Hololens入门之手势识别(使用Navigation gesture控制物体缩放)

Hololens入门之手势识别(使用Navigation gesture控制物体缩放)

本文示例在  Hololens入门之手势识别(手检测反馈) 示例的基础上进行修改

Navigation gesture :保持点击手势,在一个标准3D立方空间内相对运动
导航手势就像一个虚拟的操纵杆,能够用于UI控件导航,例如弧形菜单。通过点击开始手势,然后在以点击处为中心的标准立方空间中移动手部。你可以沿着X、Y、Z轴移动手部,这会带来数值-1到1的变化,初始位置的值为0.
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()
        {
            InteractionManager.SourceDetected += InteractionManager_SourceDetected;
            InteractionManager.SourceLost += InteractionManager_SourceLost;
            //来源被按下  
            InteractionManager.SourcePressed += InteractionManager_SourcePressed;
            //被释放  
            InteractionManager.SourceReleased += InteractionManager_SourceReleased;

            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;
            }
        }

        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;
        }

        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Navigation手势事件
// 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.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; }
        }

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

        private GestureRecognizer gestureRecognizer;
        private GameObject focusedObject;

        void Start()
        {
            //  创建GestureRecognizer实例  
            gestureRecognizer = new GestureRecognizer();
            //  注册指定的手势类型  
            gestureRecognizer.SetRecognizableGestures(GestureSettings.Tap
                | GestureSettings.NavigationX);
            //  订阅手势事件  
            gestureRecognizer.TappedEvent += GestureRecognizer_TappedEvent;

            //添加Navigation手势事件  
            gestureRecognizer.NavigationStartedEvent += GestureRecognizer_NavigationStartedEvent;
            gestureRecognizer.NavigationUpdatedEvent += GestureRecognizer_NavigationUpdatedEvent;
            gestureRecognizer.NavigationCompletedEvent += GestureRecognizer_NavigationCompletedEvent;
            gestureRecognizer.NavigationCanceledEvent += GestureRecognizer_NavigationCanceledEvent;
            //  开始手势识别  
            gestureRecognizer.StartCapturingGestures();
        }

        private void GestureRecognizer_NavigationCanceledEvent(InteractionSourceKind source, Vector3 normalizedOffset, Ray headRay)
        {
            IsNavigating = false;
        }

        private void GestureRecognizer_NavigationCompletedEvent(InteractionSourceKind source, Vector3 normalizedOffset, Ray headRay)
        {
            IsNavigating = false;
        }

        private void GestureRecognizer_NavigationUpdatedEvent(InteractionSourceKind source, Vector3 normalizedOffset, Ray headRay)
        {
            if (HandsManager.Instance.FocusedGameObject != null)
            {
                IsNavigating = true;
                NavigationPosition = normalizedOffset;
                HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformZoomUpdate", normalizedOffset, SendMessageOptions.DontRequireReceiver);
            }
        }

        private void GestureRecognizer_NavigationStartedEvent(InteractionSourceKind source, Vector3 normalizedOffset, Ray headRay)
        {
            if (HandsManager.Instance.FocusedGameObject != null)
            {
                IsNavigating = true;
                NavigationPosition = normalizedOffset;
                HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformNavigationStart", normalizedOffset, SendMessageOptions.DontRequireReceiver);
            }
        }

        private void OnTap()
        {
            if (focusedObject != null)
            {
                focusedObject.SendMessage("OnSelect", SendMessageOptions.DontRequireReceiver);
            }
        }

        private void GestureRecognizer_TappedEvent(InteractionSourceKind source, int tapCount, Ray headRay)
        {
            OnTap();
        }

        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;
            gestureRecognizer.NavigationStartedEvent -= GestureRecognizer_NavigationStartedEvent;
            gestureRecognizer.NavigationUpdatedEvent -= GestureRecognizer_NavigationUpdatedEvent;
            gestureRecognizer.NavigationCompletedEvent -= GestureRecognizer_NavigationCompletedEvent;
            gestureRecognizer.NavigationCanceledEvent -= GestureRecognizer_NavigationCanceledEvent;
        }
    }
}

3、新增测试用Cube



4、新增修改CubeScript.cs,添加物体缩放函数,当选中物体,左右移动时,物体进行缩放
using UnityEngine;
using System.Collections;
using HoloToolkit.Unity;

public class CubeScript : MonoBehaviour {

    private Vector3 navigationPreviousPosition;
    public float MaxScale = 2f;
    public float MinScale = 0.1f;
    
    // Use this for initialization
    void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
	
	}

    void PerformNavigationStart(Vector3 position)
    {
        //设置初始位置  
        navigationPreviousPosition = position;
    }

    void PerformZoomUpdate(Vector3 position)
    {
        if (GestureManager.Instance.IsNavigating && HandsManager.Instance.FocusedGameObject == gameObject)
        {
            Vector3 deltaScale = Vector3.zero;
            float ScaleValue = 0.01f;
            //设置每一帧缩放的大小
            if (position.x < 0)
            {
                ScaleValue = -1 * ScaleValue;
            }
            //当缩放超出设置的最大,最小范围时直接返回
            if (transform.localScale.x >= MaxScale && ScaleValue > 0)
            {
                return;
            }
            else if (transform.localScale.x <= MinScale && ScaleValue < 0)
            {
                return;
            }
            //根据比例计算每个方向上的缩放大小
            deltaScale.x = ScaleValue;
            deltaScale.y = (transform.localScale.y / transform.localScale.x) * ScaleValue;
            deltaScale.z = (transform.localScale.z / transform.localScale.x) * ScaleValue;
            transform.localScale += deltaScale;
        }
    }
}

5、运行测试

启动后手势向左滑动,物体缩小


手势向右滑动,物体放大


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