Hololens开发笔记之Gesture手势识别(Manipulation手势控制物体平移)
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 > ; }
} 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 == )
{
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、添加ManipulationTranslate脚本,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 ManipulationTranslate: MonoBehaviour { private Vector3 manipulationPreviousPosition; // Use this for initialization
void Start () { } // Update is called once per frame
void 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 += 2f * moveVector;
}
}
4、运行测试
将凝视射线投射到对象上,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移动。
Hololens开发笔记之Gesture手势识别(Manipulation手势控制物体平移)的更多相关文章
- Hololens开发笔记之Gesture手势识别(手势检测反馈)
本文实现当使用者手出现在Hololens视野范围内时,跟踪手并给出反馈的效果. 1.在Manager上添加HandsManager脚本组件,用于追踪识别手 HandsManager.cs如下(直接使用 ...
- Hololens开发笔记之Gesture手势识别(Manipulation手势控制物体旋转)
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 ...
- Hololens开发笔记之Gesture手势识别(单击,双击)
本文使用手势识别实现识别单击及双击手势的功能,当单击Cube时改变颜色为蓝色,当双击Cube时改变颜色为绿色. 手势识别是HoloLens交互的重要输入方法之一.HoloLens提供了底层API和高层 ...
- Hololens开发笔记之Gesture手势识别(基本介绍)
手势识别是HoloLens交互的重要输入方法之一.HoloLens提供了底层API和高层API,可以满足不同的手势定制需求.底层API能够获取手的位置和速度信息,高层API则借助手势识别器来识别预设的 ...
- HoloLens开发笔记之Gesture input手势输入
手势是HoloLens三个首要输入形式之一.一旦你使用凝视定位了一个全息图像,手势允许你与它交互.手势输入允许你使用手或者点击器原生地与全息图像交互. 手势之外,你也可以在应用中使用语音输入来交互. ...
- Hololens开发笔记之使用Unity开发一个简单的应用
一.Hololens概述 Hololens有以下特性 1.空间映射借助微软特殊定制的全息处理单元(HPU),HoloLens 实现了对周边环境的快速扫描和空间匹配.这保证了 HoloLens能够准确地 ...
- Hololens开发笔记之连接PC实现资源共享
官网原文介绍:https://developer.microsoft.com/en-us/windows/holographic/using_the_windows_device_portal Hol ...
- Hololens开发笔记:UDP接收数据
Hololens的应用需要与其他设备通信的时候,UDP是比较方便的一种方式,Unity3d 2017.3 C#开发的时候可以用Windows.Networking.Sockets.DatagramSo ...
- Hololens开发笔记之Gaze凝视射线
凝视是HoloLens首要输入方式,形式功能类似于桌面系统的光标,用于选择操作全息对象.然而在Unity中并没有明确的Gaze API或者组件. 概念上来说,Gaze是通过用户头部两眼之间发出一条向前 ...
随机推荐
- go语言让windows发出声音,或者播放音乐
go语言让windows发出声音,或者播放音乐的例子:会发出alert警告的声音 ( 这是我应群员的求助写的, 如果你需要了解其中的调用原理或过程 或更多go语言调用win32api的资料,加群: 2 ...
- 项目里的jquery.min.js错误
项目里的jquery.min.js报一系列 - Missing semicolon - Missing semicolon - Missing semicolon - Missing semicolo ...
- 09——绝不在构造和析构函数中调用virtual函数
在base class构造期间,virtual函数不是virtual函数. 构造函数.析构函数中不要调用virtual函数.
- 安装在CloudStack时CentOS6.4中安装MySQL通过mysql_secure_installation方式修改密码
在安装CloudStack时,通过mysql_secure_installation方式修改密码 01 [root@test ~]# /usr/bin/mysql_secure_installatio ...
- Swift—继承
一个类可以继承另一个类的方法,属性和其他特性.当一个类继承其他类时,继承类叫子类,被继承类叫超类(或父类).在Swift中,继承具有单继承的特点,每个子类只有一个直接父类,继承是区分类与其他类型的一个 ...
- Java中对session的简单操作
1.jsp中操作session <% String name=(String)request.getSession().getAttribute("username"); / ...
- Binary Tree Inorder Traversal
Given a binary tree, return the inorder traversal of its nodes' values. For example:Given binary tre ...
- Android深度探索HAL与驱动开发 第三章 Git入门
Git功能十分复杂,简单来说它使你的开发更为快捷和可控,尤其是在开源项目上展现的友好的交互和回馈. 熟悉一些git指令操作对开发者的帮助可以避免开发者受到一些外在因素打断开发进度,甚至延误项目的che ...
- 初识Linux-4
1,文件系统,从/开始的树状结构 2,绝对路径:/打头,相对路径:从当前目录下开始的 3,usename,passwd,uid,gid,home,shell(都是管理员指定的,这些信息都在passwd ...
- js的一点
1.js中实现继承的方法 1.js原型(prototype)实现继承 <SPAN style="<SPAN style="FONT-SIZE: 18px"&g ...