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ManipulationRotate脚本,实现对物体进行旋转。
using UnityEngine;
using System.Collections;
using HoloToolkit.Unity; public class ManipulationRotate : MonoBehaviour { public float RotationSensitivity = 25.0f; private float rotationFactorX; // Use this for initialization
void PerformManipulationStart()
{ } void PerformManipulationUpdate(Vector3 position)
{
if (GestureManager.Instance.IsManipulating)
{
try
{
if (GazeManager.Instance.HitInfo.collider.gameObject.tag == "Rotate")
{ //绕X轴进行旋转
rotationFactorX = GestureManager.Instance.ManipulationPosition.x * RotationSensitivity;
transform.Rotate(new Vector3(rotationFactorX, , )); }
}
catch
{ }
}
}
}
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,可以看到物体将绕X轴旋转。
Hololens开发笔记之Gesture手势识别(Manipulation手势控制物体旋转)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 ...
- 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
- pylot是一款开源的web性能测试工具
pylot是一款开源的web性能测试工具,http://www.pylot.org/ 参考文档:http://www.pylot.org/gettingstarted.html很容易上手 使用分为以下 ...
- 转 git安装配置
Win7上Git安装及配置过程 一.安装说明 1.Git在windows平台上安装说明. Git 是 Linux Torvalds 为了帮助管理 Linux 内核开发而开发的一个开放源码的版本控制软件 ...
- 新浪微博AppKey大集合(share)
本文转自:http://blog.sina.com.cn/s/blog_9e1ea13a01017y3n.html ------------------------------------------ ...
- html EVENT对象
Event 对象 Event 对象代表事件的状态,比如事件在其中发生的元素.键盘按键的状态.鼠标的位置.鼠标按钮的状态. 事件通常与函数结合使用,函数不会在事件发生前被执行! onabort 图像的加 ...
- String、StringBuffer和StringBuilder的深入解析
今天闲来无事,整理了下平时记录在印象笔记里的java开发知识点,整理到String,StringBuffer以及StringBuilder的区别时突然又产生了新的疑惑,这些区别是怎么产生的?温故为何能 ...
- 【Gerrit】Gerrit cmd query (gerrit命令行查询change信息)
本文仅展现个人使用情况和理解,英文原址:https://review.openstack.org/Documentation/cmd-query.html 基本使用格式: ssh -p <por ...
- springMvc3.0.5搭建全程 (转)
用了大半年的Spring MVC3.0,用着感觉不错.简单写一个搭建Spring MVC3.0的流程(以Spring3.0.5为列),数据库交互使用spring JDBC Template,附件有项目 ...
- Linear Algebra lecture1 note
Professor: Gilbert Strang Text: Introduction to Linear Algebra http://web.mit.edu/18.06 Lecture 1 ...
- js 测试
今天js测试题目: 被基础题目虐暴......惨不忍睹 1. var num = 2; switch(num){ case 1: console.log("1"); case 2: ...
- Windows环境下npm install常见错误
Windows环境下npm install安装包依赖时,常出现一些错误,下面为个人解决办法: 错误一 缺少python环境: G:\nodejs\moviesite\node_modules\bcry ...