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.2、修改GestureManager.cs,订阅Navigation手势事件
// 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;
}
}
}
// 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
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