25 VR开发——HTC Vive

一、HTC Vive简介##

HTC Vive

二、一套完整的HTC Vive设备##

设备解析
代码的详解
脚本展示

三、HTC Vive手柄解析##

实现手柄与代码的控制连接
手柄按键信息的代码控制展示
SteamVR_TrackedObject脚本详解
SteamVR_TrackedObject 脚本展示详解:
using UnityEngine;
using Valve.VR;

public class SteamVR_TrackedObject : MonoBehaviour
{
    public enum EIndex//track追踪,手柄设备的各个按钮信息的获取
    {
        None = -1,
        Hmd = (int)OpenVR.k_unTrackedDeviceIndex_Hmd,
        Device1,
        Device2,
        Device3,
        Device4,
        Device5,
        Device6,
        Device7,
        Device8,
        Device9,
        Device10,
        Device11,
        Device12,
        Device13,
        Device14,
        Device15
    }

    public EIndex index;
    public Transform origin; // if not set, relative to parent
    public bool isValid = false;

    private void OnNewPoses(TrackedDevicePose_t[] poses)
    {
        if (index == EIndex.None)
            return;

        var i = (int)index;

        isValid = false;
        if (poses.Length <= i)
            return;

        if (!poses[i].bDeviceIsConnected)
            return;

        if (!poses[i].bPoseIsValid)
            return;

        isValid = true;

        var pose = new SteamVR_Utils.RigidTransform(poses[i].mDeviceToAbsoluteTracking);

        if (origin != null)
        {
            transform.position = origin.transform.TransformPoint(pose.pos);
            transform.rotation = origin.rotation * pose.rot;
        }
        else
        {
            transform.localPosition = pose.pos;
            transform.localRotation = pose.rot;
        }
    }

    SteamVR_Events.Action newPosesAction;

    void Awake()
    {
        newPosesAction = SteamVR_Events.NewPosesAction(OnNewPoses);
    }

    void OnEnable()
    {
        var render = SteamVR_Render.instance;
        if (render == null)
        {
            enabled = false;
            return;
        }

        newPosesAction.enabled = true;
    }

    void OnDisable()
    {
        newPosesAction.enabled = false;
        isValid = false;
    }

    public void SetDeviceIndex(int index)
    {
        if (System.Enum.IsDefined(typeof(EIndex), index))
            this.index = (EIndex)index;
    }
}


SteamVR_Controller 脚本控制:获取手柄的信息及交互的方法
using UnityEngine;
using Valve.VR;

public class SteamVR_Controller
{
    public class ButtonMask//获取手柄信息进行交互
    {
        public const ulong System           = (1ul << (int)EVRButtonId.k_EButton_System); // reserved
        public const ulong ApplicationMenu  = (1ul << (int)EVRButtonId.k_EButton_ApplicationMenu);
        public const ulong Grip             = (1ul << (int)EVRButtonId.k_EButton_Grip);
        public const ulong Axis0            = (1ul << (int)EVRButtonId.k_EButton_Axis0);
        public const ulong Axis1            = (1ul << (int)EVRButtonId.k_EButton_Axis1);
        public const ulong Axis2            = (1ul << (int)EVRButtonId.k_EButton_Axis2);
        public const ulong Axis3            = (1ul << (int)EVRButtonId.k_EButton_Axis3);
        public const ulong Axis4            = (1ul << (int)EVRButtonId.k_EButton_Axis4);
        public const ulong Touchpad         = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Touchpad);
        public const ulong Trigger          = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Trigger);
    }

    public class Device
    {
        public Device(uint i) { index = i; }
        public uint index { get; private set; }

        public bool valid { get; private set; }
        public bool connected { get { Update(); return pose.bDeviceIsConnected; } }
        public bool hasTracking { get { Update(); return pose.bPoseIsValid; } }

        public bool outOfRange { get { Update(); return pose.eTrackingResult == ETrackingResult.Running_OutOfRange || pose.eTrackingResult == ETrackingResult.Calibrating_OutOfRange; } }
        public bool calibrating { get { Update(); return pose.eTrackingResult == ETrackingResult.Calibrating_InProgress || pose.eTrackingResult == ETrackingResult.Calibrating_OutOfRange; } }
        public bool uninitialized { get { Update(); return pose.eTrackingResult == ETrackingResult.Uninitialized; } }

        // These values are only accurate for the last controller state change (e.g. trigger release), and by definition, will always lag behind
        // the predicted visual poses that drive SteamVR_TrackedObjects since they are sync'd to the input timestamp that caused them to update.
        public SteamVR_Utils.RigidTransform transform { get { Update(); return new SteamVR_Utils.RigidTransform(pose.mDeviceToAbsoluteTracking); } }
        public Vector3 velocity { get { Update(); return new Vector3(pose.vVelocity.v0, pose.vVelocity.v1, -pose.vVelocity.v2); } }
        public Vector3 angularVelocity { get { Update(); return new Vector3(-pose.vAngularVelocity.v0, -pose.vAngularVelocity.v1, pose.vAngularVelocity.v2); } }

        public VRControllerState_t GetState() { Update(); return state; }
        public VRControllerState_t GetPrevState() { Update(); return prevState; }
        public TrackedDevicePose_t GetPose() { Update(); return pose; }

        VRControllerState_t state, prevState;
        TrackedDevicePose_t pose;
        int prevFrameCount = -1;
        public void Update()
        {
            if (Time.frameCount != prevFrameCount)
            {
                prevFrameCount = Time.frameCount;
                prevState = state;

                var system = OpenVR.System;
                if (system != null)
                {
                    valid = system.GetControllerStateWithPose(SteamVR_Render.instance.trackingSpace, index, ref state, (uint)System.Runtime.InteropServices.Marshal.SizeOf(typeof(VRControllerState_t)), ref pose);
                    UpdateHairTrigger();
                }
            }
        }

        //调用的交互方法

        public bool GetPress(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) != 0; }
        public bool GetPressDown(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) != 0 && (prevState.ulButtonPressed & buttonMask) == 0; }
        public bool GetPressUp(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) == 0 && (prevState.ulButtonPressed & buttonMask) != 0; }

        public bool GetPress(EVRButtonId buttonId) { return GetPress(1ul << (int)buttonId); }
        public bool GetPressDown(EVRButtonId buttonId) { return GetPressDown(1ul << (int)buttonId); }
        public bool GetPressUp(EVRButtonId buttonId) { return GetPressUp(1ul << (int)buttonId); }

        public bool GetTouch(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) != 0; }
        public bool GetTouchDown(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) != 0 && (prevState.ulButtonTouched & buttonMask) == 0; }
        public bool GetTouchUp(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) == 0 && (prevState.ulButtonTouched & buttonMask) != 0; }

        public bool GetTouch(EVRButtonId buttonId) { return GetTouch(1ul << (int)buttonId); }
        public bool GetTouchDown(EVRButtonId buttonId) { return GetTouchDown(1ul << (int)buttonId); }
        public bool GetTouchUp(EVRButtonId buttonId) { return GetTouchUp(1ul << (int)buttonId); }

        public Vector2 GetAxis(EVRButtonId buttonId = EVRButtonId.k_EButton_SteamVR_Touchpad)
        {
            Update();
            var axisId = (uint)buttonId - (uint)EVRButtonId.k_EButton_Axis0;
            switch (axisId)
            {
                case 0: return new Vector2(state.rAxis0.x, state.rAxis0.y);
                case 1: return new Vector2(state.rAxis1.x, state.rAxis1.y);
                case 2: return new Vector2(state.rAxis2.x, state.rAxis2.y);
                case 3: return new Vector2(state.rAxis3.x, state.rAxis3.y);
                case 4: return new Vector2(state.rAxis4.x, state.rAxis4.y);
            }
            return Vector2.zero;
        }

        public void TriggerHapticPulse(ushort durationMicroSec = 500, EVRButtonId buttonId = EVRButtonId.k_EButton_SteamVR_Touchpad)
        {
            var system = OpenVR.System;
            if (system != null)
            {
                var axisId = (uint)buttonId - (uint)EVRButtonId.k_EButton_Axis0;
                system.TriggerHapticPulse(index, axisId, (char)durationMicroSec);
            }
        }

        public float hairTriggerDelta = 0.1f; // amount trigger must be pulled or released to change state
        float hairTriggerLimit;
        bool hairTriggerState, hairTriggerPrevState;
        void UpdateHairTrigger()
        {
            hairTriggerPrevState = hairTriggerState;
            var value = state.rAxis1.x; // trigger
            if (hairTriggerState)
            {
                if (value < hairTriggerLimit - hairTriggerDelta || value <= 0.0f)
                    hairTriggerState = false;
            }
            else
            {
                if (value > hairTriggerLimit + hairTriggerDelta || value >= 1.0f)
                    hairTriggerState = true;
            }
            hairTriggerLimit = hairTriggerState ? Mathf.Max(hairTriggerLimit, value) : Mathf.Min(hairTriggerLimit, value);
        }

        public bool GetHairTrigger() { Update(); return hairTriggerState; }
        public bool GetHairTriggerDown() { Update(); return hairTriggerState && !hairTriggerPrevState; }
        public bool GetHairTriggerUp() { Update(); return !hairTriggerState && hairTriggerPrevState; }
    }

    private static Device[] devices;

    public static Device Input(int deviceIndex)
    {
        if (devices == null)
        {
            devices = new Device[OpenVR.k_unMaxTrackedDeviceCount];
            for (uint i = 0; i < devices.Length; i++)
                devices[i] = new Device(i);
        }

        return devices[deviceIndex];
    }

    public static void Update()
    {
        for (int i = 0; i < OpenVR.k_unMaxTrackedDeviceCount; i++)
            Input(i).Update();
    }

    // This helper can be used in a variety of ways.  Beware that indices may change
    // as new devices are dynamically added or removed, controllers are physically
    // swapped between hands, arms crossed, etc.
    public enum DeviceRelation
    {
        First,
        // radially
        Leftmost,
        Rightmost,
        // distance - also see vr.hmd.GetSortedTrackedDeviceIndicesOfClass
        FarthestLeft,
        FarthestRight,
    }
    public static int GetDeviceIndex(DeviceRelation relation,
        ETrackedDeviceClass deviceClass = ETrackedDeviceClass.Controller,
        int relativeTo = (int)OpenVR.k_unTrackedDeviceIndex_Hmd) // use -1 for absolute tracking space
    {
        var result = -1;

        var invXform = ((uint)relativeTo < OpenVR.k_unMaxTrackedDeviceCount) ?
            Input(relativeTo).transform.GetInverse() : SteamVR_Utils.RigidTransform.identity;

        var system = OpenVR.System;
        if (system == null)
            return result;

        var best = -float.MaxValue;
        for (int i = 0; i < OpenVR.k_unMaxTrackedDeviceCount; i++)
        {
            if (i == relativeTo || system.GetTrackedDeviceClass((uint)i) != deviceClass)
                continue;

            var device = Input(i);
            if (!device.connected)
                continue;

            if (relation == DeviceRelation.First)
                return i;

            float score;

            var pos = invXform * device.transform.pos;
            if (relation == DeviceRelation.FarthestRight)
            {
                score = pos.x;
            }
            else if (relation == DeviceRelation.FarthestLeft)
            {
                score = -pos.x;
            }
            else
            {
                var dir = new Vector3(pos.x, 0.0f, pos.z).normalized;
                var dot = Vector3.Dot(dir, Vector3.forward);
                var cross = Vector3.Cross(dir, Vector3.forward);
                if (relation == DeviceRelation.Leftmost)
                {
                    score = (cross.y > 0.0f) ? 2.0f - dot : dot;
                }
                else
                {
                    score = (cross.y < 0.0f) ? 2.0f - dot : dot;
                }
            }
            
            if (score > best)
            {
                result = i;
                best = score;
            }
        }

        return result;
    }
}
对脚本的控制
using UnityEngine;  
using System.Collections;  
//检测手柄功能的脚本 这个脚本挂到手柄上(controler(right)和controler(left))上  
public class Test_TrackObject : MonoBehaviour {  
    //手柄  
    SteamVR_TrackedObject trackdeObjec;  
  
    void Awake() {  
        //获取手柄上的这个组件  
        trackdeObjec = GetComponent<SteamVR_TrackedObject>();  
    }  
    // Use this for initialization  
    void Start () {     
    }  
    void FixedUpdate()  
    {   //获取手柄输入  
        var device = SteamVR_Controller.Input((int)trackdeObjec.index);  
        if (device.GetTouch(SteamVR_Controller.ButtonMask.Trigger)) {  
            Debug.Log("按了 “trigger” “扳机键”");  
             
            //右手震动  
            //拉弓类似操作应该就是按住trigger(扳机)gettouch时持续调用震动方法模拟弓弦绷紧的感觉。  
            var deviceIndex2 = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost);  
            SteamVR_Controller.Input(deviceIndex2).TriggerHapticPulse(500);  
  
        }  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger))  
        {   Debug.Log("按下了 “trigger” “扳机键”");  
  
        }  
        if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger)) {  
            Debug.Log("松开了 “trigger” “扳机键”");  
            
            //左手震动及振动值
            var deviceIndex = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost);  
            SteamVR_Controller.Input(deviceIndex).TriggerHapticPulse(3000);  
             
            //右手震动  
            var deviceIndex1 = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost);  
            SteamVR_Controller.Input(deviceIndex1).TriggerHapticPulse(3000);  
        }  
  
        //这三种也能检测到 后面不做赘述  
        if(device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger)) {  
            Debug.Log("用press按下了 “trigger” “扳机键”");  
        }  
        if (device.GetPress(SteamVR_Controller.ButtonMask.Trigger))  
        {  
            Debug.Log("用press按了 “trigger” “扳机键”");  
        }  
        if (device.GetPressUp(SteamVR_Controller.ButtonMask.Trigger))  
        {  
            Debug.Log("用press松开了 “trigger” “扳机键”");  
        }  
  
        //system键 圆盘下面那个键   
        // reserved 为Steam系统保留,用来调出Steam系统菜单 因此貌似自己加的功能没啥用  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.System))  
        {  
            Debug.Log("按下了 “system” “系统按钮/Steam”");  
        }  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.System))  
        {  
            Debug.Log("用press按下了 “System” “系统按钮/Steam”");  
        }  
  
        //ApplicationMenu键 带菜单标志的那个按键(在方向圆盘上面)  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.ApplicationMenu))  
        {  
            Debug.Log("按下了 “ApplicationMenu” “菜单键”");  
        }  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.ApplicationMenu))  
        {  
            Debug.Log("用press按下了 “ApplicationMenu” “菜单键”");  
        }  
  
        //Grip键 两侧的键 (vive雇佣兵游戏中的换弹键),每个手柄左右各一功能相同,同一手柄两个键是一个键。  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Grip))  
        {  
            Debug.Log("按下了 “Grip” “ ”");  
        }  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Grip))  
        {  
            Debug.Log("用press按下了 “Grip” “ ”");  
        }  
  
   
          
        //Axis0键 与圆盘有交互 与圆盘有关  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis0))  
        {  
           Debug.Log("按下了 “Axis0” “方向 ”");  
        }  
        //按动触发  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis0))  
        {  
            Debug.Log("用press按下了 “Axis0” “方向 ”");  
        }  
  
        //Axis1键  目前未发现按键位置  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis1))  
        {  
            Debug.Log("按下了 “Axis1” “ ”");  
        }  
        //按动触发   
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis1))  
        {  
            Debug.Log("用press按下了 “Axis1” “ ”");  
        }  
  
        //Axis2键 目前未发现按键位置  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis2))  
        {  
            Debug.Log("按下了 “Axis2” “ ”");  
        }  
        //按动触发  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis2))  
        {  
            Debug.Log("用press按下了 “Axis2” “ ”");  
        }  
  
        //Axis3键  未目前未发现按键位置  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis3))  
        {  
            Debug.Log("按下了 “Axis3” “ ”");  
        }  
        //按动触发  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis3))  
        {  
            Debug.Log("用press按下了 “Axis3” “ ”");  
        }  
  
        //Axis4键  目前未发现按键位置  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis4))  
        {  
            Debug.Log("按下了 “Axis4” “ ”");  
        }  
        //按动触发  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis4))  
        {  
            Debug.Log("用press按下了 “Axis4” “ ”");  
        }  
  
<pre name="code" class="csharp">       //方向圆盘:  
        //这里开始区分了press检测与touch检测的不同之处,圆盘可以触摸,顾名思义,touch检测的是触摸,press检测的是按动<pre name="code" s="csharp"> //Axis0键 与圆盘有交互 与圆盘有关  .        //触摸触发  
        if (device.GetTouchDown(SteamVR_Conler.ButtonMask.Axis0))  
        {              Debug.Log("按下了 “Axis0” “方向 ”");  

        }  
        //按动触发  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis0))  
        {  
            Debug.Log("用press按下了 “Axis0” “方向 ”");  
        }  
  
        //Axis1键  目前未发现按键位置  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis1))  
        {  
            Debug.Log("按下了 “Axis1” “ ”");  
        }  
        //按动触发   
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis1))  
        {  
            Debug.Log("用press按下了 “Axis1” “ ”");  
        }  
  
        //Axis2键 目前未发现按键位置  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis2))  
        {  
           Debug.Log("按下了 “Axis2” “ ”");  
        }  
        //按动触发  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis2))  
        {  
            Debug.Log("用press按下了 “Axis2” “ ”");  
        }  
  
        //Axis3键  未目前未发现按键位置  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis3))  
        {  
            Debug.Log("按下了 “Axis3” “ ”");  
       }  
        //按动触发  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis3))  
        {  
            Debug.Log("用press按下了 “Axis3” “ ”");  
       }  
  
        //Axis4键  目前未发现按键位置  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis4))  
        {  
            Debug.Log("按下了 “Axis4” “ ”");  
        }  
        //按动触发  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis4))  
        {  
            Debug.Log("用press按下了 “Axis4” “ ”");  
        }  
  
  
        //ATouchpad键 圆盘交互  
        //触摸触发  
        if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Touchpad))  
        {     
            Debug.Log("按下了 “Touchpad” “ ”");  
              
            //方法返回一个坐标 接触圆盘位置  
            Vector2 cc = device.GetAxis();  
            Debug.Log(cc);  
            // 例子:圆盘分成上下左右  
            float jiaodu = VectorAngle(new Vector2(1, 0), cc);  
            Debug.Log(jiaodu);  
            //下  
            if (jiaodu > 45 && jiaodu < 135)  
            {  
                Debug.Log("下");  
            }  
            //上  
            if (jiaodu < -45 && jiaodu > -135)  
            {  
                Debug.Log("上");  
            }  
            //左  
            if ((jiaodu < 180 && jiaodu > 135) || (jiaodu < -135 && jiaodu > -180))  
            {  
                Debug.Log("左");  
            }  
            //右  
            if ((jiaodu > 0 && jiaodu < 45) || (jiaodu > -45 && jiaodu < 0))  
            {  
                Debug.Log("右");  
            }  
        }  
        //按动触发  
        if (device.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad))  
        {  
            Debug.Log("用press按下了 “Touchpad” “ ”");  
        }  
  
         
  
  
  
    }  
        // Update is called once per frame  
        void Update () {  
      
    }  
    //方向圆盘最好配合这个使用 圆盘的.GetAxis()会检测返回一个二位向量,可用角度划分圆盘按键数量  
    //这个函数输入两个二维向量会返回一个夹角 180 到 -180  
    float VectorAngle(Vector2 from, Vector2 to)  
    {  
        float angle;  
        Vector3 cross = Vector3.Cross(from, to);  
        angle = Vector2.Angle(from, to);  
        return cross.z > 0 ? -angle : angle;  
    }  
}  

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