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)

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