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Hololens入门之手势识别(使用Navigation gesture控制物体缩放)
本文示例在 Hololens入门之手势识别(手检测反馈) 示例的基础上进行修改
Navigation gesture :保持点击手势,在一个标准3D立方空间内相对运动
导航手势就像一个虚拟的操纵杆,能够用于UI控件导航,例如弧形菜单。通过点击开始手势,然后在以点击处为中心的标准立方空间中移动手部。你可以沿着X、Y、Z轴移动手部,这会带来数值-1到1的变化,初始位置的值为0.
1、修改HandsManager.cs,添加InteractionManager.SourcePressed,InteractionManager.SourceReleased处理函数,用于识别物体被点击和被释放的事件
HandsManager.cs完整代码如下:
- // Copyright (c) Microsoft Corporation. All rights reserved.
- // Licensed under the MIT License. See LICENSE in the project root for license information.
-
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.VR.WSA.Input;
-
- namespace HoloToolkit.Unity
- {
- /// <summary>
- /// HandsManager determines if the hand is currently detected or not.
- /// </summary>
- public partial class HandsManager : Singleton<HandsManager>
- {
- /// <summary>
- /// HandDetected tracks the hand detected state.
- /// Returns true if the list of tracked hands is not empty.
- /// </summary>
- public bool HandDetected
- {
- get { return trackedHands.Count > 0; }
- }
-
- private HashSet<uint> trackedHands = new HashSet<uint>();
-
- public GameObject FocusedGameObject { get; private set; }
-
- void Awake()
- {
- InteractionManager.SourceDetected += InteractionManager_SourceDetected;
- InteractionManager.SourceLost += InteractionManager_SourceLost;
- //来源被按下
- InteractionManager.SourcePressed += InteractionManager_SourcePressed;
- //被释放
- InteractionManager.SourceReleased += InteractionManager_SourceReleased;
-
- FocusedGameObject = null;
- }
-
- //手势释放时,将被关注的物体置空
- private void InteractionManager_SourceReleased(InteractionSourceState state)
- {
- FocusedGameObject = null;
- }
- //识别到手指按下时,将凝视射线关注的物体置为当前手势操作的对象
- private void InteractionManager_SourcePressed(InteractionSourceState state)
- {
- if (GazeManager.Instance.FocusedObject != null)
- {
- FocusedGameObject = GazeManager.Instance.FocusedObject;
- }
- }
-
- private void InteractionManager_SourceDetected(InteractionSourceState state)
- {
- // Check to see that the source is a hand.
- if (state.source.kind != InteractionSourceKind.Hand)
- {
- return;
- }
-
- trackedHands.Add(state.source.id);
- }
-
- private void InteractionManager_SourceLost(InteractionSourceState state)
- {
- // Check to see that the source is a hand.
- if (state.source.kind != InteractionSourceKind.Hand)
- {
- return;
- }
-
- if (trackedHands.Contains(state.source.id))
- {
- trackedHands.Remove(state.source.id);
- }
- FocusedGameObject = null;
- }
-
- void OnDestroy()
- {
- InteractionManager.SourceDetected -= InteractionManager_SourceDetected;
- InteractionManager.SourceLost -= InteractionManager_SourceLost;
-
- InteractionManager.SourceReleased -= InteractionManager_SourceReleased;
- InteractionManager.SourcePressed -= InteractionManager_SourcePressed;
- }
- }
- }

2、修改GestureManager.cs,订阅Navigation手势事件
- // Copyright (c) Microsoft Corporation. All rights reserved.
- // Licensed under the MIT License. See LICENSE in the project root for license information.
-
- using UnityEngine;
- using UnityEngine.VR.WSA.Input;
-
- namespace HoloToolkit.Unity
- {
- /// <summary>
- /// GestureManager creates a gesture recognizer and signs up for a tap gesture.
- /// When a tap gesture is detected, GestureManager uses GazeManager to find the game object.
- /// GestureManager then sends a message to that game object.
- /// </summary>
- [RequireComponent(typeof(GazeManager))]
- public partial class GestureManager : Singleton<GestureManager>
- {
- /// <summary>
- /// Key to press in the editor to select the currently gazed hologram
- /// </summary>
- public KeyCode EditorSelectKey = KeyCode.Space;
-
- /// <summary>
- /// To select even when a hologram is not being gazed at,
- /// set the override focused object.
- /// If its null, then the gazed at object will be selected.
- /// </summary>
- public GameObject OverrideFocusedObject
- {
- get; set;
- }
-
- /// <summary>
- /// Gets the currently focused object, or null if none.
- /// </summary>
- public GameObject FocusedObject
- {
- get { return focusedObject; }
- }
-
- public bool IsNavigating { get; private set; }
- public Vector3 NavigationPosition { get; private set; }
-
- private GestureRecognizer gestureRecognizer;
- private GameObject focusedObject;
-
- void Start()
- {
- // 创建GestureRecognizer实例
- gestureRecognizer = new GestureRecognizer();
- // 注册指定的手势类型
- gestureRecognizer.SetRecognizableGestures(GestureSettings.Tap
- | GestureSettings.NavigationX);
- // 订阅手势事件
- gestureRecognizer.TappedEvent += GestureRecognizer_TappedEvent;
-
- //添加Navigation手势事件
- gestureRecognizer.NavigationStartedEvent += GestureRecognizer_NavigationStartedEvent;
- gestureRecognizer.NavigationUpdatedEvent += GestureRecognizer_NavigationUpdatedEvent;
- gestureRecognizer.NavigationCompletedEvent += GestureRecognizer_NavigationCompletedEvent;
- gestureRecognizer.NavigationCanceledEvent += GestureRecognizer_NavigationCanceledEvent;
- // 开始手势识别
- gestureRecognizer.StartCapturingGestures();
- }
-
- private void GestureRecognizer_NavigationCanceledEvent(InteractionSourceKind source, Vector3 normalizedOffset, Ray headRay)
- {
- IsNavigating = false;
- }
-
- private void GestureRecognizer_NavigationCompletedEvent(InteractionSourceKind source, Vector3 normalizedOffset, Ray headRay)
- {
- IsNavigating = false;
- }
-
- private void GestureRecognizer_NavigationUpdatedEvent(InteractionSourceKind source, Vector3 normalizedOffset, Ray headRay)
- {
- if (HandsManager.Instance.FocusedGameObject != null)
- {
- IsNavigating = true;
- NavigationPosition = normalizedOffset;
- HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformZoomUpdate", normalizedOffset, SendMessageOptions.DontRequireReceiver);
- }
- }
-
- private void GestureRecognizer_NavigationStartedEvent(InteractionSourceKind source, Vector3 normalizedOffset, Ray headRay)
- {
- if (HandsManager.Instance.FocusedGameObject != null)
- {
- IsNavigating = true;
- NavigationPosition = normalizedOffset;
- HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformNavigationStart", normalizedOffset, SendMessageOptions.DontRequireReceiver);
- }
- }
-
- private void OnTap()
- {
- if (focusedObject != null)
- {
- focusedObject.SendMessage("OnSelect", SendMessageOptions.DontRequireReceiver);
- }
- }
-
- private void GestureRecognizer_TappedEvent(InteractionSourceKind source, int tapCount, Ray headRay)
- {
- OnTap();
- }
-
- void LateUpdate()
- {
- GameObject oldFocusedObject = focusedObject;
-
- if (GazeManager.Instance.Hit &&
- OverrideFocusedObject == null &&
- GazeManager.Instance.HitInfo.collider != null)
- {
- // If gaze hits a hologram, set the focused object to that game object.
- // Also if the caller has not decided to override the focused object.
- focusedObject = GazeManager.Instance.HitInfo.collider.gameObject;
- }
- else
- {
- // If our gaze doesn't hit a hologram, set the focused object to null or override focused object.
- focusedObject = OverrideFocusedObject;
- }
-
- //if (focusedObject != oldFocusedObject)
- //{
- // // If the currently focused object doesn't match the old focused object, cancel the current gesture.
- // // Start looking for new gestures. This is to prevent applying gestures from one hologram to another.
- // gestureRecognizer.CancelGestures();
- // gestureRecognizer.StartCapturingGestures();
- //}
-
- #if UNITY_EDITOR
- if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(EditorSelectKey))
- {
- OnTap();
- }
- #endif
- }
-
- void OnDestroy()
- {
- gestureRecognizer.StopCapturingGestures();
- gestureRecognizer.TappedEvent -= GestureRecognizer_TappedEvent;
- gestureRecognizer.NavigationStartedEvent -= GestureRecognizer_NavigationStartedEvent;
- gestureRecognizer.NavigationUpdatedEvent -= GestureRecognizer_NavigationUpdatedEvent;
- gestureRecognizer.NavigationCompletedEvent -= GestureRecognizer_NavigationCompletedEvent;
- gestureRecognizer.NavigationCanceledEvent -= GestureRecognizer_NavigationCanceledEvent;
- }
- }
- }

3、新增测试用Cube
- using UnityEngine;
- using System.Collections;
- using HoloToolkit.Unity;
-
- public class CubeScript : MonoBehaviour {
-
- private Vector3 navigationPreviousPosition;
- public float MaxScale = 2f;
- public float MinScale = 0.1f;
-
- // Use this for initialization
- void Start () {
-
- }
-
- // Update is called once per frame
- void Update () {
-
- }
-
- void PerformNavigationStart(Vector3 position)
- {
- //设置初始位置
- navigationPreviousPosition = position;
- }
-
- void PerformZoomUpdate(Vector3 position)
- {
- if (GestureManager.Instance.IsNavigating && HandsManager.Instance.FocusedGameObject == gameObject)
- {
- Vector3 deltaScale = Vector3.zero;
- float ScaleValue = 0.01f;
- //设置每一帧缩放的大小
- if (position.x < 0)
- {
- ScaleValue = -1 * ScaleValue;
- }
- //当缩放超出设置的最大,最小范围时直接返回
- if (transform.localScale.x >= MaxScale && ScaleValue > 0)
- {
- return;
- }
- else if (transform.localScale.x <= MinScale && ScaleValue < 0)
- {
- return;
- }
- //根据比例计算每个方向上的缩放大小
- deltaScale.x = ScaleValue;
- deltaScale.y = (transform.localScale.y / transform.localScale.x) * ScaleValue;
- deltaScale.z = (transform.localScale.z / transform.localScale.x) * ScaleValue;
- transform.localScale += deltaScale;
- }
- }
- }

启动后手势向左滑动,物体缩小
手势向右滑动,物体放大
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