Hololens入门之手势识别(单击、双击)

Hololens入门之手势识别(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。本文示例在上一篇文章的基础上完成。

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手势( 包括,单击、双击、长按、平移等等) 。

本部分为高级API使用,通过输入源来识别手势。每个手势对应一个SourceKind输入源,大部分手势事件都是系统预设的事件,有些事件会提供额外的上下文信息。只需要很少的步骤就能使用GestureRecognizer集成手势识别:
1. 创建GestureRecognizer实例
2. 注册指定的手势类型
3. 订阅手势事件
4. 开始手势识别

1、添加手势管理脚本,在Manager上添加脚本GestureManager.cs


GestureManager脚本内容如下,其中注册了Tapped事件,当发生tap事件时,判断是单击还是双击事件

// 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;
        }

        /// <summary>
        /// Gets the currently focused object, or null if none.
        /// </summary>
        public GameObject FocusedObject
        {
            get { return focusedObject; }
        }

        private GestureRecognizer gestureRecognizer;
        private GameObject focusedObject;

        public bool IsNavigating { get; private set; }
        public Vector3 NavigationPosition { get; private set; }

        void Start()
        {
            //  创建GestureRecognizer实例
            gestureRecognizer = new GestureRecognizer();
            //  注册指定的手势类型,本例指定单击及双击手势类型
            gestureRecognizer.SetRecognizableGestures(GestureSettings.Tap
                | GestureSettings.DoubleTap);
            //  订阅手势事件
            gestureRecognizer.TappedEvent += GestureRecognizer_TappedEvent;

            //  开始手势识别
            gestureRecognizer.StartCapturingGestures();
        }

        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();
            }

#if UNITY_EDITOR
            if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(EditorSelectKey))
            {
                OnTap();
            }
#endif
        }

        void OnDestroy()
        {
            gestureRecognizer.StopCapturingGestures();
            gestureRecognizer.TappedEvent -= GestureRecognizer_TappedEvent;
        }
    }
}

2、在Cube上添加处理脚本CubeScript.cs


CubeScript脚本如下,定义两个方法,OnTap将Cube的颜色设置为蓝色, OnDoubleTap将Cube的颜色设置为绿色

using UnityEngine;
using System.Collections;

public class CubeScript : MonoBehaviour {

    // Use this for initialization
    void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
        
    }

    private void OnTap()
    {
        gameObject.GetComponent<MeshRenderer>().material.color = Color.blue;
    }

    private void OnDoubleTap()
    {
        gameObject.GetComponent<MeshRenderer>().material.color = Color.green;
    }
}


3、运行测试

当发生单击事件


当发生双击事件(该处存在一点小问题,双击时首先识别到单击事件,所以会看到先变成蓝色,然后变成绿色)



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