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:
[csharp] view plain copy
// 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
{
///
/// HandsManager determines if the hand is currently detected or not.
///
public partial class HandsManager : Singleton
{
///
/// HandDetected tracks the hand detected state.
/// Returns true if the list of tracked hands is not empty.
///
public bool HandDetected
{
get { return trackedHands.Count > 0; }
}
private HashSet trackedHands = new HashSet();
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****[csharp] view plain copy
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using UnityEngine.VR.WSA.Input;
namespace HoloToolkit.Unity
{
///
/// 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.
///
[RequireComponent(typeof(GazeManager))]
public partial class GestureManager : Singleton
{
///
/// Key to press in the editor to select the currently gazed hologram
///
public KeyCode EditorSelectKey = KeyCode.Space;
///
/// 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.
///
public GameObject OverrideFocusedObject
{
get; set;
}
///
/// Gets the currently focused object, or null if none.
///
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
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4、新增修改CubeScript.cs,添加物体缩放函数,当选中物体,左右移动时,物体进行缩放[csharp] view plain copy
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;
}
}
}
5、运行测试启动后手势向左滑动,物体缩小
[图片上传中。。。(2)]
手势向右滑动,物体放大
[图片上传中。。。(3)]