Hololens入门之手势识别(使用Navigation gesture控制物体旋转)
2016-09-02 10:16
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Hololens入门之手势识别(使用Navigation gesture控制物体旋转)
本文示例在上一篇文章
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:
2、修改GestureManager.cs,订阅Navigation手势事件
3、修改CubeScript.cs,添加物体旋转函数,当选中物体,左右移动时,物体将发生绕着y轴进行旋转
4、新增一个cube,与之前的一个cube相同,用于测试当选中不同的物体时,物体单独进行选择,不影响其它物体
5、运行测试
模拟器中按住鼠标右键选中物体,不放开鼠标右键,左右移动鼠标,被选中物体将绕着y轴进行旋转(如下图绿色Cube的角度将发生变化)
本文示例在上一篇文章
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; 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() { //识别到来源 InteractionManager.SourceDetected += InteractionManager_SourceDetected; //来源丢失 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) { // 检测来源是否为手,如果是手则加入跟踪集合 if (state.source.kind != InteractionSourceKind.Hand) { return; } trackedHands.Add(state.source.id); } private void InteractionManager_SourceLost(InteractionSourceState state) { // 检测丢失的来源是否为手,如果是手则从跟踪集合中去除 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 System; 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; } } private GestureRecognizer gestureRecognizer; private GameObject focusedObject; public bool IsNavigating { get; private set; } public Vector3 NavigationPosition { get; private set; } void Start() { // 创建GestureRecognizer实例 gestureRecognizer = new GestureRecognizer(); // 注册指定的手势类型 gestureRecognizer.SetRecognizableGestures(GestureSettings.Tap | GestureSettings.DoubleTap | 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) { IsNavigating = true; //偏移量 NavigationPosition = normalizedOffset; } private void GestureRecognizer_NavigationStartedEvent(InteractionSourceKind source, Vector3 normalizedOffset, Ray headRay) { IsNavigating = true; NavigationPosition = normalizedOffset; } private void OnTap() { if (focusedObject != null) { focusedObject.SendMessage("OnTap"); } } private void OnDoubleTap() { if (focusedObject != null) { focusedObject.SendMessage("OnDoubleTap"); } } private void GestureRecognizer_TappedEvent(InteractionSourceKind source, int tapCount, Ray headRay) { if (tapCount == 1) { OnTap(); } else { OnDoubleTap(); } } 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; } //放开该代码将重置手势识别 //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(); //} } 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、修改CubeScript.cs,添加物体旋转函数,当选中物体,左右移动时,物体将发生绕着y轴进行旋转
using UnityEngine; using System.Collections; using HoloToolkit.Unity; public class CubeScript : MonoBehaviour { [Tooltip("Rotation max speed controls amount of rotation.")] public float RotationSensitivity = 10.0f; private float rotationFactorX; private float rotationFactorY; private float rotationFactorZ; // Use this for initialization void Start () { } // Update is called once per frame void Update () { PerformRotation(); } private void PerformRotation() { //当处于Navigating Gesture时且当前物体为被手势识别追踪的物体时进行旋转 if (GestureManager.Instance.IsNavigating && HandsManager.Instance.FocusedGameObject == gameObject) { //计算旋转角度 rotationFactorX = GestureManager.Instance.NavigationPosition.x * RotationSensitivity; //绕着y轴进行旋转 transform.Rotate(new Vector3(0, -1 * rotationFactorX, 0)); } } private void OnTap() { gameObject.GetComponent<MeshRenderer>().material.color = Color.blue; } private void OnDoubleTap() { gameObject.GetComponent<MeshRenderer>().material.color = Color.green; } }
4、新增一个cube,与之前的一个cube相同,用于测试当选中不同的物体时,物体单独进行选择,不影响其它物体
5、运行测试
模拟器中按住鼠标右键选中物体,不放开鼠标右键,左右移动鼠标,被选中物体将绕着y轴进行旋转(如下图绿色Cube的角度将发生变化)
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