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  • Hololens开发笔记之Gesture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。

    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;  
            }  
        }  
    }  

    2、在Cube上添加处理脚本CubeScript.cs

    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;  
        }  
    }  

    3、运行测试

    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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  • 原文地址:https://www.cnblogs.com/unity3ds/p/5868344.html
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