Hololens入门之凝视射线
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方的射线来实现的,射线可以识别它所碰撞的物体。在Unity中,使用Main Camera来表示用户头部的位置和朝向。准确的说,是指UnityEngine.Camera.main.transform.forward 和 UnityEngine.Camera.main.transform.position.调用Physics.RayCast 发出射线后可以得到RaycastHit结果,该结果包含了碰撞点的3D位置参数和碰撞对象。
实现Gaze的示例:
可以直接使用HoloToolkit中的GazeManager.cs脚本来实现凝视射线。 关于HoloToolKit的使用,本文不再做描述,可以参考上一篇文章。
1、添加GazeManager.cs
点击“ Create Empty” 创建一个空游戏对象,并将其命名为 Manager,为 Manager对象添加核心脚本组件GazeManager.cs
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using UnityEngine;
using UnityEngine.VR.WSA;
namespace HoloToolkit.Unity
{
/// <summary>
/// GazeManager determines the location of the user's gaze, hit position and normals.
/// </summary>
public partial class GazeManager : Singleton<GazeManager>
{
[Tooltip("Maximum gaze distance, in meters, for calculating a hit.")]
public float MaxGazeDistance = 15.0f;
[Tooltip("Select the layers raycast should target.")]
public LayerMask RaycastLayerMask = Physics.DefaultRaycastLayers;
/// <summary>
/// Physics.Raycast result is true if it hits a hologram.
/// </summary>
public bool Hit { get; private set; }
/// <summary>
/// HitInfo property gives access
/// to RaycastHit public members.
/// </summary>
public RaycastHit HitInfo { get; private set; }
/// <summary>
/// Position of the intersection of the user's gaze and the holograms in the scene.
/// </summary>
public Vector3 Position { get; private set; }
/// <summary>
/// RaycastHit Normal direction.
/// </summary>
public Vector3 Normal { get; private set; }
/// <summary>
/// Object currently being focused on.
/// </summary>
public GameObject FocusedObject { get; private set; }
[Tooltip("Checking enables SetFocusPointForFrame to set the stabilization plane.")]
public bool SetStabilizationPlane = true;
[Tooltip("Lerp speed when moving focus point closer.")]
public float LerpStabilizationPlanePowerCloser = 4.0f;
[Tooltip("Lerp speed when moving focus point farther away.")]
public float LerpStabilizationPlanePowerFarther = 7.0f;
private Vector3 gazeOrigin;
private Vector3 gazeDirection;
private float lastHitDistance = 15.0f;
private void Update()
{
gazeOrigin = Camera.main.transform.position;
gazeDirection = Camera.main.transform.forward;
UpdateRaycast();
UpdateStabilizationPlane();
}
/// <summary>
/// Calculates the Raycast hit position and normal.
/// </summary>
private void UpdateRaycast()
{
// Get the raycast hit information from Unity's physics system.
RaycastHit hitInfo;
Hit = Physics.Raycast(gazeOrigin,
gazeDirection,
out hitInfo,
MaxGazeDistance,
RaycastLayerMask);
GameObject oldFocusedObject = FocusedObject;
// Update the HitInfo property so other classes can use this hit information.
HitInfo = hitInfo;
if (Hit)
{
// If the raycast hits a hologram, set the position and normal to match the intersection point.
Position = hitInfo.point;
Normal = hitInfo.normal;
lastHitDistance = hitInfo.distance;
FocusedObject = hitInfo.collider.gameObject;
}
else
{
// If the raycast does not hit a hologram, default the position to last hit distance in front of the user,
// and the normal to face the user.
Position = gazeOrigin + (gazeDirection * lastHitDistance);
Normal = -gazeDirection;
FocusedObject = null;
}
// Check if the currently hit object has changed
if (oldFocusedObject != FocusedObject)
{
if (oldFocusedObject != null)
{
oldFocusedObject.SendMessage("OnGazeLeave", SendMessageOptions.DontRequireReceiver);
}
if (FocusedObject != null)
{
FocusedObject.SendMessage("OnGazeEnter", SendMessageOptions.DontRequireReceiver);
}
}
}
/// <summary>
/// Adds the stabilization plane modifier if it's enabled and if it doesn't exist yet.
/// </summary>
private void UpdateStabilizationPlane()
{
// We want to use the stabilization logic.
if (SetStabilizationPlane)
{
// Check if it exists in the scene.
if (StabilizationPlaneModifier.Instance == null)
{
// If not, add it to us.
gameObject.AddComponent<StabilizationPlaneModifier>();
}
}
if (StabilizationPlaneModifier.Instance)
{
StabilizationPlaneModifier.Instance.SetStabilizationPlane = SetStabilizationPlane;
}
}
}
}
2、创建一个新的游戏对象Cube,用来测试凝视效果
3、添加Cursor
就像PC使用鼠标来选中和交互图标一样,你可以为凝视也实现一个指针来更好的代表用户的凝视。
从 HoloToolkit/Input/Prefabs/ 目录下拖拽 Cursor Prefab 组件到场景中。这样当凝视在全息对象时,其表面会出现一个蓝色的光圈,表示当前凝视该对象,当射线离开该游戏对象时,Cursor变成一个点光源,以此来区分是否凝视游戏对象。
可以查看到Cursor中存在两个光标对象,分别是凝视在对象上及离开光息对象时分别显示的光标
CursorManager.cs
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using HoloToolkit.Unity;
using UnityEngine;
/// <summary>
/// CursorManager class takes Cursor GameObjects.
/// One that is on Holograms and another off Holograms.
/// 1. Shows the appropriate Cursor when a Hologram is hit.
/// 2. Places the appropriate Cursor at the hit position.
/// 3. Matches the Cursor normal to the hit surface.
/// </summary>
public partial class CursorManager : Singleton<CursorManager>
{
//凝视射线在全息对象上时显示的光标对象
[Tooltip("Drag the Cursor object to show when it hits a hologram.")]
public GameObject CursorOnHolograms;
//凝视射线离开全息对象时显示的光标对象
[Tooltip("Drag the Cursor object to show when it does not hit a hologram.")]
public GameObject CursorOffHolograms;
[Tooltip("Distance, in meters, to offset the cursor from the collision point.")]
public float DistanceFromCollision = 0.01f;
void Awake()
{
//当未设定光标对象时直接返回
if (CursorOnHolograms == null || CursorOffHolograms == null)
{
return;
}
// Hide the Cursors to begin with.
CursorOnHolograms.SetActive(false);
CursorOffHolograms.SetActive(false);
}
void LateUpdate()
{
if (GazeManager.Instance == null || CursorOnHolograms == null || CursorOffHolograms == null)
{
return;
}
//当凝视射线在全息对象上及离开全息对象时,分别显示不同的光标对象,以此来进行区分
if (GazeManager.Instance.Hit)
{
CursorOnHolograms.SetActive(true);
CursorOffHolograms.SetActive(false);
}
else
{
CursorOffHolograms.SetActive(true);
CursorOnHolograms.SetActive(false);
}
//计算并安置光标
// Place the cursor at the calculated position.
this.gameObject.transform.position = GazeManager.Instance.Position + GazeManager.Instance.Normal * DistanceFromCollision;
// Orient the cursor to match the surface being gazed at.
gameObject.transform.up = GazeManager.Instance.Normal;
}
}
4、运行测试
当凝视射线在Cube上时,出现蓝色的光圈,表示当前凝视的点在该位置
当凝视射线离开Cube时,光标显示为一个点光源