突然接到一个LeapMotion的项目,回想起上次做LeapMotion还是在几年前,但是当时没有去记录,所以这次就相当于是重新走了一遍流程。很苦恼,赶紧记录下来。防止之后忘记。这次的需求还是比较简单的,用手滑动控制图片序列播放。
准备
- Unity版本2021.3.19f1c1
- LeapMotion一台
开始接入
Downloads – Page Array – Ultraleap
首先来到官网下载LeapMotion的必备组件
选择对应的设备,我这台设备是比较旧的。
无脑安装
安装好后还需要来到github页面下载unity-leapmotion
的插件
https://github.com/ultraleap/UnityPlugin
然后导入到unity工程中
导入后找到Capsule Hands
场景就是官方的示例
针对需求查看了官网文档。有两种想法:
去用手滑动UI。
- 获取手部追踪数据,用程序去判断,得到值,然后去改变视频的帧。
最终选择了第二种方法,觉得第二种比较简单。
创建HandControl.cs脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Leap;
using Leap.Unity;
public class HandControl : MonoBehaviour
{
public static bool Gesture_left = false;
public static bool Gesture_right = false;
public static bool Gesture_up = false;
public static bool Gesture_down = false;
public static bool Gesture_zoom = false;
public static float movePOs = 0.0f;
private LeapProvider mProvider;
private Frame mFrame;
private Hand mHand;
public ImageSwitcher imageSwitcher;
private Vector3 leftPosition;
private Vector3 rightPosition;
public static float zoom = 1.0f;
[Tooltip("Velocity (m/s) of Palm ")]
public float smallestVelocity = 1.45f;//手掌移动的最小速度
[Tooltip("Velocity (m/s) of Single Direction ")]
[Range(0, 1)]
public float deltaVelocity = 1.0f;//单方向上手掌移动的速度
// Use this for initialization
void Start()
{
mProvider = FindObjectOfType<LeapProvider>() as LeapProvider;
}
// Update is called once per frame
void Update()
{
mFrame = mProvider.CurrentFrame;//获取当前帧
//获得手的个数
//print ("hand num are " + mFrame.Hands.Count);
if (mFrame.Hands.Count > 0)
{
if (mFrame.Hands.Count == 2)
zoom = CalcuateDistance(mFrame);
if (mFrame.Hands.Count == 1)
LRUDGestures(mFrame, ref movePOs);
}
}
float CalcuateDistance(Frame mFrame)
{
Gesture_zoom = true;
Gesture_left = false;
Gesture_right = false;
float distance = 0f;
//print ("Two hands");
foreach (var itemHands in mFrame.Hands)
{
if (itemHands.IsLeft)
{
leftPosition = itemHands.PalmPosition;
//print ("leftPosition" + leftPosition);
}
if (itemHands.IsRight)
{
rightPosition = itemHands.PalmPosition;
//print ("rightPosition" + rightPosition);
}
}
if (leftPosition != Vector3.zero && rightPosition != Vector3.zero)
{
Vector3 leftPos = new Vector3(leftPosition.x, leftPosition.y, leftPosition.z);
Vector3 rightPos = new Vector3(rightPosition.x, rightPosition.y, rightPosition.z);
distance = 10 * Vector3.Distance(leftPos, rightPos);
//print("distance" + distance);
}
if (distance != 0)
return distance;
else
return distance = 1;
}
void LRUDGestures(Frame mFrame, ref float movePOs)
{
Gesture_zoom = false;
foreach (var item in mFrame.Hands)
{
int numFinger = item.Fingers.Count;
//print ("item is " + numFinger);
//print("hand are " + isOpenFullHand (item));
// print ("isOpenFullHands is " + isOpenFullHands(item));
if (item.GrabStrength == 1)
{
}
else if (item.GrabStrength == 0)
{
//print ("num is 5, open your hand");
//print("PalmVelocity" + item.PalmVelocity);
//print("PalmPosition" + item.PalmPosition);
movePOs = item.PalmPosition.x;
if (isMoveLeft(item))
{
Gesture_left = true;
Gesture_right = false;
//print("move left");
}
else if (isMoveRight(item))
{
Gesture_left = false;
Gesture_right = true;
//print("move Right");
}
else if (isMoveUp(item))
{
Gesture_left = false;
Gesture_right = false;
print("move Up");
imageSwitcher.PreviousImage();
}
else if (isMoveDown(item))
{
Gesture_left = false;
Gesture_right = false;
print("move Down");
imageSwitcher.NextImage();
}
else if (isMoveForward(item))
{
Gesture_left = false;
Gesture_right = false;
print("move Forward");
imageSwitcher.PreviousImage();
}
else if (isMoveBack(item))
{
Gesture_left = false;
Gesture_right = false;
print("move back");
imageSwitcher.NextImage();
}
}
}
}
private bool isStone(Hand hand)
{
//print ("hand.GrabAngle" + hand.GrabAngle);
return hand.GrabStrength > 2.0f;
}
//是否抓取
public bool isGrabHand(Hand hand)
{
return hand.GrabStrength > 0.8f; //抓取力
}
//hand move four direction
public bool isMoveRight(Hand hand)
{
return hand.PalmVelocity.x > deltaVelocity && !isStationary(hand);
}
// 手划向右边
public bool isMoveLeft(Hand hand)
{
//print (hand.PalmVelocity.x );
return hand.PalmVelocity.x < -deltaVelocity && !isStationary(hand);
}
//手向上
public bool isMoveUp(Hand hand)
{
//print ("hand.PalmVelocity.y" + hand.PalmVelocity.y);
return hand.PalmVelocity.y > deltaVelocity && !isStationary(hand);
}
//手向下
public bool isMoveDown(Hand hand)
{
return hand.PalmVelocity.y < -deltaVelocity && !isStationary(hand);
}
//手向前
public bool isMoveForward(Hand hand)
{
//print (hand.PalmVelocity.z);
return hand.PalmVelocity.z > deltaVelocity && !isStationary(hand);
}
//手向后
public bool isMoveBack(Hand hand)
{
return hand.PalmVelocity.z < -deltaVelocity && !isStationary(hand);
}
//固定不动的
public bool isStationary(Hand hand)
{
return hand.PalmVelocity.magnitude < smallestVelocity; //Vector3.Magnitude返回向量的长度
}
}
创建ImageSwitcher.cs脚本
using UnityEngine;
using UnityEngine.UI; // 引入UI命名空间
public class ImageSwitcher : MonoBehaviour
{
public Image displayImage; // 用于显示图片的Image组件
public Sprite[] images; // 存储所有图片的数组
private int currentImageIndex = 0; // 当前显示的图片索引
void Start()
{
// 初始化时显示第一张图片
if (images.Length > 0)
{
displayImage.sprite = images[currentImageIndex];
}
}
// 切换到下一张图片
public void NextImage()
{
if (images.Length > 0)
{
currentImageIndex = (currentImageIndex + 1) % images.Length; // 使用模运算确保索引循环
displayImage.sprite = images[currentImageIndex];
}
}
// 切换到上一张图片
public void PreviousImage()
{
if (images.Length > 0)
{
currentImageIndex = (currentImageIndex - 1 + images.Length) % images.Length; // 使用模运算确保索引循环
displayImage.sprite = images[currentImageIndex];
}
}
}
将两个脚本挂载在场景中并赋值
image switcher中的images将准备好的序列帧拖入
创建Canvas和Image。将image拖入image Switcher中
最终场景是这样的结构。使用的场景是官方的Capsule Hands。
成功运行。这个项目比较简单,开发的时候也没有遇到坑,在此记录下防止后面忘了流程。
官方文档
Get started with our plugins for XR developers - Ultraleap documentation