本文实现当使用者手出现在Hololens视野范围内时,跟踪手并给出反馈的效果。
1、在Manager上添加HandsManager脚本组件,用于追踪识别手
HandsManager.cs如下(直接使用HoloTooKit中脚本)
// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. using System.Collections.Generic; 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>(); void Awake() { //识别到来源 InteractionManager.SourceDetected += InteractionManager_SourceDetected; //来源丢失 InteractionManager.SourceLost += InteractionManager_SourceLost; } 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); } } void OnDestroy() { InteractionManager.SourceDetected -= InteractionManager_SourceDetected; InteractionManager.SourceLost -= InteractionManager_SourceLost; } } }
该脚本中使用到了底层API Interaction Input
底层API运行获得输入来源的更多详细信息,例如它在世界中的位置和速度。
如何处理底层交互事件
使用底层交互是很容易的:
1) 注册InteractionManager事件
2) 处理事件
停止它也很容易:
1) 取消注册事件
处理底层交互事件
一旦注册了底层交互事件,在事件发生时你就可以得到回调。你可以使用获取到的时间信息来处理应用行为。
void InteractionManager_SourcePressed(InteractionSourceState state) { // state变量里包含以下信息: // 当前凝视射线信息 // 来源是否被点击 // 位置、速度之类的属性 // 来源id和来源类型 ( hand, voice, controller或其他) }
如何停止交互事件
当你不再想要关注一些事件后,只需要取消时间注册即可。
InteractionManager.SourcePressed -= InteractionManager_SourcePressed;
输入源变化事件
这些事件描述了输入源的当前状态:
1) detected( 即将激活)
2) lost( 即将取消激活)
3) updates( 移动或者一些状态在变化)
4) is pressed( 点击、按钮按下或者语音选中)
5) is released( 点击结束,按钮松开,语音选中结束)
输入源状态
每个事件都会有一个InteractionSourceState参数,这个参数代表了实时输入源状态:
1) 是否是点击状态
2) InteractionSourceProperties包含了输入源位置信息 InteractionSourceLocation,能够获得当前输入源位置和速度信息
3) 凝视射线信息,用于判断事件发生时用户是否在注视目标
4) 来源类型信息,包括hand、voice、controller或者其他类型
2、在Cursor下新建Empty对象,并重命名为CursorBillboard,并添加Billboard脚本组件
Billboard脚本如下(可以直接在HoloToolKit中找到)
// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. using UnityEngine; namespace HoloToolkit.Unity { public enum PivotAxis { // Rotate about all axes. Free, // Rotate about an individual axis. X, Y } /// <summary> /// The Billboard class implements the behaviors needed to keep a GameObject /// oriented towards the user. /// </summary> public class Billboard : MonoBehaviour { /// <summary> /// The axis about which the object will rotate. /// </summary> [Tooltip("Specifies the axis about which the object will rotate (Free rotates about both X and Y).")] public PivotAxis PivotAxis = PivotAxis.Free; /// <summary> /// Overrides the cached value of the GameObject's default rotation. /// </summary> public Quaternion DefaultRotation { get; private set; } private void Awake() { // Cache the GameObject's default rotation. DefaultRotation = gameObject.transform.rotation; } /// <summary> /// Keeps the object facing the camera. /// </summary> private void Update() { // Get a Vector that points from the Camera to the target. Vector3 forward; Vector3 up; // Adjust for the pivot axis. We need a forward and an up for use with Quaternion.LookRotation switch (PivotAxis) { // If we're fixing one axis, then we're projecting the camera's forward vector onto // the plane defined by the fixed axis and using that as the new forward. case PivotAxis.X: Vector3 right = transform.right; // Fixed right forward = Vector3.ProjectOnPlane(Camera.main.transform.forward, right).normalized; up = Vector3.Cross(forward, right); // Compute the up vector break; case PivotAxis.Y: up = transform.up; // Fixed up forward = Vector3.ProjectOnPlane(Camera.main.transform.forward, up).normalized; break; // If the axes are free then we're simply aligning the forward and up vectors // of the object with those of the camera. case PivotAxis.Free: default: forward = Camera.main.transform.forward; up = Camera.main.transform.up; break; } // Calculate and apply the rotation required to reorient the object transform.rotation = Quaternion.LookRotation(forward, up); } } }
3、在Cursor上添加CursorFeedback脚本组件
1) 在HoloToolkit -> Input -> Prefabs中找到HandDetectedFeedback Prefab 并拖到CursorFeedback的hand detected asset上
2) 将刚才创建的CursorBillboard拖到CursorFeedback的Feedback Parent上
CursorFeedback脚本如下((可以直接在HoloToolKit中找到))
// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. using UnityEngine; namespace HoloToolkit.Unity { /// <summary> /// CursorFeedback class takes GameObjects to give cursor feedback /// to users based on different states. /// </summary> public class CursorFeedback : MonoBehaviour { [Tooltip("Drag a prefab object to display when a hand is detected.")] public GameObject HandDetectedAsset; private GameObject handDetectedGameObject; [Tooltip("Drag a prefab object to parent the feedback assets.")] public GameObject FeedbackParent; void Awake() { if (HandDetectedAsset != null) { handDetectedGameObject = InstantiatePrefab(HandDetectedAsset); } else { Debug.LogError("Missing a required game object asset. Check HandDetectedAsset is not null in editor."); } } private GameObject InstantiatePrefab(GameObject inputPrefab) { GameObject instantiatedPrefab = null; if (inputPrefab != null && FeedbackParent != null) { instantiatedPrefab = GameObject.Instantiate(inputPrefab); // Assign parent to be the FeedbackParent // so that feedback assets move and rotate with this parent. instantiatedPrefab.transform.parent = FeedbackParent.transform; // Set starting state of the prefab's GameObject to be inactive. instantiatedPrefab.gameObject.SetActive(false); } else { Debug.LogError("Missing a required game object asset. Check FeedbackParent is not null in editor."); } return instantiatedPrefab; } void Update() { UpdateHandDetectedState(); } private void UpdateHandDetectedState() { if (handDetectedGameObject == null) { return; } handDetectedGameObject.SetActive(HandsManager.Instance.HandDetected); } } }
4、运行测试
当手出现在Hololens视野中时,手被检测到,在凝视射线处出现一个蓝色的小手(Hololens模拟器中需要处于hold状态才会出现蓝色小手,真机上只要手举起就可以)