微软Hololens学院教程-Hologram 211-Gestures(手势)【微软教程已经更新,本文是老版本】

时间:2024-03-25 16:06:20

这是老版本的教程,为了不耽误大家的时间,请直接看原文,本文仅供参考哦!原文链接:https://developer.microsoft.com/EN-US/WINDOWS/HOLOGRAPHIC/holograms_211

用户操作Hololens的全息对象时需要借助手势,手势的点击类似于我们电脑的鼠标,当我们凝视到某个全息对象时,手势点击即可以得到相应的反馈。这节教程主要讲述如何追踪用户的手势,并对手势操作做出反馈。

这节对手势操作会实现一些新的功能:

1 检测什么时候手势被追踪到然后提供反馈

2 使用导航手势来旋转全息对象。

3 当用户的手移开可检测的范围时提供反馈

4 使用操纵事件来移动全息对象。

前提条件:

  • 一台安装好开发工具的 Windows 10 PC  tools installed.
  • 一些基础的C# 编程能力.
  • 已经完成教程 Holograms 101.
  • 已经完成教程 Holograms 210.
  • 一台 开发者版本的HoloLens 设备

项目文件

  • 下载项目文件 files

勘误表与注释

VS中 "仅我的代码"需要被禁用。在工具-》选项-》调试-》可以找到“仅我的代码”

Unity设置

  • 打开 Unity.
  • 选择Open.
  • 定位到你刚下载的项目文件中的Gesture 文件夹.
  • 选择其中的 Model Explorer 文件夹.
  • 点击 Select Folder 按钮.
  • 在Unity中启动该项目后,在 Project 面板中, 展开 Scenes 文件夹.
  • 双击 ModelExplorer 场景将其加载到Unity中
  • 接下来可以第一次部署发布到你的设备。具体部署发布方法见前两节课程。

章节1 手势检测反馈

目标:
1 注册手势跟踪事件

2 使用光标的变化反馈来显示手是否被跟踪到

步骤:

  • Hierarchy 面板中, 选择 Managers 对象.
  • Inspector 面板中, 点击 Add Component 按钮.
  • 在搜索框输入 Hands Manager.选择此结果.

HandsManager.cs 脚本实现如下:

  1. 注册 SourceDetected 和 SourceLost 事件.
  2. 设置手势检测状态 HandDetected state.
  3. 取消注册 SourceDetected 和 SourceLost 事件.
  • Hierarchy 面板, 选择 Cursor 对象.
  • Inspector 面板中, 点击 Add Component 按钮.
  • 在搜索框输入Cursor Feedback. 选择此结果.
  • Project 面板下打开 Holograms 文件夹, 找到 HandDetectedFeedback 资源.
  • 拖拽HandDetectedFeedback 资源到Cursor Feedback (Script)组建中的Hand Detected Asset 属性里.
  • Hierarchy 面板里 ,展开 Cursor 对象.
  • 拖拽 CursorBillboard 对象到Cursor Feedback (Script)组建中的Feedback Parent 属性.

CursorFeedback.cs 脚本实现以下行为:

  1. 实例化 HandDetectedFeedback asset.
  2. 指定 HandDetectedFeedback asset 的父对象为 cursor billboard object.
  3. 基于手势检测状态来激活或停用 HandDetectedFeedback asset .

发布部署

  • 当项目部署到hololens 后, 使用 air tap 手势关闭适配盒.
  • 移动你的头部将凝视点对准全息对象,将你的食指竖起在你头部到正前方以便开始追踪手势.
  • 你可以上下左右移动你的手.
  • 查看当你的手被检测到与没有被检测到时光标的变化.

章节2 导航

使用导航手势(食指与大拇指捏合在一起的手势)来旋转全息对象。

步骤:

为了使用导航手势事件,你需要编辑如下四个脚本:

  1. 使用 HandsManager.cs 脚本可以使得目标全息对象被跟踪.
  2. 使用 GestureManager.cs 脚本可以管理导航手势事件.
  3. 当导航手势发生时,旋转操作被管理在 GestureAction.cs脚本中.
  4. 光标通过 CursorStates.cs脚本实现对导航手势操作的样式反馈.
  • VS打开 HandsManager.cs 脚本.更新为如下脚本保存
using HoloToolkit;
using UnityEngine.VR.WSA.Input;
using UnityEngine; /// <summary>
/// HandsManager keeps track of when a hand is detected.
/// </summary>
public class HandsManager : Singleton<HandsManager>
{
[Tooltip("Audio clip to play when Finger Pressed.")]
public AudioClip FingerPressedSound;
private AudioSource audioSource; /// <summary>
/// Tracks the hand detected state.
/// </summary>
public bool HandDetected
{
get;
private set;
} // Keeps track of the GameObject that the hand is interacting with.
public GameObject FocusedGameObject { get; private set; } void Awake()
{
EnableAudioHapticFeedback(); InteractionManager.SourceDetected += InteractionManager_SourceDetected;
InteractionManager.SourceLost += InteractionManager_SourceLost; /* TODO: DEVELOPER CODE ALONG 2.a */ // 2.a: Register for SourceManager.SourcePressed event.
InteractionManager.SourcePressed += InteractionManager_SourcePressed; // 2.a: Register for SourceManager.SourceReleased event.
InteractionManager.SourceReleased += InteractionManager_SourceReleased; // 2.a: Initialize FocusedGameObject as null.
FocusedGameObject = null;
} private void EnableAudioHapticFeedback()
{
// If this hologram has an audio clip, add an AudioSource with this clip.
if (FingerPressedSound != null)
{
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
} audioSource.clip = FingerPressedSound;
audioSource.playOnAwake = false;
audioSource.spatialBlend = ;
audioSource.dopplerLevel = ;
}
} private void InteractionManager_SourceDetected(InteractionSourceState hand)
{
HandDetected = true;
} private void InteractionManager_SourceLost(InteractionSourceState hand)
{
HandDetected = false; // 2.a: Reset FocusedGameObject.
ResetFocusedGameObject();
} private void InteractionManager_SourcePressed(InteractionSourceState hand)
{
if (InteractibleManager.Instance.FocusedGameObject != null)
{
// Play a select sound if we have an audio source and are not targeting an asset with a select sound.
if (audioSource != null && !audioSource.isPlaying &&
(InteractibleManager.Instance.FocusedGameObject.GetComponent<Interactible>() != null &&
InteractibleManager.Instance.FocusedGameObject.GetComponent<Interactible>().TargetFeedbackSound == null))
{
audioSource.Play();
} // 2.a: Cache InteractibleManager's FocusedGameObject in FocusedGameObject.
FocusedGameObject = InteractibleManager.Instance.FocusedGameObject;
}
} private void InteractionManager_SourceReleased(InteractionSourceState hand)
{
// 2.a: Reset FocusedGameObject.
ResetFocusedGameObject();
} private void ResetFocusedGameObject()
{
// 2.a: Set FocusedGameObject to be null.
FocusedGameObject = null; // 2.a: On GestureManager call ResetGestureRecognizers
// to complete any currently active gestures.
GestureManager.Instance.ResetGestureRecognizers();
} void OnDestroy()
{
InteractionManager.SourceDetected -= InteractionManager_SourceDetected;
InteractionManager.SourceLost -= InteractionManager_SourceLost; // 2.a: Unregister the SourceManager.SourceReleased event.
InteractionManager.SourceReleased -= InteractionManager_SourceReleased; // 2.a: Unregister for SourceManager.SourcePressed event.
InteractionManager.SourcePressed -= InteractionManager_SourcePressed;
}
}

HandsManager

  • Hierarchy 面板中, 点击 Cursor.
  • 在Project面板下 HoloToolkit\Input\Prefabs 文件夹, 找到 ScrollFeedback asset.
  • 拖拽 ScrollFeedback asset 到 右侧Inspector面板下的Cursor Feedback (Script)组件里的Scroll Detected Asset 属性。
  • Hierarchy 面板中, 点击AstroMan 对象.
  • Inspector 面板中, 点击 Add Component 按钮.
  • 在搜索框内输入 Gesture Action. 选择此结果.
  • Hierarchy 面板下, 选择 Managers 对象.
  • 用VS打开GestureManager 脚本。

我们需要编辑GestureManager.cs 脚本来完成如下几步:

  1. 将NavigationRecognizer实例化为新的GestureRecognizer.
  2. 使用 SetRecognizableGestures 来识别 NavigationXTap 手势.
  3. 处理 NavigationStarted, NavigationUpdated, NavigationCompleted, NavigationCanceled 事件.
using HoloToolkit;
using UnityEngine;
using UnityEngine.VR.WSA.Input; public class GestureManager : Singleton<GestureManager>
{
// Tap and Navigation gesture recognizer.
public GestureRecognizer NavigationRecognizer { get; private set; } // Manipulation gesture recognizer.
public GestureRecognizer ManipulationRecognizer { get; private set; } // Currently active gesture recognizer.
public GestureRecognizer ActiveRecognizer { get; private set; } public bool IsNavigating { get; private set; } public Vector3 NavigationPosition { get; private set; } public bool IsManipulating { get; private set; } public Vector3 ManipulationPosition { get; private set; } void Awake()
{
/* TODO: DEVELOPER CODING EXERCISE 2.b */ // 2.b: Instantiate the NavigationRecognizer.
NavigationRecognizer = new GestureRecognizer(); // 2.b: Add Tap and NavigationX GestureSettings to the NavigationRecognizer's RecognizableGestures.
NavigationRecognizer.SetRecognizableGestures(
GestureSettings.Tap |
GestureSettings.NavigationX); // 2.b: Register for the TappedEvent with the NavigationRecognizer_TappedEvent function.
NavigationRecognizer.TappedEvent += NavigationRecognizer_TappedEvent;
// 2.b: Register for the NavigationStartedEvent with the NavigationRecognizer_NavigationStartedEvent function.
NavigationRecognizer.NavigationStartedEvent += NavigationRecognizer_NavigationStartedEvent;
// 2.b: Register for the NavigationUpdatedEvent with the NavigationRecognizer_NavigationUpdatedEvent function.
NavigationRecognizer.NavigationUpdatedEvent += NavigationRecognizer_NavigationUpdatedEvent;
// 2.b: Register for the NavigationCompletedEvent with the NavigationRecognizer_NavigationCompletedEvent function.
NavigationRecognizer.NavigationCompletedEvent += NavigationRecognizer_NavigationCompletedEvent;
// 2.b: Register for the NavigationCanceledEvent with the NavigationRecognizer_NavigationCanceledEvent function.
NavigationRecognizer.NavigationCanceledEvent += NavigationRecognizer_NavigationCanceledEvent; // Instantiate the ManipulationRecognizer.
ManipulationRecognizer = new GestureRecognizer(); // Add the ManipulationTranslate GestureSetting to the ManipulationRecognizer's RecognizableGestures.
ManipulationRecognizer.SetRecognizableGestures(
GestureSettings.ManipulationTranslate); // Register for the Manipulation events on the ManipulationRecognizer.
ManipulationRecognizer.ManipulationStartedEvent += ManipulationRecognizer_ManipulationStartedEvent;
ManipulationRecognizer.ManipulationUpdatedEvent += ManipulationRecognizer_ManipulationUpdatedEvent;
ManipulationRecognizer.ManipulationCompletedEvent += ManipulationRecognizer_ManipulationCompletedEvent;
ManipulationRecognizer.ManipulationCanceledEvent += ManipulationRecognizer_ManipulationCanceledEvent; ResetGestureRecognizers();
} void OnDestroy()
{
// 2.b: Unregister the Tapped and Navigation events on the NavigationRecognizer.
NavigationRecognizer.TappedEvent -= NavigationRecognizer_TappedEvent; NavigationRecognizer.NavigationStartedEvent -= NavigationRecognizer_NavigationStartedEvent;
NavigationRecognizer.NavigationUpdatedEvent -= NavigationRecognizer_NavigationUpdatedEvent;
NavigationRecognizer.NavigationCompletedEvent -= NavigationRecognizer_NavigationCompletedEvent;
NavigationRecognizer.NavigationCanceledEvent -= NavigationRecognizer_NavigationCanceledEvent; // Unregister the Manipulation events on the ManipulationRecognizer.
ManipulationRecognizer.ManipulationStartedEvent -= ManipulationRecognizer_ManipulationStartedEvent;
ManipulationRecognizer.ManipulationUpdatedEvent -= ManipulationRecognizer_ManipulationUpdatedEvent;
ManipulationRecognizer.ManipulationCompletedEvent -= ManipulationRecognizer_ManipulationCompletedEvent;
ManipulationRecognizer.ManipulationCanceledEvent -= ManipulationRecognizer_ManipulationCanceledEvent;
} /// <summary>
/// Revert back to the default GestureRecognizer.
/// </summary>
public void ResetGestureRecognizers()
{
// Default to the navigation gestures.
Transition(NavigationRecognizer);
} /// <summary>
/// Transition to a new GestureRecognizer.
/// </summary>
/// <param name="newRecognizer">The GestureRecognizer to transition to.</param>
public void Transition(GestureRecognizer newRecognizer)
{
if (newRecognizer == null)
{
return;
} if (ActiveRecognizer != null)
{
if (ActiveRecognizer == newRecognizer)
{
return;
} ActiveRecognizer.CancelGestures();
ActiveRecognizer.StopCapturingGestures();
} newRecognizer.StartCapturingGestures();
ActiveRecognizer = newRecognizer;
} private void NavigationRecognizer_NavigationStartedEvent(InteractionSourceKind source, Vector3 relativePosition, Ray ray)
{
// 2.b: Set IsNavigating to be true.
IsNavigating = true; // 2.b: Set NavigationPosition to be relativePosition.
NavigationPosition = relativePosition;
} private void NavigationRecognizer_NavigationUpdatedEvent(InteractionSourceKind source, Vector3 relativePosition, Ray ray)
{
// 2.b: Set IsNavigating to be true.
IsNavigating = true; // 2.b: Set NavigationPosition to be relativePosition.
NavigationPosition = relativePosition;
} private void NavigationRecognizer_NavigationCompletedEvent(InteractionSourceKind source, Vector3 relativePosition, Ray ray)
{
// 2.b: Set IsNavigating to be false.
IsNavigating = false;
} private void NavigationRecognizer_NavigationCanceledEvent(InteractionSourceKind source, Vector3 relativePosition, Ray ray)
{
// 2.b: Set IsNavigating to be false.
IsNavigating = false;
} private void ManipulationRecognizer_ManipulationStartedEvent(InteractionSourceKind source, Vector3 position, Ray ray)
{
if (HandsManager.Instance.FocusedGameObject != null)
{
IsManipulating = true; ManipulationPosition = position; HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformManipulationStart", position);
}
} private void ManipulationRecognizer_ManipulationUpdatedEvent(InteractionSourceKind source, Vector3 position, Ray ray)
{
if (HandsManager.Instance.FocusedGameObject != null)
{
IsManipulating = true; ManipulationPosition = position; HandsManager.Instance.FocusedGameObject.SendMessageUpwards("PerformManipulationUpdate", position);
}
} private void ManipulationRecognizer_ManipulationCompletedEvent(InteractionSourceKind source, Vector3 position, Ray ray)
{
IsManipulating = false;
} private void ManipulationRecognizer_ManipulationCanceledEvent(InteractionSourceKind source, Vector3 position, Ray ray)
{
IsManipulating = false;
} private void NavigationRecognizer_TappedEvent(InteractionSourceKind source, int tapCount, Ray ray)
{
GameObject focusedObject = InteractibleManager.Instance.FocusedGameObject; if (focusedObject != null)
{
focusedObject.SendMessageUpwards("OnSelect");
}
}
}

GestureManager

接下来,需要用VS打开并编辑GestureAction.cs脚本,需要实现如下几点:

  1. 每当执行导航手势时,旋转AstroMan对象.
  2. 计算 rotationFactor以控制应用于对象的旋转量.
  3. 当用户向左或向右移动手时,围绕y轴旋转对象.
using UnityEngine;

/// <summary>
/// GestureAction performs custom actions based on
/// which gesture is being performed.
/// </summary>
public class GestureAction : MonoBehaviour
{
[Tooltip("Rotation max speed controls amount of rotation.")]
public float RotationSensitivity = 10.0f; private Vector3 manipulationPreviousPosition; private float rotationFactor; void Update()
{
PerformRotation();
} private void PerformRotation()
{
if (GestureManager.Instance.IsNavigating &&
(!ExpandModel.Instance.IsModelExpanded ||
(ExpandModel.Instance.IsModelExpanded && HandsManager.Instance.FocusedGameObject == gameObject)))
{
/* TODO: DEVELOPER CODING EXERCISE 2.c */ // 2.c: Calculate rotationFactor based on GestureManager's NavigationPosition.X and multiply by RotationSensitivity.
// This will help control the amount of rotation.
rotationFactor = GestureManager.Instance.NavigationPosition.x * RotationSensitivity; // 2.c: transform.Rotate along the Y axis using rotationFactor.
transform.Rotate(new Vector3(, - * rotationFactor, ));
}
} void PerformManipulationStart(Vector3 position)
{
manipulationPreviousPosition = position;
} void PerformManipulationUpdate(Vector3 position)
{
if (GestureManager.Instance.IsManipulating)
{
/* TODO: DEVELOPER CODING EXERCISE 4.a */ Vector3 moveVector = Vector3.zero; // 4.a: Calculate the moveVector as position - manipulationPreviousPosition. // 4.a: Update the manipulationPreviousPosition with the current position. // 4.a: Increment this transform's position by the moveVector.
}
}
}

GestureAction

发布部署:
    1  凝视宇航员,两个箭头应该会出现在光标的两侧。 这个新的光标表示宇航员可以被旋转。
    2  将你的手放在可以识别的位置(食指指向天空),然后HoloLens将开始跟踪你的手。
    3  要旋转宇航员,将食指放低与大拇指合并,然后向左或向右移动手可以触发NavigationX手势。

章节 3 手势引导

使用 hand guidance score 来帮助预测 被检测的手势何时会丢失.当用户的手进入摄像机视角范围内时提供光标反馈。

步骤:

  • Hierarchy 面板中, 选择 Managers 对象.
  • 在右侧的 Inspector 面板中, 点击 Add Component 按钮.
  • 在搜索框内输入 Hand Guidance. 选择此结果.
  • Project 面板下的HoloToolkit\Input\Prefabs 文件夹,找到 HandGuidanceFeedback asset.
  • 拖拽 HandGuidanceFeedback asset 到右侧Inspector 面板下到Hand Guidance Indicator 属性.
  • Hierarchy 面板, 展开 Cursor 对象.
  • Hierarchy 面板, 选择 Managers 对象.
  • 拖拽Cursor对象下的 CursorBillboard 到右侧Inspector面板的Indicator Parent 属性中。

部署发布:

可以看到当你的手势进入到摄像机视角时,会出现一个小手图标表明你的手势被追踪到。

章节 4 Manipulation(操作控制)

使用操作事件来移动你的全息图,给光标一个样式反馈到用户表明什么时候操作行为被激活。

步骤:

GestureManager.cs 和 AstronautManager.cs 脚本可以实现如下功能:

  1. 使用语音关键字 "Move Astronaut" 来激活 Manipulation 手势.
  2. 选择使用 Manipulation Gesture Recognizer.
  3. 在导航和操作之间切换时管理GestureRecognizer过渡.

开始实现

  • Hierarchy 面板中, 选择 Managers 对象.
  • 在右侧的 Inspector 面板中, 点击 Add Component 按钮.
  • 在搜索框输入 Astronaut Manager. 选择此结果.
  • Hierarchy 面板, 点击 Cursor.
  • Project 面板下到 Holotoolkit\Input\Prefabs 文件夹中找到 PathingFeedback asset.
  • 拖拽PathingFeedback asset 到Inspector面板下的Cursor States (Script)组件中的Pathing Detected Asset 属性.

接下来需要再次编辑GestureAction.cs脚本文件

using UnityEngine;

/// <summary>
/// GestureAction performs custom actions based on
/// which gesture is being performed.
/// </summary>
public class GestureAction : MonoBehaviour
{
[Tooltip("Rotation max speed controls amount of rotation.")]
public float RotationSensitivity = 10.0f; private Vector3 manipulationPreviousPosition; private float rotationFactor; void Update()
{
PerformRotation();
} private void PerformRotation()
{
if (GestureManager.Instance.IsNavigating &&
(!ExpandModel.Instance.IsModelExpanded ||
(ExpandModel.Instance.IsModelExpanded && HandsManager.Instance.FocusedGameObject == gameObject)))
{
/* TODO: DEVELOPER CODING EXERCISE 2.c */ // 2.c: Calculate rotationFactor based on GestureManager's NavigationPosition.X and multiply by RotationSensitivity.
// This will help control the amount of rotation.
rotationFactor = GestureManager.Instance.NavigationPosition.x * RotationSensitivity; // 2.c: transform.Rotate along the Y axis using rotationFactor.
transform.Rotate(new Vector3(, - * rotationFactor, ));
}
} void PerformManipulationStart(Vector3 position)
{
manipulationPreviousPosition = position;
} void PerformManipulationUpdate(Vector3 position)
{
if (GestureManager.Instance.IsManipulating)
{
/* TODO: DEVELOPER CODING EXERCISE 4.a */ Vector3 moveVector = Vector3.zero; // 4.a: Calculate the moveVector as position - manipulationPreviousPosition.
moveVector = position - manipulationPreviousPosition; // 4.a: Update the manipulationPreviousPosition with the current position.
manipulationPreviousPosition = position; // 4.a: Increment this transform's position by the moveVector.
transform.position += moveVector;
}
}
}

GestureAction

部署发布:

1.发布完成后,在你的设备前移动你的手,伸出你的食指指向天空以便手势被追踪到

2 将凝视光标指向太空宇航员

3 说“Move Astronaut”来用操作手势移动宇航员

4光标周围应出现四个箭头,表示程序现在将响应操作事件。

5把你的食指放在你的拇指上,并保持他们捏在一起。

6当你移动你的手,宇航员也会移动(这是操作)。

7抬起你的食指,停止操作移动宇航员。
8注意:如果您在移动手之前不说“Move Astronaut”,则会改用导航手势。

章节5 模型扩展

使用爆炸动画效果将宇航员拆分为很多小的碎片,每一个小碎片都可以进行移动和旋转操作。

爆炸操作使用语音指令“Expand Model

恢复原模型使用语音指令“Reset Model

编辑AstronautManager.cs 代码

using HoloToolkit;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Windows.Speech; public class AstronautManager : Singleton<AstronautManager>
{
float expandAnimationCompletionTime;
// Store a bool for whether our astronaut model is expanded or not.
bool isModelExpanding = false; // KeywordRecognizer object.
KeywordRecognizer keywordRecognizer; // Defines which function to call when a keyword is recognized.
delegate void KeywordAction(PhraseRecognizedEventArgs args);
Dictionary<string, KeywordAction> keywordCollection; void Start()
{
keywordCollection = new Dictionary<string, KeywordAction>(); // Add keyword to start manipulation.
keywordCollection.Add("Move Astronaut", MoveAstronautCommand); // Add keyword Expand Model to call the ExpandModelCommand function.
keywordCollection.Add("Expand Model", ExpandModelCommand); // Add keyword Reset Model to call the ResetModelCommand function.
keywordCollection.Add("Reset Model", ResetModelCommand); // Initialize KeywordRecognizer with the previously added keywords.
keywordRecognizer = new KeywordRecognizer(keywordCollection.Keys.ToArray());
keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized;
keywordRecognizer.Start();
} private void KeywordRecognizer_OnPhraseRecognized(PhraseRecognizedEventArgs args)
{
KeywordAction keywordAction; if (keywordCollection.TryGetValue(args.text, out keywordAction))
{
keywordAction.Invoke(args);
}
} private void MoveAstronautCommand(PhraseRecognizedEventArgs args)
{
GestureManager.Instance.Transition(GestureManager.Instance.ManipulationRecognizer);
} private void ResetModelCommand(PhraseRecognizedEventArgs args)
{
// Reset local variables.
isModelExpanding = false; // Disable the expanded model.
ExpandModel.Instance.ExpandedModel.SetActive(false); // Enable the idle model.
ExpandModel.Instance.gameObject.SetActive(true); // Enable the animators for the next time the model is expanded.
Animator[] expandedAnimators = ExpandModel.Instance.ExpandedModel.GetComponentsInChildren<Animator>();
foreach (Animator animator in expandedAnimators)
{
animator.enabled = true;
} ExpandModel.Instance.Reset();
} private void ExpandModelCommand(PhraseRecognizedEventArgs args)
{
// Swap out the current model for the expanded model.
GameObject currentModel = ExpandModel.Instance.gameObject; ExpandModel.Instance.ExpandedModel.transform.position = currentModel.transform.position;
ExpandModel.Instance.ExpandedModel.transform.rotation = currentModel.transform.rotation;
ExpandModel.Instance.ExpandedModel.transform.localScale = currentModel.transform.localScale; currentModel.SetActive(false);
ExpandModel.Instance.ExpandedModel.SetActive(true); // Play animation. Ensure the Loop Time check box is disabled in the inspector for this animation to play it once.
Animator[] expandedAnimators = ExpandModel.Instance.ExpandedModel.GetComponentsInChildren<Animator>();
// Set local variables for disabling the animation.
if (expandedAnimators.Length > )
{
expandAnimationCompletionTime = Time.realtimeSinceStartup + expandedAnimators[].runtimeAnimatorController.animationClips[].length * 0.9f;
} // Set the expand model flag.
isModelExpanding = true; ExpandModel.Instance.Expand();
} public void Update()
{
if (isModelExpanding && Time.realtimeSinceStartup >= expandAnimationCompletionTime)
{
isModelExpanding = false; Animator[] expandedAnimators = ExpandModel.Instance.ExpandedModel.GetComponentsInChildren<Animator>(); foreach (Animator animator in expandedAnimators)
{
animator.enabled = false;
}
}
}
}

AstronautManager

发布部署到设备:

  • Expand Model 来观看爆炸效果.
  • 使用 Navigation 操作来旋转每一个碎片.
  • Move Astronaut 出现移动光标时,使用 Manipulation 操作移动每一个小碎片.
  • Reset Model 将模型恢复到初始状态.

原文链接:https://developer.microsoft.com/EN-US/WINDOWS/HOLOGRAPHIC/holograms_211

如有翻译上的错误请指正。谢谢哦