Hololens入门之手势识别(使用Manipulation gesture控制物体平移)

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Hololens入门之手势识别(使用Manipulation gesture控制物体平移)

本例在 Hololens入门之手势识别(手检测反馈) 的基础上进行修改

Manipulation gesture:保持点击手势,在3D世界中绝对运动

当你想要全息图像1:1响应用户手部移动时,操纵手势能被用于移动、缩放或旋转全息图像。如此的一个用处是使得用户可以在世界中绘制图像或作画。使用所有的手势时,操纵手势的初始目标应该通过凝视来选中。一旦点击手势开始,通过手部移动的任何对对象的操作都能够被处理,在用户操作全息图像时,从而使得用户得以自由地四处张望。

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()        {            //识别到来源            InteractionManager.SourceDetected += InteractionManager_SourceDetected;            //来源丢失            InteractionManager.SourceLost += InteractionManager_SourceLost;            //来源被按下            InteractionManager.SourcePressed += InteractionManager_SourcePressed;            //被释放            InteractionManager.SourceReleased += InteractionManager_SourceReleased;            FocusedGameObject = null;        }        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;        }        //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;            }        }        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Manipulation gesture事件

// Copyright (c) Microsoft Corporation. All rights reserved.// Licensed under the MIT License. See LICENSE in the project root for license information.using System;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;        }        public bool IsManipulating { get; private set; }        public Vector3 ManipulationPosition { get; private set; }        /// <summary>        /// Gets the currently focused object, or null if none.        /// </summary>        public GameObject FocusedObject        {            get { return focusedObject; }        }        private GestureRecognizer gestureRecognizer;        private GameObject focusedObject;        void Start()        {            // Create a new GestureRecognizer. Sign up for tapped events.            gestureRecognizer = new GestureRecognizer();            gestureRecognizer.SetRecognizableGestures(GestureSettings.Tap                | GestureSettings.DoubleTap                | GestureSettings.ManipulationTranslate);            gestureRecognizer.TappedEvent += GestureRecognizer_TappedEvent;            //订阅Manipulation gesture事件            gestureRecognizer.ManipulationStartedEvent += GestureRecognizer_ManipulationStartedEvent;            gestureRecognizer.ManipulationUpdatedEvent += GestureRecognizer_ManipulationUpdatedEvent;            gestureRecognizer.ManipulationCompletedEvent += GestureRecognizer_ManipulationCompletedEvent;            gestureRecognizer.ManipulationCanceledEvent += GestureRecognizer_ManipulationCanceledEvent;            // Start looking for gestures.            gestureRecognizer.StartCapturingGestures();        }        private void GestureRecognizer_ManipulationStartedEvent(InteractionSourceKind source, Vector3 cumulativeDelta, Ray headRay)        {            //当被关注的对象非空时,设置初始位置            if (HandsManager.Instance.FocusedGameObject != null)            {                IsManipulating = true;                ManipulationPosition = cumulativeDelta;                HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformManipulationStart", cumulativeDelta);            }        }        private void GestureRecognizer_ManipulationUpdatedEvent(InteractionSourceKind source, Vector3 cumulativeDelta, Ray headRay)        {            //当被关注的对象非空时,更新新的位置            if (HandsManager.Instance.FocusedGameObject != null)            {                IsManipulating = true;                ManipulationPosition = cumulativeDelta;                HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformManipulationUpdate", cumulativeDelta);            }        }        private void GestureRecognizer_ManipulationCompletedEvent(InteractionSourceKind source, Vector3 cumulativeDelta, Ray headRay)        {            IsManipulating = false;        }        private void GestureRecognizer_ManipulationCanceledEvent(InteractionSourceKind source, Vector3 cumulativeDelta, Ray headRay)        {            IsManipulating = false;        }        private void OnTap()        {            if (focusedObject != null)            {                focusedObject.SendMessage("OnTap");            }        }        private void OnDoubleTap()        {            if (focusedObject != null)            {                focusedObject.SendMessage("OnDoubleTap");            }        }        private void GestureRecognizer_TappedEvent(InteractionSourceKind source, int tapCount, Ray headRay)        {            if (tapCount == 1)            {                OnTap();            }            else            {                OnDoubleTap();            }        }        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();            //}        }        void OnDestroy()        {            gestureRecognizer.StopCapturingGestures();            //取消订阅            gestureRecognizer.TappedEvent -= GestureRecognizer_TappedEvent;            gestureRecognizer.ManipulationStartedEvent -= GestureRecognizer_ManipulationStartedEvent;            gestureRecognizer.ManipulationUpdatedEvent -= GestureRecognizer_ManipulationUpdatedEvent;            gestureRecognizer.ManipulationCompletedEvent -= GestureRecognizer_ManipulationCompletedEvent;            gestureRecognizer.ManipulationCanceledEvent -= GestureRecognizer_ManipulationCanceledEvent;        }    }}


3、修改CubeScript.cs,添加物体平移函数,计算相对位移,然后进行更新物体的新的位置

using UnityEngine;using System.Collections;using HoloToolkit.Unity;public class CubeScript : MonoBehaviour {    private Vector3 manipulationPreviousPosition;    // Use this for initialization    void Start () {}// Update is called once per framevoid Update () {            }    void PerformManipulationStart(Vector3 position)    {        //设置初始位置        manipulationPreviousPosition = position;    }    void PerformManipulationUpdate(Vector3 position)    {        if (GestureManager.Instance.IsManipulating)        {            //计算相对位移,然后更新物体的位置               Vector3 moveVector = Vector3.zero;            moveVector = position - manipulationPreviousPosition;            manipulationPreviousPosition = position;            transform.position += moveVector;        }    }    private void OnTap()    {        gameObject.GetComponent<MeshRenderer>().material.color = Color.blue;    }    private void OnDoubleTap()    {        gameObject.GetComponent<MeshRenderer>().material.color = Color.green;    }}

4、运行测试

将凝视射线投射到cube上,举起右手使食指和拇指碰触在一起,然后进行左右移动,可以看到物体的位置将发生变化(在模拟器上不是很明显)

平移前


平移后,物体的相对位置发生变动



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