"""处理摇杆传送
Args:
controller: VR控制器实例
input_vec: 摇杆输入向量
joystick_state: 摇杆状态对象
hand: 'left' 'right'
"""
# 检查Y轴向前移动是否超过阈值
forward_input = input_vec.y
if forward_input > self.teleport_threshold:
# 检查是否可以使用传送模式
if not self._can_use_mode(hand, 'teleporting'):
# 当前控制器被转向锁定,忽略传送输入
current_mode = self.left_controller_mode if hand == 'left' else self.right_controller_mode
if current_mode != 'teleporting':
print(f"{hand}手传送被阻止 - 当前模式: {current_mode}")
return
# 激活传送模式
self._set_controller_mode(hand, 'teleporting')
# 开始或更新传送预览
if not joystick_state.teleport_active:
joystick_state.teleport_active = True
self.active_teleport_controller = controller
self.teleport_preview_active = True
# 触发震动反馈
controller.trigger_haptic_feedback(0.002, 0.3)
# 计算传送方向
direction = self._calculate_teleport_direction(controller, input_vec)
# 更新传送预览
if self.teleport_system:
if joystick_state.teleport_just_started:
self.teleport_system.start_teleport_preview(controller, direction)
joystick_state.teleport_just_started = False
else:
self.teleport_system.update_teleport_preview(controller, direction)
else:
# 检查是否需要执行传送
if joystick_state.teleport_active:
# 松开摇杆,执行传送
self._execute_teleport(controller)
joystick_state.teleport_active = False
joystick_state.teleport_just_started = True
# 重置该控制器的传送模式
self._set_controller_mode(hand, 'none')
else:
# 没有传送输入,检查是否需要重置传送模式
current_mode = self.left_controller_mode if hand == 'left' else self.right_controller_mode
if current_mode == 'teleporting':
self._set_controller_mode(hand, 'none')
def _calculate_teleport_direction(self, controller, input_vec):
"""计算传送方向向量 - 基于手柄姿态
Args:
controller: VR控制器实例
input_vec: 摇杆输入向量仅用于激活不影响方向
Returns:
Vec3: 世界坐标中的传送方向
"""
# 方法1直接使用手柄指向推荐
if controller and hasattr(controller, 'get_forward_direction'):
try:
# 获取手柄的前向方向
controller_forward = controller.get_forward_direction()
# 确保方向向量在水平面上
horizontal_direction = Vec3(controller_forward.x, controller_forward.y, 0)
if horizontal_direction.length() > 0:
horizontal_direction.normalize()
# 调试输出每30帧输出一次
if not hasattr(self, '_direction_debug_counter'):
self._direction_debug_counter = 0
self._direction_debug_counter += 1
if self._direction_debug_counter % 30 == 1:
# 获取当前tracking_space的旋转角度用于调试
tracking_rotation = 0
if self.vr_manager.tracking_space:
tracking_rotation = self.vr_manager.tracking_space.getH()
print(f"🎯 综合传送方向: 视角旋转({tracking_rotation:.1f}°) + 手柄姿态({controller_forward.x:.2f},{controller_forward.y:.2f},{controller_forward.z:.2f}) → 最终方向({horizontal_direction.x:.2f},{horizontal_direction.y:.2f})")
return horizontal_direction
except Exception as e:
print(f"⚠️ 获取手柄方向失败: {e}")
# 备选方案:使用玩家朝向(保留原逻辑作为备选)
print("🔄 使用备选传送方向计算...")
# 获取玩家当前朝向的变换矩阵
player_transform = None
# 优先使用头显的世界变换
if self.vr_manager.hmd_anchor and hasattr(self.vr_manager, 'world') and self.vr_manager.world:
player_transform = self.vr_manager.hmd_anchor.getMat(self.vr_manager.world.render)
# 备选使用tracking_space的世界变换
elif self.vr_manager.tracking_space and hasattr(self.vr_manager, 'world') and self.vr_manager.world:
player_transform = self.vr_manager.tracking_space.getMat(self.vr_manager.world.render)
if player_transform:
# 从变换矩阵提取前向向量
forward = Vec3(player_transform.getRow3(1)) # Y轴 = 前向
# 确保向量在水平面上
forward.z = 0
if forward.length() > 0:
forward.normalize()
return forward
# 最终备选方案:默认前向
print("⚠️ 无法获取任何朝向,使用默认方向")
return Vec3(0, 1, 0)
def _execute_teleport(self, controller):
"""执行传送
Args:
controller: VR控制器实例
"""
if self.teleport_system and self.teleport_preview_active:
success = self.teleport_system.execute_teleport()
if success:
# 传送成功,触发震动反馈
controller.trigger_haptic_feedback(0.005, 0.8)
else:
# 传送失败,触发不同的震动反馈
controller.trigger_haptic_feedback(0.001, 0.2)
# 停止传送预览
self.teleport_system.stop_teleport_preview()
self.teleport_preview_active = False
self.active_teleport_controller = None
def set_turning_mode(self, smooth=True):
"""设置转向模式
Args:
smooth: True为平滑转向False为分段转向
"""
self.smooth_turning = smooth
print(f"✓ 转向模式设置为: {'平滑转向' if smooth else '分段转向'}")
def set_turn_sensitivity(self, sensitivity):
"""设置转向灵敏度
Args:
sensitivity: 转向灵敏度/
"""
self.turn_sensitivity = max(10.0, min(180.0, sensitivity))
print(f"✓ 转向灵敏度设置为: {self.turn_sensitivity}度/秒")
def apply_config(self, config):
"""应用配置
Args:
config: VRJoystickConfig配置实例
"""
try:
self.deadzone = config.deadzone
self.turn_threshold = config.turn_threshold
self.teleport_threshold = config.teleport_threshold
self.turn_sensitivity = config.turn_sensitivity
self.smooth_turning = (config.turn_mode.value == 'smooth')
self.snap_turn_angle = config.snap_turn_angle
self.snap_turn_cooldown = config.snap_turn_cooldown
# 应用传送系统配置
if self.teleport_system and hasattr(config, 'teleport_range'):
self.teleport_system.teleport_range = config.teleport_range
if hasattr(config, 'teleport_arc_resolution'):
self.teleport_system.arc_resolution = config.teleport_arc_resolution
if hasattr(config, 'teleport_initial_velocity'):
self.teleport_system.initial_velocity = config.teleport_initial_velocity
if hasattr(config, 'min_teleport_distance'):
self.teleport_system.min_teleport_distance = config.min_teleport_distance
print("✅ 摇杆配置已成功应用")
except Exception as e:
print(f"⚠️ 应用配置失败: {e}")
def get_current_config(self):
"""获取当前配置
Returns:
dict: 当前配置参数
"""
return {
'deadzone': self.deadzone,
'turn_threshold': self.turn_threshold,
'teleport_threshold': self.teleport_threshold,
'turn_sensitivity': self.turn_sensitivity,
'smooth_turning': self.smooth_turning,
'snap_turn_angle': self.snap_turn_angle,
'snap_turn_cooldown': self.snap_turn_cooldown
}
def _print_debug_status(self):
"""打印调试状态信息"""
try:
print("🔍 ======= VR摇杆调试状态 =======")
# 控制器连接状态
left_connected = self.vr_manager.left_controller is not None
right_connected = self.vr_manager.right_controller is not None
print(f"📱 控制器状态: 左手={left_connected}, 右手={right_connected}")
# 检查控制器属性
if left_connected:
left_ctrl = self.vr_manager.left_controller
has_joystick = hasattr(left_ctrl, 'joystick_pos')
has_touchpad = hasattr(left_ctrl, 'touchpad_pos')
print(f"📊 左手控制器: joystick_pos={has_joystick}, touchpad_pos={has_touchpad}")
if has_joystick and left_ctrl.joystick_pos:
pos = left_ctrl.joystick_pos
print(f" 当前摇杆位置: ({pos.x:.3f}, {pos.y:.3f}, {pos.z:.3f})")
if has_touchpad and left_ctrl.touchpad_pos:
pos = left_ctrl.touchpad_pos
print(f" 当前触摸板位置: ({pos.x:.3f}, {pos.y:.3f}, {pos.z:.3f})")
if right_connected:
right_ctrl = self.vr_manager.right_controller
has_joystick = hasattr(right_ctrl, 'joystick_pos')
has_touchpad = hasattr(right_ctrl, 'touchpad_pos')
print(f"📊 右手控制器: joystick_pos={has_joystick}, touchpad_pos={has_touchpad}")
if has_joystick and right_ctrl.joystick_pos:
pos = right_ctrl.joystick_pos
print(f" 当前摇杆位置: ({pos.x:.3f}, {pos.y:.3f}, {pos.z:.3f})")
if has_touchpad and right_ctrl.touchpad_pos:
pos = right_ctrl.touchpad_pos
print(f" 当前触摸板位置: ({pos.x:.3f}, {pos.y:.3f}, {pos.z:.3f})")
# 摇杆配置
print(f"⚙️ 摇杆配置:")
print(f" 死区: {self.deadzone}")
print(f" 转向阈值: {self.turn_threshold}")
print(f" 传送阈值: {self.teleport_threshold}")
print(f" 转向模式: {'平滑' if self.smooth_turning else '分段'}")
# 动作系统状态
action_mgr_available = (self.vr_manager.action_manager is not None)
print(f"🎯 动作系统: {'可用' if action_mgr_available else '不可用'}")
# 传送系统状态
teleport_available = (self.teleport_system is not None)
print(f"🚀 传送系统: {'可用' if teleport_available else '不可用'}")
print("🔍 ==============================")
except Exception as e:
print(f"⚠️ 调试状态输出失败: {e}")
def cleanup(self):
"""清理摇杆系统资源"""
try:
# 停止任何活跃的传送预览
if self.teleport_preview_active and self.teleport_system:
self.teleport_system.stop_teleport_preview()
self.teleport_preview_active = False
self.active_teleport_controller = None
self.ignoreAll()
print("🧹 VR摇杆系统已清理")
except Exception as e:
print(f"⚠️ 清理摇杆系统失败: {e}")
class JoystickState:
"""摇杆状态跟踪类"""
def __init__(self):
self.current_input = Vec2(0, 0) # 当前摇杆输入
self.previous_input = Vec2(0, 0) # 上一帧摇杆输入
self.teleport_active = False # 传送是否激活
self.teleport_just_started = True # 传送是否刚开始
def update(self, new_input):
"""更新摇杆状态
Args:
new_input: 新的摇杆输入
"""
self.previous_input = Vec2(self.current_input)
self.current_input = Vec2(new_input)
def is_input_changed(self, threshold=0.01):
"""检查输入是否发生变化
Args:
threshold: 变化阈值
Returns:
bool: 是否发生变化
"""
diff = self.current_input - self.previous_input
return diff.length() > threshold

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"""
VR摇杆配置模块
提供摇杆交互的配置选项和预设
- 不同的转向模式和灵敏度设置
- 传送参数调整
- 用户体验优化选项
"""
from enum import Enum
class TurnMode(Enum):
"""转向模式枚举"""
SMOOTH = "smooth" # 平滑转向
SNAP = "snap" # 分段转向
class JoystickProfile(Enum):
"""摇杆配置预设"""
COMFORTABLE = "comfortable" # 舒适模式 - 低灵敏度,平滑转向
STANDARD = "standard" # 标准模式 - 中等灵敏度,分段转向
GAMING = "gaming" # 游戏模式 - 高灵敏度,快速响应
ACCESSIBLE = "accessible" # 无障碍模式 - 更大死区,更高阈值
class VRJoystickConfig:
"""VR摇杆配置类"""
def __init__(self):
"""初始化默认配置"""
# 基础参数
self.deadzone = 0.15 # 摇杆死区 (0-1)
self.turn_threshold = 0.3 # 转向激活阈值
self.teleport_threshold = 0.5 # 传送激活阈值
# 转向设置
self.turn_mode = TurnMode.SNAP # 转向模式
self.turn_sensitivity = 250.0 # 转向灵敏度(度/秒)- 增加速度
self.snap_turn_angle = 30.0 # 分段转向角度(度)
self.snap_turn_cooldown = 0.3 # 分段转向间隔(秒)
# 传送设置
self.teleport_range = 20.0 # 最大传送距离
self.teleport_arc_resolution = 50 # 抛物线精度
self.teleport_initial_velocity = 10.0 # 传送初始速度
self.min_teleport_distance = 1.0 # 最小传送距离
# 反馈设置
self.haptic_feedback_enabled = True # 是否启用震动反馈
self.teleport_start_haptic = (0.002, 0.3) # 传送开始震动 (时长, 强度)
self.teleport_success_haptic = (0.005, 0.8) # 传送成功震动
self.teleport_fail_haptic = (0.001, 0.2) # 传送失败震动
# 可视化设置
self.show_teleport_arc = True # 显示传送抛物线
self.show_teleport_target = True # 显示传送目标标记
self.arc_valid_color = (0.2, 0.9, 0.2, 0.8) # 有效抛物线颜色
self.arc_invalid_color = (0.9, 0.2, 0.2, 0.8) # 无效抛物线颜色
def apply_profile(self, profile: JoystickProfile):
"""应用预设配置
Args:
profile: 配置预设
"""
if profile == JoystickProfile.COMFORTABLE:
self._apply_comfortable_profile()
elif profile == JoystickProfile.STANDARD:
self._apply_standard_profile()
elif profile == JoystickProfile.GAMING:
self._apply_gaming_profile()
elif profile == JoystickProfile.ACCESSIBLE:
self._apply_accessible_profile()
def _apply_comfortable_profile(self):
"""舒适模式 - 适合长时间使用"""
self.deadzone = 0.2
self.turn_threshold = 0.4
self.teleport_threshold = 0.6
self.turn_mode = TurnMode.SMOOTH
self.turn_sensitivity = 100.0 # 适中的转向速度
self.snap_turn_cooldown = 0.4
print("✓ 已应用舒适模式配置")
def _apply_standard_profile(self):
"""标准模式 - 平衡的体验"""
self.deadzone = 0.15
self.turn_threshold = 0.3
self.teleport_threshold = 0.5
self.turn_mode = TurnMode.SNAP
self.turn_sensitivity = 150.0 # 更快的转向速度
self.snap_turn_angle = 30.0
self.snap_turn_cooldown = 0.3
print("✓ 已应用标准模式配置")
def _apply_gaming_profile(self):
"""游戏模式 - 快速响应"""
self.deadzone = 0.1
self.turn_threshold = 0.2
self.teleport_threshold = 0.4
self.turn_mode = TurnMode.SMOOTH
self.turn_sensitivity = 200.0 # 高速转向
self.snap_turn_cooldown = 0.2
print("✓ 已应用游戏模式配置")
def _apply_accessible_profile(self):
"""无障碍模式 - 更容易控制"""
self.deadzone = 0.25
self.turn_threshold = 0.5
self.teleport_threshold = 0.7
self.turn_mode = TurnMode.SNAP
self.turn_sensitivity = 80.0 # 较慢但可控的转向
self.snap_turn_angle = 45.0
self.snap_turn_cooldown = 0.5
print("✓ 已应用无障碍模式配置")
def set_turn_mode(self, mode: TurnMode):
"""设置转向模式
Args:
mode: 转向模式
"""
self.turn_mode = mode
print(f"✓ 转向模式设置为: {mode.value}")
def set_turn_sensitivity(self, sensitivity: float):
"""设置转向灵敏度
Args:
sensitivity: 转向灵敏度/
"""
self.turn_sensitivity = max(10.0, min(180.0, sensitivity))
print(f"✓ 转向灵敏度设置为: {self.turn_sensitivity}度/秒")
def set_deadzone(self, deadzone: float):
"""设置摇杆死区
Args:
deadzone: 死区大小 (0-1)
"""
self.deadzone = max(0.0, min(0.5, deadzone))
print(f"✓ 摇杆死区设置为: {self.deadzone}")
def set_teleport_range(self, range_meters: float):
"""设置传送范围
Args:
range_meters: 传送范围
"""
self.teleport_range = max(5.0, min(50.0, range_meters))
print(f"✓ 传送范围设置为: {self.teleport_range}")
def enable_haptic_feedback(self, enabled: bool):
"""启用或禁用震动反馈
Args:
enabled: 是否启用
"""
self.haptic_feedback_enabled = enabled
print(f"✓ 震动反馈: {'启用' if enabled else '禁用'}")
def get_config_dict(self):
"""获取配置字典
Returns:
dict: 配置参数字典
"""
return {
'deadzone': self.deadzone,
'turn_threshold': self.turn_threshold,
'teleport_threshold': self.teleport_threshold,
'turn_mode': self.turn_mode.value,
'turn_sensitivity': self.turn_sensitivity,
'snap_turn_angle': self.snap_turn_angle,
'snap_turn_cooldown': self.snap_turn_cooldown,
'teleport_range': self.teleport_range,
'haptic_feedback_enabled': self.haptic_feedback_enabled
}
def apply_to_joystick_manager(self, joystick_manager):
"""将配置应用到摇杆管理器
Args:
joystick_manager: VRJoystickManager实例
"""
try:
joystick_manager.deadzone = self.deadzone
joystick_manager.turn_threshold = self.turn_threshold
joystick_manager.teleport_threshold = self.teleport_threshold
joystick_manager.turn_sensitivity = self.turn_sensitivity
joystick_manager.smooth_turning = (self.turn_mode == TurnMode.SMOOTH)
joystick_manager.snap_turn_angle = self.snap_turn_angle
joystick_manager.snap_turn_cooldown = self.snap_turn_cooldown
# 应用传送系统配置
if hasattr(joystick_manager, 'teleport_system') and joystick_manager.teleport_system:
teleport_sys = joystick_manager.teleport_system
teleport_sys.teleport_range = self.teleport_range
teleport_sys.arc_resolution = self.teleport_arc_resolution
teleport_sys.initial_velocity = self.teleport_initial_velocity
teleport_sys.min_teleport_distance = self.min_teleport_distance
print("✅ 配置已成功应用到摇杆管理器")
except Exception as e:
print(f"⚠️ 应用配置失败: {e}")
# 预定义的配置实例
COMFORTABLE_CONFIG = VRJoystickConfig()
COMFORTABLE_CONFIG.apply_profile(JoystickProfile.COMFORTABLE)
STANDARD_CONFIG = VRJoystickConfig()
STANDARD_CONFIG.apply_profile(JoystickProfile.STANDARD)
GAMING_CONFIG = VRJoystickConfig()
GAMING_CONFIG.apply_profile(JoystickProfile.GAMING)
ACCESSIBLE_CONFIG = VRJoystickConfig()
ACCESSIBLE_CONFIG.apply_profile(JoystickProfile.ACCESSIBLE)
def create_custom_config(**kwargs):
"""创建自定义配置
Args:
**kwargs: 配置参数
Returns:
VRJoystickConfig: 自定义配置实例
"""
config = VRJoystickConfig()
for key, value in kwargs.items():
if hasattr(config, key):
setattr(config, key, value)
else:
print(f"⚠️ 未知的配置参数: {key}")
return config
def print_usage_guide():
"""打印使用指南"""
print("🎮 ======= VR摇杆交互使用指南 =======")
print()
print("📋 基本操作:")
print(" • 摇杆左右移动 → 转向(旋转视角)")
print(" • 摇杆向前推 → 显示传送抛物线")
print(" • 松开摇杆 → 执行传送到落点")
print()
print("⚙️ 配置选项:")
print(" • 舒适模式 → 低灵敏度,适合长时间使用")
print(" • 标准模式 → 平衡体验,推荐大多数用户")
print(" • 游戏模式 → 高灵敏度,快速响应")
print(" • 无障碍模式 → 更大死区,容易控制")
print()
print("🎯 使用建议:")
print(" • 首次使用建议从标准模式开始")
print(" • 根据个人喜好调整转向模式(平滑/分段)")
print(" • 可以随时调整死区和灵敏度")
print(" • 传送范围可根据场景大小调整")
print()
if __name__ == "__main__":
print_usage_guide()

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"""
VR传送系统模块
提供VR传送功能
- 抛物线轨迹计算和可视化
- 传送点有效性检测
- 传送执行
- 可视化反馈抛物线落点标记
"""
import math
from panda3d.core import (
Vec3, Vec4, Mat4, Point3, CollisionRay, CollisionTraverser,
CollisionNode, CollisionHandlerQueue, BitMask32, NodePath,
CollisionSphere, CollisionPlane, LineSegs, GeomNode, Material,
RenderState, TransparencyAttrib, ColorAttrib
)
from direct.showbase.DirectObject import DirectObject
class VRTeleportSystem(DirectObject):
"""VR传送系统 - 处理传送功能和可视化"""
def __init__(self, vr_manager):
"""初始化VR传送系统
Args:
vr_manager: VR管理器实例
"""
super().__init__()
self.vr_manager = vr_manager
self.world = vr_manager.world if hasattr(vr_manager, 'world') else None
# 传送参数
self.teleport_range = 20.0 # 最大传送距离
self.arc_resolution = 50 # 抛物线精度
self.gravity = -9.8 # 重力系数
self.initial_velocity = 10.0 # 初始速度
self.min_teleport_distance = 1.0 # 最小传送距离
# 可视化元素
self.teleport_arc_node = None # 抛物线节点
self.teleport_target_node = None # 落点标记节点
self.teleport_invalid_node = None # 无效位置标记
# 传送状态
self.is_teleport_active = False # 是否正在预览传送
self.teleport_target_pos = None # 传送目标位置
self.teleport_valid = False # 传送位置是否有效
self.active_controller = None # 正在使用传送的控制器
# 碰撞检测
self.teleport_collision_traverser = CollisionTraverser()
self.teleport_collision_queue = CollisionHandlerQueue()
# 可视化颜色
self.valid_arc_color = Vec4(0.2, 0.9, 0.2, 0.8) # 绿色抛物线
self.invalid_arc_color = Vec4(0.9, 0.2, 0.2, 0.8) # 红色抛物线
self.target_color = Vec4(0.2, 0.7, 1.0, 0.9) # 蓝色落点
print("✓ VR传送系统初始化完成")
def initialize(self):
"""初始化传送系统"""
try:
print("🔧 正在初始化VR传送系统...")
# 创建可视化元素
self._create_teleport_visuals()
# 设置地面检测
self._setup_ground_detection()
print("✅ VR传送系统初始化成功")
return True
except Exception as e:
print(f"❌ VR传送系统初始化失败: {e}")
import traceback
traceback.print_exc()
return False
def _create_teleport_visuals(self):
"""创建传送可视化元素"""
if not self.world or not hasattr(self.world, 'render'):
print("⚠️ 无法创建传送可视化 - 缺少世界渲染节点")
return
# 创建抛物线节点
self.teleport_arc_node = self.world.render.attachNewNode("teleport_arc")
self.teleport_arc_node.hide() # 初始隐藏
# 创建落点标记
self._create_target_marker()
# 创建无效位置标记
self._create_invalid_marker()
print("✓ 传送可视化元素已创建")
def _create_target_marker(self):
"""创建传送目标标记"""
try:
# 创建一个圆形平台作为落点标记
from panda3d.core import CardMaker
cm = CardMaker("teleport_target")
cm.setFrame(-1, 1, -1, 1) # 2x2的平面
self.teleport_target_node = self.world.render.attachNewNode(cm.generate())
self.teleport_target_node.setScale(1.0) # 2米直径的圆形
self.teleport_target_node.setP(-90) # 平放在地面
self.teleport_target_node.setColor(self.target_color)
self.teleport_target_node.setTransparency(TransparencyAttrib.MAlpha)
self.teleport_target_node.hide()
# 添加PBR材质以兼容RenderPipeline
material = Material()
material.setBaseColor(self.target_color)
material.setRoughness(0.8)
material.setMetallic(0.0)
material.setRefractiveIndex(1.5)
self.teleport_target_node.setMaterial(material, 1)
except Exception as e:
print(f"⚠️ 创建传送目标标记失败: {e}")
def _create_invalid_marker(self):
"""创建无效位置标记"""
try:
from panda3d.core import CardMaker
cm = CardMaker("teleport_invalid")
cm.setFrame(-0.8, 0.8, -0.8, 0.8) # 稍小的红色叉号
self.teleport_invalid_node = self.world.render.attachNewNode(cm.generate())
self.teleport_invalid_node.setScale(1.0)
self.teleport_invalid_node.setP(-90)
self.teleport_invalid_node.setColor(self.invalid_arc_color)
self.teleport_invalid_node.setTransparency(TransparencyAttrib.MAlpha)
self.teleport_invalid_node.hide()
# 添加PBR材质
material = Material()
material.setBaseColor(self.invalid_arc_color)
material.setRoughness(0.8)
material.setMetallic(0.0)
material.setRefractiveIndex(1.5)
self.teleport_invalid_node.setMaterial(material, 1)
except Exception as e:
print(f"⚠️ 创建无效位置标记失败: {e}")
def _setup_ground_detection(self):
"""设置地面检测"""
try:
# 假设地面在Z=0平面使用正确的CollisionPlane API
from panda3d.core import Plane
ground_plane = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
ground_node = CollisionNode("ground_detection")
ground_node.addSolid(ground_plane)
ground_node.setIntoCollideMask(BitMask32.bit(1)) # 地面碰撞掩码
# 附加到渲染节点
if self.world and hasattr(self.world, 'render'):
ground_node_path = self.world.render.attachNewNode(ground_node)
print("✓ 地面检测设置成功")
except Exception as e:
print(f"⚠️ 设置地面检测失败: {e}")
# 继续运行,不让这个错误阻止传送系统
def start_teleport_preview(self, controller, direction):
"""开始传送预览
Args:
controller: VR控制器实例
direction: 传送方向向量摇杆输入转换的世界方向
"""
if not controller or not controller.anchor_node:
return False
self.is_teleport_active = True
self.active_controller = controller
# 计算抛物线轨迹
start_pos = controller.get_world_position()
self._calculate_teleport_trajectory(start_pos, direction)
# 显示可视化
self._show_teleport_visuals()
return True
def _calculate_teleport_trajectory(self, start_pos, direction):
"""计算传送抛物线轨迹
Args:
start_pos: 起始位置
direction: 方向向量
"""
try:
# 确保方向向量已标准化
direction = direction.normalized()
# 计算抛物线点
trajectory_points = []
hit_ground = False
self.teleport_valid = False
# 初始速度向量
velocity = direction * self.initial_velocity
velocity.z += 2.0 # 给一些向上的初始速度
dt = 0.05 # 时间步长
current_pos = Vec3(start_pos)
current_velocity = Vec3(velocity)
for i in range(self.arc_resolution):
trajectory_points.append(Point3(current_pos))
# 更新位置和速度
current_pos += current_velocity * dt
current_velocity.z += self.gravity * dt # 应用重力
# 检查是否碰撞地面
if current_pos.z <= 0.1: # 假设地面在z=0
# 精确计算落地点
ground_pos = self._calculate_ground_intersection(
trajectory_points[-2] if len(trajectory_points) > 1 else start_pos,
current_pos
)
trajectory_points.append(ground_pos)
# 检查传送有效性
distance = (ground_pos - start_pos).length()
if (distance >= self.min_teleport_distance and
distance <= self.teleport_range):
self.teleport_target_pos = ground_pos
self.teleport_valid = True
else:
self.teleport_target_pos = ground_pos
self.teleport_valid = False
hit_ground = True
break
# 超出范围
if (current_pos - start_pos).length() > self.teleport_range:
break
# 如果没有碰撞地面,传送无效
if not hit_ground:
if trajectory_points:
self.teleport_target_pos = trajectory_points[-1]
self.teleport_valid = False
# 创建抛物线几何体
self._create_arc_geometry(trajectory_points)
except Exception as e:
print(f"⚠️ 计算传送轨迹失败: {e}")
self.teleport_valid = False
def _calculate_ground_intersection(self, p1, p2):
"""计算与地面的精确交点"""
if p1.z == p2.z:
return Point3(p2)
# 线性插值找到z=0的点
t = -p1.z / (p2.z - p1.z)
t = max(0, min(1, t)) # 限制在0-1范围内
intersection = p1 + (p2 - p1) * t
intersection.z = 0.1 # 稍微高于地面
return Point3(intersection)
def _create_arc_geometry(self, points):
"""创建抛物线几何体"""
if not points or len(points) < 2:
return
try:
# 创建线段
line_segs = LineSegs()
line_segs.setThickness(3)
# 根据有效性设置颜色
color = self.valid_arc_color if self.teleport_valid else self.invalid_arc_color
line_segs.setColor(color)
# 添加线段点
line_segs.moveTo(points[0])
for point in points[1:]:
line_segs.drawTo(point)
# 清除旧的几何体
self.teleport_arc_node.removeNode()
self.teleport_arc_node = self.world.render.attachNewNode("teleport_arc")
# 创建新的几何体
geom_node = line_segs.create()
arc_node_path = self.teleport_arc_node.attachNewNode(geom_node)
# 设置材质
material = Material()
material.setBaseColor(color)
material.setRoughness(0.1)
material.setMetallic(0.0)
material.setRefractiveIndex(1.5)
arc_node_path.setMaterial(material, 1)
# 设置透明度
arc_node_path.setTransparency(TransparencyAttrib.MAlpha)
except Exception as e:
print(f"⚠️ 创建抛物线几何体失败: {e}")
def _show_teleport_visuals(self):
"""显示传送可视化"""
if self.teleport_arc_node:
self.teleport_arc_node.show()
if self.teleport_target_pos:
if self.teleport_valid and self.teleport_target_node:
# 显示有效的传送目标
self.teleport_target_node.setPos(self.teleport_target_pos)
self.teleport_target_node.show()
self.teleport_invalid_node.hide()
elif self.teleport_invalid_node:
# 显示无效的传送位置
self.teleport_invalid_node.setPos(self.teleport_target_pos)
self.teleport_invalid_node.show()
self.teleport_target_node.hide()
def stop_teleport_preview(self):
"""停止传送预览"""
self.is_teleport_active = False
self.active_controller = None
# 隐藏可视化
if self.teleport_arc_node:
self.teleport_arc_node.hide()
if self.teleport_target_node:
self.teleport_target_node.hide()
if self.teleport_invalid_node:
self.teleport_invalid_node.hide()
def execute_teleport(self):
"""执行传送"""
if not self.teleport_valid or not self.teleport_target_pos:
print("⚠️ 传送位置无效,无法执行传送")
return False
try:
# 计算传送偏移
if self.vr_manager.tracking_space:
current_pos = self.vr_manager.tracking_space.getPos()
target_offset = self.teleport_target_pos - self.active_controller.get_world_position()
new_pos = current_pos + target_offset
# 执行传送
self.vr_manager.tracking_space.setPos(new_pos)
print(f"✅ 传送成功: {current_pos}{new_pos}")
# 停止预览
self.stop_teleport_preview()
return True
else:
print("⚠️ 无法获取VR跟踪空间传送失败")
return False
except Exception as e:
print(f"❌ 执行传送失败: {e}")
return False
def update_teleport_preview(self, controller, direction):
"""更新传送预览(摇杆移动时调用)"""
if self.is_teleport_active and controller == self.active_controller:
start_pos = controller.get_world_position()
self._calculate_teleport_trajectory(start_pos, direction)
self._show_teleport_visuals()
def cleanup(self):
"""清理传送系统资源"""
try:
self.stop_teleport_preview()
if self.teleport_arc_node:
self.teleport_arc_node.removeNode()
self.teleport_arc_node = None
if self.teleport_target_node:
self.teleport_target_node.removeNode()
self.teleport_target_node = None
if self.teleport_invalid_node:
self.teleport_invalid_node.removeNode()
self.teleport_invalid_node = None
self.ignoreAll()
print("🧹 VR传送系统已清理")
except Exception as e:
print(f"⚠️ 清理传送系统失败: {e}")

View File

@ -178,36 +178,38 @@ class VRControllerVisualizer:
return None
def _fix_model_material(self, model):
"""修复模型材质,解决纯黑色问题同时保持纹理"""
from panda3d.core import Material, MaterialAttrib
"""修复模型材质,使用RenderPipeline兼容的新Material API"""
from panda3d.core import Material, Vec4
# 检查模型是否有纹理
has_texture = model.hasTexture()
# 创建新的材质
# 创建新的材质使用RenderPipeline兼容的API
material = Material()
if has_texture:
# 有纹理时,设置材质以增强纹理效果
material.setDiffuse((1.0, 1.0, 1.0, 1.0)) # 白色漫反射让纹理完全显示
material.setAmbient((0.4, 0.4, 0.4, 1.0)) # 适度环境光
material.setSpecular((0.3, 0.3, 0.3, 1.0)) # 轻度高光
material.setShininess(16.0) # 中等光泽度
print(f"🎨 {self.controller.name}手柄:已修复材质(保持纹理效果")
# 有纹理时,设置白色基础颜色让纹理完全显示
material.setBaseColor(Vec4(1.0, 1.0, 1.0, 1.0)) # 白色让纹理完全显示
material.setRoughness(0.4) # 中等粗糙度
material.setMetallic(0.3) # 轻度金属感
material.setRefractiveIndex(1.5) # 标准折射率
print(f"🎨 {self.controller.name}手柄:已设置材质(纹理+PBR")
else:
# 无纹理时,设置合适的基础颜色
material.setDiffuse((0.7, 0.7, 0.8, 1.0)) # 略偏蓝的灰色
material.setAmbient((0.3, 0.3, 0.3, 1.0)) # 环境光
material.setSpecular((0.5, 0.5, 0.5, 1.0)) # 高光
material.setShininess(32.0) # 光泽度
print(f"🎨 {self.controller.name}手柄:已修复材质(使用颜色")
# 无纹理时,设置手柄颜色
material.setBaseColor(Vec4(0.7, 0.7, 0.8, 1.0)) # 略偏蓝的灰色
material.setRoughness(0.5) # 中等粗糙度
material.setMetallic(0.2) # 轻度金属感
material.setRefractiveIndex(1.5) # 标准折射率
print(f"🎨 {self.controller.name}手柄:已设置材质(颜色+PBR")
# 应用材质到模型
model.setMaterial(material)
# 应用材质到模型使用优先级1确保覆盖默认材质
model.setMaterial(material, 1)
# 确保模型能正确渲染
# 确保模型能正确渲染双面渲染是NodePath的方法
model.setTwoSided(False)
print(f"🔧 {self.controller.name}手柄已使用RenderPipeline兼容的Material API")
def _apply_controller_identity_marker(self, model):
"""为控制器添加身份标记,区分左右手"""
from panda3d.core import RenderModeAttrib
@ -494,10 +496,33 @@ class VRControllerVisualizer:
# 设置透明度
self.ray_node.setTransparency(TransparencyAttrib.MAlpha)
# 使用RenderPipeline兼容的Material API设置射线材质
from panda3d.core import Material, Vec4
ray_material = Material()
ray_material.setBaseColor(Vec4(self.ray_color.x, self.ray_color.y, self.ray_color.z, self.ray_color.w))
ray_material.setRoughness(0.1) # 光滑射线
ray_material.setMetallic(0.0) # 非金属
ray_material.setRefractiveIndex(1.5) # 标准折射率
# 为射线应用材质
self.ray_node.setMaterial(ray_material, 1)
self.ray_node.setTwoSided(False)
# 为端点球设置相同的材质
end_material = Material()
end_material.setBaseColor(Vec4(self.ray_color.x, self.ray_color.y, self.ray_color.z, self.ray_color.w))
end_material.setRoughness(0.2) # 略粗糙
end_material.setMetallic(0.0) # 非金属
end_material.setRefractiveIndex(1.5) # 标准折射率
# 为端点球应用材质
end_node.setMaterial(end_material, 1)
end_node.setTwoSided(False)
# 默认隐藏射线
self.ray_node.hide()
print(f"{self.controller.name}手柄交互射线已创建")
print(f"{self.controller.name}手柄交互射线已创建含PBR支持")
def _create_sphere_geometry(self, radius):
"""创建球体几何体"""
@ -530,6 +555,19 @@ class VRControllerVisualizer:
self.trackpad_indicator.setPos(0, -0.02, 0.045)
self.trackpad_indicator.setColor(0.2, 0.2, 0.2, 1.0)
# 为所有按钮指示器设置RenderPipeline兼容的材质
from panda3d.core import Material, Vec4
indicator_material = Material()
indicator_material.setBaseColor(Vec4(0.2, 0.2, 0.2, 1.0)) # 深灰色
indicator_material.setRoughness(0.8) # 比较粗糙的表面
indicator_material.setMetallic(0.1) # 轻微金属感
indicator_material.setRefractiveIndex(1.5) # 标准折射率
# 为所有指示器应用材质
for indicator in [self.trigger_indicator, self.grip_indicator, self.trackpad_indicator]:
indicator.setMaterial(indicator_material, 1)
indicator.setTwoSided(False)
print(f"{self.controller.name}手柄按钮指示器已创建")
def update(self):
@ -619,6 +657,24 @@ class VRControllerVisualizer:
if self.ray_node:
self.ray_node.setColor(color)
# 更新射线材质的baseColor
from panda3d.core import Material, Vec4
if isinstance(color, (list, tuple)) and len(color) >= 3:
alpha = color[3] if len(color) > 3 else 0.8
ray_color = Vec4(color[0], color[1], color[2], alpha)
elif isinstance(color, Vec4):
ray_color = color
else:
ray_color = Vec4(0.9, 0.9, 0.2, 0.8) # 默认黄色
# 更新射线材质
ray_material = Material()
ray_material.setBaseColor(ray_color)
ray_material.setRoughness(0.1)
ray_material.setMetallic(0.0)
ray_material.setRefractiveIndex(1.5)
self.ray_node.setMaterial(ray_material, 1)
def set_ray_length(self, length):
"""设置射线长度"""
self.ray_length = length
@ -652,7 +708,22 @@ class VRControllerVisualizer:
def cleanup(self):
"""清理资源"""
# 清理射线节点
if hasattr(self, 'ray_node') and self.ray_node:
self.ray_node.removeNode()
self.ray_node = None
print(f"🧹 {self.controller.name}手柄射线已清理")
# 清理模型节点
if hasattr(self, 'model_node') and self.model_node:
self.model_node.removeNode()
self.model_node = None
print(f"🧹 {self.controller.name}手柄模型已清理")
# 清理主可视化节点
if self.visual_node:
self.visual_node.removeNode()
self.visual_node = None
print(f"🧹 {self.controller.name}手柄主节点已清理")
print(f"🧹 {self.controller.name}手柄可视化已清理")
print(f" {self.controller.name}手柄可视化已彻底清理")

123
run_vr_test.sh Executable file
View File

@ -0,0 +1,123 @@
#!/bin/bash
# VR性能测试启动脚本
# 使用方法: ./run_vr_test.sh
echo "🚀 VR性能测试启动脚本"
echo "======================"
# 检查是否在正确的目录
if [ ! -f "vr_performance_test.py" ]; then
echo "❌ 错误找不到vr_performance_test.py文件"
echo "请在EG项目根目录运行此脚本"
exit 1
fi
# 检查Python是否可用
if ! command -v python3 &> /dev/null; then
if ! command -v python &> /dev/null; then
echo "❌ 错误找不到Python解释器"
exit 1
else
PYTHON_CMD="python"
fi
else
PYTHON_CMD="python3"
fi
echo "✓ 使用Python解释器: $PYTHON_CMD"
# 检查核心模块是否存在
if [ ! -d "core" ]; then
echo "❌ 错误找不到core目录"
echo "请确保在EG项目根目录中运行"
exit 1
fi
if [ ! -f "core/vr_manager.py" ]; then
echo "❌ 错误找不到core/vr_manager.py文件"
echo "VR管理器模块不存在"
exit 1
fi
echo "✓ 核心模块检查通过"
# 检查VR相关依赖
echo "🔍 检查VR依赖..."
$PYTHON_CMD -c "import openvr" 2>/dev/null
if [ $? -eq 0 ]; then
echo "✓ OpenVR Python绑定可用"
else
echo "⚠️ 警告OpenVR Python绑定不可用"
echo " 如果需要VR功能请安装: pip install openvr"
fi
$PYTHON_CMD -c "from panda3d.core import Vec3" 2>/dev/null
if [ $? -eq 0 ]; then
echo "✓ Panda3D可用"
else
echo "❌ 错误Panda3D不可用"
echo "请安装Panda3D: pip install panda3d"
exit 1
fi
# 检查可选的性能监控依赖
echo "🔍 检查性能监控依赖..."
$PYTHON_CMD -c "import psutil" 2>/dev/null
if [ $? -eq 0 ]; then
echo "✓ psutil可用CPU/内存监控)"
else
echo "⚠️ 建议安装psutil以获得完整性能监控: pip install psutil"
fi
$PYTHON_CMD -c "import GPUtil" 2>/dev/null
if [ $? -eq 0 ]; then
echo "✓ GPUtil可用GPU监控"
else
echo "⚠️ 建议安装GPUtil以获得GPU监控: pip install GPUtil"
fi
echo ""
echo "🎮 启动前检查清单:"
echo "□ VR头显已连接并开机"
echo "□ SteamVR正在运行"
echo "□ VR头显已完成初始设置"
echo "□ VR跟踪系统正常工作"
echo ""
# 询问用户是否继续
echo "是否继续启动VR性能测试"
echo "按Enter继续或按Ctrl+C取消..."
read -r
echo ""
echo "🚀 正在启动VR性能测试..."
echo "控制说明:"
echo " ESC - 退出测试"
echo " 1-9 - 设置场景复杂度"
echo " R - 重置性能计数器"
echo " P - 手动输出性能报告"
echo " D - 切换调试模式"
echo "VR分辨率控制"
echo " Q - 切换质量预设 (性能/平衡/质量)"
echo " [ - 降低分辨率缩放"
echo " ] - 提高分辨率缩放"
echo " I - 显示分辨率信息"
echo ""
# 启动测试
$PYTHON_CMD vr_performance_test.py
# 检查退出状态
if [ $? -eq 0 ]; then
echo ""
echo "✅ VR性能测试正常结束"
else
echo ""
echo "❌ VR性能测试异常退出错误代码$?"
fi
echo "📋 检查当前目录中的CSV文件获取详细性能数据"
echo "📖 查看VR_PERFORMANCE_TEST_README.md获取详细使用说明"

View File

@ -445,6 +445,94 @@ class MainWindow(QMainWindow):
self.vrMenu.addSeparator()
self.vrStatusAction = self.vrMenu.addAction('VR状态')
self.vrSettingsAction = self.vrMenu.addAction('VR设置')
self.vrMenu.addSeparator()
# VR调试子菜单
self.vrDebugMenu = self.vrMenu.addMenu('VR调试')
self.vrDebugToggleAction = self.vrDebugMenu.addAction('启用调试输出')
self.vrDebugToggleAction.setCheckable(True)
self.vrDebugToggleAction.setChecked(False) # 默认关闭(节省资源)
self.vrShowPerformanceAction = self.vrDebugMenu.addAction('立即显示性能报告')
self.vrDebugMenu.addSeparator()
# 调试模式切换
self.vrDebugModeMenu = self.vrDebugMenu.addMenu('输出模式')
self.vrDebugBriefAction = self.vrDebugModeMenu.addAction('简短模式')
self.vrDebugDetailedAction = self.vrDebugModeMenu.addAction('详细模式')
self.vrDebugBriefAction.setCheckable(True)
self.vrDebugDetailedAction.setCheckable(True)
self.vrDebugDetailedAction.setChecked(True) # 默认详细模式
# 创建调试模式动作组(单选)
from PyQt5.QtWidgets import QActionGroup
self.vrDebugModeGroup = QActionGroup(self)
self.vrDebugModeGroup.addAction(self.vrDebugBriefAction)
self.vrDebugModeGroup.addAction(self.vrDebugDetailedAction)
self.vrDebugMenu.addSeparator()
# 性能监控选项
self.vrPerformanceMonitorAction = self.vrDebugMenu.addAction('启用性能监控')
self.vrPerformanceMonitorAction.setCheckable(True)
self.vrPerformanceMonitorAction.setChecked(False) # 默认关闭(节省资源)
self.vrGpuTimingAction = self.vrDebugMenu.addAction('启用GPU时间监控')
self.vrGpuTimingAction.setCheckable(True)
self.vrGpuTimingAction.setChecked(False) # 默认关闭(节省资源)
# 管线监控选项
self.vrPipelineMonitorAction = self.vrDebugMenu.addAction('启用管线监控')
self.vrPipelineMonitorAction.setCheckable(True)
self.vrPipelineMonitorAction.setChecked(False) # 默认关闭(节省资源)
self.vrDebugMenu.addSeparator()
# 姿态策略选项
self.vrPoseStrategyMenu = self.vrDebugMenu.addMenu('姿态策略')
self.vrPoseRenderCallbackAction = self.vrPoseStrategyMenu.addAction('渲染回调策略')
self.vrPoseUpdateTaskAction = self.vrPoseStrategyMenu.addAction('更新任务策略')
self.vrPoseRenderCallbackAction.setCheckable(True)
self.vrPoseUpdateTaskAction.setCheckable(True)
self.vrPoseRenderCallbackAction.setChecked(True) # 默认策略
# 创建姿态策略动作组(单选)
self.vrPoseStrategyGroup = QActionGroup(self)
self.vrPoseStrategyGroup.addAction(self.vrPoseRenderCallbackAction)
self.vrPoseStrategyGroup.addAction(self.vrPoseUpdateTaskAction)
self.vrDebugMenu.addSeparator()
# 测试功能
self.vrTestPipelineAction = self.vrDebugMenu.addAction('测试管线监控')
# VR测试模式
self.vrTestModeAction = self.vrDebugMenu.addAction('VR测试模式')
self.vrTestModeAction.setCheckable(True)
self.vrTestModeAction.setChecked(False) # 默认关闭
# VR测试模式调试子菜单
self.vrTestDebugMenu = self.vrDebugMenu.addMenu('测试模式调试')
# 渐进式功能开关
self.vrTestSubmitTextureAction = self.vrTestDebugMenu.addAction('启用纹理提交')
self.vrTestSubmitTextureAction.setCheckable(True)
self.vrTestSubmitTextureAction.setChecked(False) # 默认关闭
self.vrTestWaitPosesAction = self.vrTestDebugMenu.addAction('启用姿态等待')
self.vrTestWaitPosesAction.setCheckable(True)
self.vrTestWaitPosesAction.setChecked(False) # 默认关闭
self.vrTestDebugMenu.addSeparator()
# 快捷测试预设
self.vrTestStep1Action = self.vrTestDebugMenu.addAction('步骤1: 只启用纹理提交')
self.vrTestStep2Action = self.vrTestDebugMenu.addAction('步骤2: 只启用姿态等待')
self.vrTestStep3Action = self.vrTestDebugMenu.addAction('步骤3: 同时启用两者')
self.vrTestResetAction = self.vrTestDebugMenu.addAction('重置: 禁用所有功能')
self.vrDebugSettingsAction = self.vrDebugMenu.addAction('调试设置...')
# 初始状态下禁用退出VR选项
self.exitVRAction.setEnabled(False)
@ -915,6 +1003,29 @@ class MainWindow(QMainWindow):
self.vrStatusAction.triggered.connect(self.onShowVRStatus)
self.vrSettingsAction.triggered.connect(self.onShowVRSettings)
# 连接VR调试菜单事件
self.vrDebugToggleAction.triggered.connect(self.onToggleVRDebug)
self.vrShowPerformanceAction.triggered.connect(self.onShowVRPerformance)
self.vrDebugBriefAction.triggered.connect(lambda: self.onSetVRDebugMode('brief'))
self.vrDebugDetailedAction.triggered.connect(lambda: self.onSetVRDebugMode('detailed'))
self.vrPerformanceMonitorAction.triggered.connect(self.onToggleVRPerformanceMonitor)
self.vrGpuTimingAction.triggered.connect(self.onToggleVRGpuTiming)
self.vrPipelineMonitorAction.triggered.connect(self.onToggleVRPipelineMonitor)
self.vrPoseRenderCallbackAction.triggered.connect(lambda: self.onSetVRPoseStrategy('render_callback'))
self.vrPoseUpdateTaskAction.triggered.connect(lambda: self.onSetVRPoseStrategy('update_task'))
self.vrTestPipelineAction.triggered.connect(self.onTestVRPipeline)
self.vrTestModeAction.triggered.connect(self.onToggleVRTestMode)
# 连接VR测试模式调试菜单事件
self.vrTestSubmitTextureAction.triggered.connect(self.onToggleVRTestSubmitTexture)
self.vrTestWaitPosesAction.triggered.connect(self.onToggleVRTestWaitPoses)
self.vrTestStep1Action.triggered.connect(lambda: self.onSetVRTestStep(1))
self.vrTestStep2Action.triggered.connect(lambda: self.onSetVRTestStep(2))
self.vrTestStep3Action.triggered.connect(lambda: self.onSetVRTestStep(3))
self.vrTestResetAction.triggered.connect(lambda: self.onSetVRTestStep(0))
self.vrDebugSettingsAction.triggered.connect(self.onShowVRDebugSettings)
def onCreateCesiumView(self):
if hasattr(self.world,'gui_manager') and self.world.gui_manager:
@ -2190,6 +2301,380 @@ class MainWindow(QMainWindow):
except Exception as e:
QMessageBox.critical(dialog, "错误", f"应用VR设置时发生错误\n{str(e)}")
# ==================== VR调试事件处理 ====================
def onToggleVRDebug(self):
"""切换VR调试输出"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
enabled = self.world.vr_manager.toggle_debug_output()
self.vrDebugToggleAction.setChecked(enabled)
status = "启用" if enabled else "禁用"
QMessageBox.information(self, "VR调试", f"VR调试输出已{status}")
else:
QMessageBox.warning(self, "错误", "VR管理器不可用")
except Exception as e:
QMessageBox.critical(self, "错误", f"切换VR调试时发生错误\n{str(e)}")
def onShowVRPerformance(self):
"""立即显示VR性能报告"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
if self.world.vr_manager.vr_enabled:
self.world.vr_manager.force_performance_report()
QMessageBox.information(self, "VR性能", "性能报告已输出到控制台")
else:
QMessageBox.warning(self, "提示", "请先启用VR模式")
else:
QMessageBox.warning(self, "错误", "VR管理器不可用")
except Exception as e:
QMessageBox.critical(self, "错误", f"显示VR性能报告时发生错误\n{str(e)}")
def onSetVRDebugMode(self, mode):
"""设置VR调试模式"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
self.world.vr_manager.set_debug_mode(mode)
# 更新菜单状态
if mode == 'brief':
self.vrDebugBriefAction.setChecked(True)
self.vrDebugDetailedAction.setChecked(False)
else:
self.vrDebugBriefAction.setChecked(False)
self.vrDebugDetailedAction.setChecked(True)
mode_name = "简短" if mode == 'brief' else "详细"
QMessageBox.information(self, "VR调试", f"调试模式已设置为:{mode_name}")
else:
QMessageBox.warning(self, "错误", "VR管理器不可用")
except Exception as e:
QMessageBox.critical(self, "错误", f"设置VR调试模式时发生错误\n{str(e)}")
def onToggleVRPerformanceMonitor(self):
"""切换VR性能监控"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
enabled = self.vrPerformanceMonitorAction.isChecked()
if enabled:
self.world.vr_manager.enable_performance_monitoring()
else:
self.world.vr_manager.disable_performance_monitoring()
status = "启用" if enabled else "禁用"
QMessageBox.information(self, "VR性能监控", f"VR性能监控已{status}")
else:
QMessageBox.warning(self, "错误", "VR管理器不可用")
self.vrPerformanceMonitorAction.setChecked(False)
except Exception as e:
QMessageBox.critical(self, "错误", f"切换VR性能监控时发生错误\n{str(e)}")
def onToggleVRGpuTiming(self):
"""切换VR GPU时间监控"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
enabled = self.vrGpuTimingAction.isChecked()
if enabled:
self.world.vr_manager.enable_gpu_timing_monitoring()
else:
self.world.vr_manager.disable_gpu_timing_monitoring()
status = "启用" if enabled else "禁用"
QMessageBox.information(self, "VR GPU监控", f"VR GPU时间监控已{status}")
else:
QMessageBox.warning(self, "错误", "VR管理器不可用")
self.vrGpuTimingAction.setChecked(False)
except Exception as e:
QMessageBox.critical(self, "错误", f"切换VR GPU时间监控时发生错误\n{str(e)}")
def onToggleVRPipelineMonitor(self):
"""切换VR管线监控"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
enabled = self.vrPipelineMonitorAction.isChecked()
self.world.vr_manager.enable_pipeline_monitoring = enabled
status = "启用" if enabled else "禁用"
print(f"✓ VR管线监控已{status}")
else:
QMessageBox.warning(self, "错误", "VR管理器不可用")
self.vrPipelineMonitorAction.setChecked(False)
except Exception as e:
QMessageBox.critical(self, "错误", f"切换VR管线监控时发生错误\n{str(e)}")
def onSetVRPoseStrategy(self, strategy):
"""设置VR姿态策略"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
success = self.world.vr_manager.set_pose_strategy(strategy)
if success:
strategy_names = {
'render_callback': '渲染回调策略',
'update_task': '更新任务策略'
}
QMessageBox.information(self, "VR姿态策略",
f"姿态策略已切换为:{strategy_names.get(strategy, strategy)}")
else:
QMessageBox.warning(self, "错误", f"无效的姿态策略:{strategy}")
else:
QMessageBox.warning(self, "错误", "VR管理器不可用")
except Exception as e:
QMessageBox.critical(self, "错误", f"设置VR姿态策略时发生错误\n{str(e)}")
def onTestVRPipeline(self):
"""测试VR管线监控功能"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
self.world.vr_manager.test_pipeline_monitoring()
QMessageBox.information(self, "VR管线测试", "管线监控测试已完成,请查看控制台输出。")
else:
QMessageBox.warning(self, "错误", "VR管理器不可用")
except Exception as e:
QMessageBox.critical(self, "错误", f"测试VR管线监控时发生错误\n{str(e)}")
def onShowVRDebugSettings(self):
"""显示VR调试设置对话框"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
dialog = self.createVRDebugSettingsDialog()
dialog.exec_()
else:
QMessageBox.warning(self, "错误", "VR管理器不可用")
except Exception as e:
QMessageBox.critical(self, "错误", f"打开VR调试设置时发生错误\n{str(e)}")
def createVRDebugSettingsDialog(self):
"""创建VR调试设置对话框"""
from PyQt5.QtWidgets import QCheckBox, QSlider
from PyQt5.QtCore import Qt
dialog = QDialog(self)
dialog.setWindowTitle("VR调试设置")
dialog.setModal(True)
dialog.resize(450, 400)
layout = QVBoxLayout(dialog)
# 获取当前设置
vr_manager = self.world.vr_manager
debug_status = vr_manager.get_debug_status()
perf_config = vr_manager.get_performance_monitoring_config()
# 调试状态显示
status_group = QGroupBox("调试状态")
status_layout = QVBoxLayout()
debug_enabled_label = QLabel(f"调试输出: {'启用' if debug_status['debug_enabled'] else '禁用'}")
debug_enabled_label.setStyleSheet(f"color: {'green' if debug_status['debug_enabled'] else 'red'};")
status_layout.addWidget(debug_enabled_label)
debug_mode_label = QLabel(f"调试模式: {debug_status['debug_mode']}")
status_layout.addWidget(debug_mode_label)
performance_label = QLabel(f"性能监控: {'启用' if debug_status['performance_monitoring'] else '禁用'}")
performance_label.setStyleSheet(f"color: {'green' if debug_status['performance_monitoring'] else 'red'};")
status_layout.addWidget(performance_label)
status_group.setLayout(status_layout)
layout.addWidget(status_group)
# 报告设置
report_group = QGroupBox("报告设置")
report_layout = QFormLayout()
# 报告间隔滑块 (5-120秒)
interval_slider = QSlider(Qt.Horizontal)
interval_slider.setMinimum(5)
interval_slider.setMaximum(120)
interval_slider.setValue(int(debug_status['report_interval_seconds']))
interval_slider.setTickPosition(QSlider.TicksBelow)
interval_slider.setTickInterval(15)
interval_label = QLabel(f"{int(debug_status['report_interval_seconds'])}")
interval_slider.valueChanged.connect(lambda v: interval_label.setText(f"{v}"))
interval_layout = QHBoxLayout()
interval_layout.addWidget(interval_slider)
interval_layout.addWidget(interval_label)
report_layout.addRow("报告间隔:", interval_layout)
# 性能检查间隔
check_interval_combo = QComboBox()
check_interval_combo.addItems(["0.1秒", "0.5秒", "1.0秒", "2.0秒"])
current_check_interval = perf_config['check_interval']
if current_check_interval == 0.1:
check_interval_combo.setCurrentIndex(0)
elif current_check_interval == 0.5:
check_interval_combo.setCurrentIndex(1)
elif current_check_interval == 1.0:
check_interval_combo.setCurrentIndex(2)
else:
check_interval_combo.setCurrentIndex(3)
report_layout.addRow("性能检查间隔:", check_interval_combo)
# 帧历史大小
frame_history_spin = QSpinBox()
frame_history_spin.setMinimum(10)
frame_history_spin.setMaximum(1000)
frame_history_spin.setValue(perf_config['frame_history_size'])
frame_history_spin.setSuffix("")
report_layout.addRow("帧时间历史:", frame_history_spin)
report_group.setLayout(report_layout)
layout.addWidget(report_group)
# 监控项目
monitor_group = QGroupBox("监控项目")
monitor_layout = QVBoxLayout()
cpu_check = QCheckBox("CPU使用率")
cpu_check.setChecked(perf_config['psutil_available'])
cpu_check.setEnabled(perf_config['psutil_available'])
monitor_layout.addWidget(cpu_check)
memory_check = QCheckBox("内存使用率")
memory_check.setChecked(perf_config['psutil_available'])
memory_check.setEnabled(perf_config['psutil_available'])
monitor_layout.addWidget(memory_check)
gpu_check = QCheckBox("GPU使用率")
gpu_check.setChecked(perf_config['gputil_available'] or perf_config['nvidia_ml_available'])
gpu_check.setEnabled(perf_config['gputil_available'] or perf_config['nvidia_ml_available'])
monitor_layout.addWidget(gpu_check)
frame_time_check = QCheckBox("帧时间统计")
frame_time_check.setChecked(True)
monitor_layout.addWidget(frame_time_check)
monitor_group.setLayout(monitor_layout)
layout.addWidget(monitor_group)
# 按钮
button_layout = QHBoxLayout()
apply_button = QPushButton("应用")
reset_button = QPushButton("重置计数器")
ok_button = QPushButton("确定")
cancel_button = QPushButton("取消")
button_layout.addWidget(apply_button)
button_layout.addWidget(reset_button)
button_layout.addStretch()
button_layout.addWidget(ok_button)
button_layout.addWidget(cancel_button)
layout.addLayout(button_layout)
# 连接信号
def apply_settings():
try:
# 应用报告间隔
new_interval_seconds = interval_slider.value()
new_interval_frames = int(new_interval_seconds * 60) # 假设60fps
vr_manager.set_performance_report_interval(new_interval_frames)
# 应用性能检查间隔
check_intervals = [0.1, 0.5, 1.0, 2.0]
new_check_interval = check_intervals[check_interval_combo.currentIndex()]
vr_manager.set_performance_check_interval(new_check_interval)
# 应用帧历史大小
vr_manager.set_frame_time_history_size(frame_history_spin.value())
QMessageBox.information(dialog, "成功", "VR调试设置已应用")
except Exception as e:
QMessageBox.critical(dialog, "错误", f"应用设置时发生错误:\n{str(e)}")
def reset_counters():
try:
vr_manager.reset_performance_counters()
QMessageBox.information(dialog, "成功", "性能计数器已重置!")
except Exception as e:
QMessageBox.critical(dialog, "错误", f"重置计数器时发生错误:\n{str(e)}")
apply_button.clicked.connect(apply_settings)
reset_button.clicked.connect(reset_counters)
ok_button.clicked.connect(lambda: (apply_settings(), dialog.accept()))
cancel_button.clicked.connect(dialog.reject)
return dialog
# ==================== VR测试模式事件处理 ====================
def onToggleVRTestMode(self):
"""切换VR测试模式"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
if self.vrTestModeAction.isChecked():
# 启用VR测试模式
success = self.world.vr_manager.enable_vr_test_mode(display_mode='stereo')
if success:
QMessageBox.information(self, "VR测试模式",
"VR测试模式已启用\n\n现在VR渲染内容将直接显示在PC屏幕上无需VR头显。\n\n特点:\n- 显示VR左右眼视图\n- 实时性能监控HUD\n- 复用完整VR渲染管线\n- 可测量纯渲染性能")
print("✅ VR测试模式已启用")
# 可选:自动开启性能测试
self.world.vr_manager.run_vr_performance_test(duration_seconds=10)
else:
self.vrTestModeAction.setChecked(False)
QMessageBox.warning(self, "错误", "启用VR测试模式失败")
else:
# 禁用VR测试模式
self.world.vr_manager.disable_vr_test_mode()
QMessageBox.information(self, "VR测试模式", "VR测试模式已禁用")
print("✅ VR测试模式已禁用")
else:
self.vrTestModeAction.setChecked(False)
QMessageBox.warning(self, "错误", "VR管理器不可用")
except Exception as e:
self.vrTestModeAction.setChecked(False)
QMessageBox.critical(self, "错误", f"切换VR测试模式时发生错误\n{str(e)}")
def onToggleVRTestSubmitTexture(self):
"""切换VR测试模式纹理提交功能"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
enabled = self.vrTestSubmitTextureAction.isChecked()
self.world.vr_manager.set_test_mode_features(submit_texture=enabled)
except Exception as e:
QMessageBox.critical(self, "错误", f"设置纹理提交功能时发生错误:\n{str(e)}")
def onToggleVRTestWaitPoses(self):
"""切换VR测试模式姿态等待功能"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
enabled = self.vrTestWaitPosesAction.isChecked()
self.world.vr_manager.set_test_mode_features(wait_poses=enabled)
except Exception as e:
QMessageBox.critical(self, "错误", f"设置姿态等待功能时发生错误:\n{str(e)}")
def onSetVRTestStep(self, step):
"""设置VR测试步骤"""
try:
if hasattr(self.world, 'vr_manager') and self.world.vr_manager:
if step == 0: # 重置
self.world.vr_manager.set_test_mode_features(submit_texture=False, wait_poses=False)
self.vrTestSubmitTextureAction.setChecked(False)
self.vrTestWaitPosesAction.setChecked(False)
QMessageBox.information(self, "VR测试", "已重置为基线状态:两个功能都禁用")
elif step == 1: # 只启用纹理提交
self.world.vr_manager.set_test_mode_features(submit_texture=True, wait_poses=False)
self.vrTestSubmitTextureAction.setChecked(True)
self.vrTestWaitPosesAction.setChecked(False)
QMessageBox.information(self, "VR测试", "步骤1只启用纹理提交\n观察FPS变化来判断submit_texture是否影响性能")
elif step == 2: # 只启用姿态等待
self.world.vr_manager.set_test_mode_features(submit_texture=False, wait_poses=True)
self.vrTestSubmitTextureAction.setChecked(False)
self.vrTestWaitPosesAction.setChecked(True)
QMessageBox.information(self, "VR测试", "步骤2只启用姿态等待\n观察FPS变化来判断waitGetPoses是否影响性能")
elif step == 3: # 同时启用两者
self.world.vr_manager.set_test_mode_features(submit_texture=True, wait_poses=True)
self.vrTestSubmitTextureAction.setChecked(True)
self.vrTestWaitPosesAction.setChecked(True)
QMessageBox.information(self, "VR测试", "步骤3同时启用两者\n这应该完全复现普通VR模式的36FPS问题")
except Exception as e:
QMessageBox.critical(self, "错误", f"设置VR测试步骤时发生错误\n{str(e)}")
def setup_main_window(world,path = None):
"""设置主窗口的便利函数"""
app = QApplication.instance()

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{
"controller_type": "knuckles",
"description": "Valve Index\u63a7\u5236\u5668\u7ed1\u5b9a",
"name": "EG VR Editor - Index",
"bindings": {
"/actions/default": {
"sources": [
{
"inputs": {
"click": {
"output": "/actions/default/in/Trigger"
}
},
"mode": "button",
"path": "/user/hand/left/input/trigger"
},
{
"inputs": {
"click": {
"output": "/actions/default/in/Trigger"
}
},
"mode": "button",
"path": "/user/hand/right/input/trigger"
},
{
"inputs": {
"value": {
"output": "/actions/default/in/Squeeze"
}
},
"mode": "trigger",
"path": "/user/hand/left/input/grip"
},
{
"inputs": {
"value": {
"output": "/actions/default/in/Squeeze"
}
},
"mode": "trigger",
"path": "/user/hand/right/input/grip"
},
{
"inputs": {
"click": {
"output": "/actions/default/in/AButton"
}
},
"mode": "button",
"path": "/user/hand/right/input/a"
},
{
"inputs": {
"click": {
"output": "/actions/default/in/BButton"
}
},
"mode": "button",
"path": "/user/hand/right/input/b"
},
{
"inputs": {
"position": {
"output": "/actions/default/in/Trackpad"
},
"click": {
"output": "/actions/default/in/TrackpadClick"
},
"touch": {
"output": "/actions/default/in/TrackpadTouch"
}
},
"mode": "trackpad",
"path": "/user/hand/left/input/trackpad"
},
{
"inputs": {
"position": {
"output": "/actions/default/in/Trackpad"
},
"click": {
"output": "/actions/default/in/TrackpadClick"
},
"touch": {
"output": "/actions/default/in/TrackpadTouch"
}
},
"mode": "trackpad",
"path": "/user/hand/right/input/trackpad"
},
{
"inputs": {
"position": {
"output": "/actions/default/in/Joystick"
}
},
"mode": "joystick",
"path": "/user/hand/left/input/thumbstick"
},
{
"inputs": {
"position": {
"output": "/actions/default/in/Joystick"
}
},
"mode": "joystick",
"path": "/user/hand/right/input/thumbstick"
}
],
"poses": [
{
"output": "/actions/default/in/Pose",
"path": "/user/hand/left/pose/raw"
},
{
"output": "/actions/default/in/Pose",
"path": "/user/hand/right/pose/raw"
}
],
"haptics": [
{
"output": "/actions/default/out/Haptic",
"path": "/user/hand/left/output/haptic"
},
{
"output": "/actions/default/out/Haptic",
"path": "/user/hand/right/output/haptic"
}
]
}
}
}

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@ -0,0 +1,118 @@
{
"controller_type": "oculus_touch",
"description": "Oculus Touch\u63a7\u5236\u5668\u7ed1\u5b9a",
"name": "EG VR Editor - Oculus Touch",
"bindings": {
"/actions/default": {
"sources": [
{
"inputs": {
"click": {
"output": "/actions/default/in/Trigger"
}
},
"mode": "button",
"path": "/user/hand/left/input/trigger"
},
{
"inputs": {
"click": {
"output": "/actions/default/in/Trigger"
}
},
"mode": "button",
"path": "/user/hand/right/input/trigger"
},
{
"inputs": {
"value": {
"output": "/actions/default/in/Squeeze"
}
},
"mode": "trigger",
"path": "/user/hand/left/input/grip"
},
{
"inputs": {
"value": {
"output": "/actions/default/in/Squeeze"
}
},
"mode": "trigger",
"path": "/user/hand/right/input/grip"
},
{
"inputs": {
"click": {
"output": "/actions/default/in/AButton"
}
},
"mode": "button",
"path": "/user/hand/right/input/a"
},
{
"inputs": {
"click": {
"output": "/actions/default/in/BButton"
}
},
"mode": "button",
"path": "/user/hand/right/input/b"
},
{
"inputs": {
"position": {
"output": "/actions/default/in/Joystick"
},
"click": {
"output": "/actions/default/in/TrackpadClick"
}
},
"mode": "joystick",
"path": "/user/hand/left/input/thumbstick"
},
{
"inputs": {
"position": {
"output": "/actions/default/in/Joystick"
},
"click": {
"output": "/actions/default/in/TrackpadClick"
}
},
"mode": "joystick",
"path": "/user/hand/right/input/thumbstick"
},
{
"inputs": {
"click": {
"output": "/actions/default/in/Menu"
}
},
"mode": "button",
"path": "/user/hand/left/input/menu"
}
],
"poses": [
{
"output": "/actions/default/in/Pose",
"path": "/user/hand/left/pose/raw"
},
{
"output": "/actions/default/in/Pose",
"path": "/user/hand/right/pose/raw"
}
],
"haptics": [
{
"output": "/actions/default/out/Haptic",
"path": "/user/hand/left/output/haptic"
},
{
"output": "/actions/default/out/Haptic",
"path": "/user/hand/right/output/haptic"
}
]
}
}
}