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Hololens入门之手势识别(单击、双击)
本文使用手势识别实现识别单击及双击手势的功能,当单击Cube时改变颜色为蓝色,当双击Cube时改变颜色为绿色。本文示例在上一篇文章的基础上完成。
手势识别是HoloLens交互的重要输入方法之一。HoloLens提供了底层API和高层API,可以满足不同的手势定制需求。底层API能够获取手的位置和速度信息,高层API则借助手势识别器来识别预设的手势( 包括,单击、双击、长按、平移等等) 。
本部分为高级API使用,通过输入源来识别手势。每个手势对应一个SourceKind输入源,大部分手势事件都是系统预设的事件,有些事件会提供额外的上下文信息。只需要很少的步骤就能使用GestureRecognizer集成手势识别:
1. 创建GestureRecognizer实例
2. 注册指定的手势类型
3. 订阅手势事件
4. 开始手势识别
1、添加手势管理脚本,在Manager上添加脚本GestureManager.cs
GestureManager脚本内容如下,其中注册了Tapped事件,当发生tap事件时,判断是单击还是双击事件
- // 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,本例指定单击及双击手势类型
- gestureRecognizer.SetRecognizableGestures(GestureSettings.Tap
- | GestureSettings.DoubleTap);
- // 订阅手势事件
- gestureRecognizer.TappedEvent += GestureRecognizer_TappedEvent;
-
- // 开始手势识别
- gestureRecognizer.StartCapturingGestures();
- }
-
- 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;
- }
-
- 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;
- }
- }
- }
CubeScript脚本如下,定义两个方法,OnTap将Cube的颜色设置为蓝色, OnDoubleTap将Cube的颜色设置为绿色
- using UnityEngine;
- using System.Collections;
-
- public class CubeScript : MonoBehaviour {
-
- // Use this for initialization
- void Start () {
-
- }
-
- // Update is called once per frame
- void Update () {
-
- }
-
- private void OnTap()
- {
- gameObject.GetComponent<MeshRenderer>().material.color = Color.blue;
- }
-
- private void OnDoubleTap()
- {
- gameObject.GetComponent<MeshRenderer>().material.color = Color.green;
- }
- }
当发生单击事件
当发生双击事件(该处存在一点小问题,双击时首先识别到单击事件,所以会看到先变成蓝色,然后变成绿色)
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