在使用LeapMotion时,引入命名空间 using leap和using leap.Unity;如下代码可实现判断手势上下,左右滑,握拳以及张开手掌。详细API测试见最后:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Leap;
using Leap.Unity;
public class learn_test : MonoBehaviour
{
public static bool Gesture_left = false;
public static bool Gesture_right = false;
public static bool Gesture_up = false;
public static bool Gesture_down = false;
public static bool Gesture_zoom = false;
public static float movePOs = 0.0f;
public GameObject _cube;
private LeapProvider mProvider;
private Frame mFrame;
private Hand mHand;
private Finger myFinger;
//是否握拳
bool myBool = false;
private Vector leftPosition;
private Vector rightPosition;
public static float zoom = 1.0f;
[Tooltip("Velocity (m/s) of Palm ")]
public float smallestVelocity = 1.45f;//手掌移动的最小速度
[Tooltip("Velocity (m/s) of Single Direction ")]
[Range(0, 1)]
public float deltaVelocity = 1.0f;//单方向上手掌移动的速度
// Use this for initialization
void Start()
{
mProvider = FindObjectOfType
}
// Update is called once per frame
void Update()
{
mFrame = mProvider.CurrentFrame;//获取当前帧
//获得手的个数
//print ("hand num are " + mFrame.Hands.Count);
//判断是否为握拳状态
//遍历所有的手
foreach (Hand hand in mFrame.Hands)
{
myBool= isCloseHand(hand);
//Finger myFinger = hand.Finger(3);
//Debug.Log(myFinger);
float x= hand.GrabStrength;
Debug.Log(x);
if (hand==null)
{
myBool = false;
}
}
//假如手为握拳状态,转动立方体
if (myBool)
{
_cube.transform.Rotate(0, 100f * Time.deltaTime, 0);
Debug.Log("yes");
}
if (mFrame.Hands.Count > 0)
{
if (mFrame.Hands.Count == 2)
zoom = CalcuateDistance(mFrame);
if (mFrame.Hands.Count == 1)
LRUDGestures(mFrame, ref movePOs);
}
}
float CalcuateDistance(Frame mFrame)
{
Gesture_zoom = true;
Gesture_left = false;
Gesture_right = false;
float distance = 0f;
//print ("Two hands");
foreach (var itemHands in mFrame.Hands)
{
if (itemHands.IsLeft)
{
leftPosition = itemHands.PalmPosition;
//print ("leftPosition" + leftPosition);
}
if (itemHands.IsRight)
{
rightPosition = itemHands.PalmPosition;
//print ("rightPosition" + rightPosition);
}
}
if (leftPosition != Vector.Zero && rightPosition != Vector.Zero)
{
Vector3 leftPos = new Vector3(leftPosition.x, leftPosition.y, leftPosition.z);
Vector3 rightPos = new Vector3(rightPosition.x, rightPosition.y, rightPosition.z);
distance = 10 * Vector3.Distance(leftPos, rightPos);
print("distance" + distance);
}
if (distance != 0)
return distance;
else
return distance = 1;
}
void LRUDGestures(Frame mFrame, ref float movePOs)
{
Gesture_zoom = false;
foreach (var item in mFrame.Hands)
{
int numFinger = item.Fingers.Count;
//print ("item is " + numFinger);
//print("hand are " + isOpenFullHand (item));
// print ("isOpenFullHands is " + isOpenFullHands(item));
if (item.GrabStrength == 1)
{
//print ("num is 0, gestures is woquan");
}
else if (item.GrabStrength == 0)
{
//print ("num is 5, open your hand");
//print("PalmVelocity" + item.PalmVelocity);
//print("PalmPosition" + item.PalmPosition);
movePOs = item.PalmPosition.x;
if (isMoveLeft(item))
{
Gesture_left = true;
Gesture_right = false;
print("move left");
}
else if (isMoveRight(item))
{
Gesture_left = false;
Gesture_right = true;
print("move Right");
}
else if (isMoveUp(item))
{
Gesture_left = false;
Gesture_right = false;
print("move Up");
}
else if (isMoveDown(item))
{
Gesture_left = false;
Gesture_right = false;
print("move Down");
}
else if (isMoveForward(item))
{
Gesture_left = false;
Gesture_right = false;
print("move Forward");
}
else if (isMoveBack(item))
{
Gesture_left = false;
Gesture_right = false;
print("move back");
}
}
}
}
protected bool isCloseHand(Hand hand) //是否握拳
{
List
int count = 0;
for (int f = 0; f < listOfFingers.Count; f++)
{ //循环遍历所有的手~~
Finger finger = listOfFingers[f];
if ((finger.TipPosition - hand.PalmPosition).Magnitude < 0.08f) // Magnitude 向量的长度 。是(x*x+y*y+z*z)的平方根。
//float deltaCloseFinger = 0.05f;
{
count++;
//if (finger.Type == Finger.FingerType.TYPE_THUMB)
//Debug.Log ((finger.TipPosition - hand.PalmPosition).Magnitude);
}
}
return (count == 5);
}
private bool isStone(Hand hand)
{
//print ("hand.GrabAngle" + hand.GrabAngle);
return hand.GrabAngle > 2.0f;
}
//是否抓取
public bool isGrabHand(Hand hand)
{
return hand.GrabStrength > 0.8f; //抓取力
}
//hand move four direction
public bool isMoveRight(Hand hand)
{
return hand.PalmVelocity.x > deltaVelocity && !isStationary(hand);
}
// 手划向右边
public bool isMoveLeft(Hand hand)
{
//print (hand.PalmVelocity.x );
return hand.PalmVelocity.x < -deltaVelocity && !isStationary(hand);
}
//手向上
public bool isMoveUp(Hand hand)
{
//print ("hand.PalmVelocity.y" + hand.PalmVelocity.y);
return hand.PalmVelocity.y > deltaVelocity && !isStationary(hand);
}
//手向下
public bool isMoveDown(Hand hand)
{
return hand.PalmVelocity.y < -deltaVelocity && !isStationary(hand);
}
//手向前
public bool isMoveForward(Hand hand)
{
//print (hand.PalmVelocity.z);
return hand.PalmVelocity.z > deltaVelocity && !isStationary(hand);
}
//手向后
public bool isMoveBack(Hand hand)
{
return hand.PalmVelocity.z < -deltaVelocity && !isStationary(hand);
}
//固定不动的
public bool isStationary(Hand hand)
{
return hand.PalmVelocity.Magnitude < smallestVelocity; //Vector3.Magnitude返回向量的长度
}
}
//抓取力,0-1的float类型,握紧为1,张开为0;
float x= hand.GrabStrength;
返回手掌抓握的紧张程度,数值在0-π之间,紧握为0,松开为π
//本质上其实就是算的四根手指的平均张开角度
float x= hand.GrabAngle;