标签:plugin audio spec ras immediate hierarchy devices array 构建
这篇文章将通过一个完整的实例来了解设备的核心特性,包括凝视,手势,声音输入和空间声音与空间映射。
先决条件
1.一个 Windows 10 PC 并安装有相应的软件tools installed..
2. 开发者模式的HoloLensconfigured for development. .
项目文件
1.下载此项目所需文件files。
2.将其保存在桌面或者其他易于找到的位置, 保持文件名为 Origami.
章节 1.“Holo”world
设置主相机
配置场景
将项目从 Unity 导出到Visual Studio
章节 2.Gaze 凝视
这一章将介绍hololens交互的三大方式的第一种,凝视
目标
说明
using UnityEngine; public class WorldCursor : MonoBehaviour { private MeshRenderer meshRenderer; // Use this for initialization void Start() { // Grab the mesh renderer that‘s on the same object as this script. meshRenderer = this.gameObject.GetComponentInChildren<MeshRenderer>(); } // Update is called once per frame void Update() { // Do a raycast into the world based on the user‘s // head position and orientation. var headPosition = Camera.main.transform.position; var gazeDirection = Camera.main.transform.forward; RaycastHit hitInfo; if (Physics.Raycast(headPosition, gazeDirection, out hitInfo)) { // If the raycast hit a hologram... // Display the cursor mesh. meshRenderer.enabled = true; // Move the cursor to the point where the raycast hit. this.transform.position = hitInfo.point; // Rotate the cursor to hug the surface of the hologram. this.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal); } else { // If the raycast did not hit a hologram, hide the cursor mesh. meshRenderer.enabled = false; } } }
章节 3.手势
这一章,将添加手势支持,当用户选择场景中的纸球时,通过Unity设置有物理重力的纸球会掉落。
目标
说明
using UnityEngine; using UnityEngine.VR.WSA.Input; public class GazeGestureManager : MonoBehaviour { public static GazeGestureManager Instance { get; private set; } // Represents the hologram that is currently being gazed at. public GameObject FocusedObject { get; private set; } GestureRecognizer recognizer; // Use this for initialization void Awake() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { // Send an OnSelect message to the focused object and its ancestors. if (FocusedObject != null) { FocusedObject.SendMessageUpwards("OnSelect"); } }; recognizer.StartCapturingGestures(); } // Update is called once per frame void Update() { // Figure out which hologram is focused this frame. GameObject oldFocusObject = FocusedObject; // Do a raycast into the world based on the user‘s // head position and orientation. var headPosition = Camera.main.transform.position; var gazeDirection = Camera.main.transform.forward; RaycastHit hitInfo; if (Physics.Raycast(headPosition, gazeDirection, out hitInfo)) { // If the raycast hit a hologram, use that as the focused object. FocusedObject = hitInfo.collider.gameObject; } else { // If the raycast did not hit a hologram, clear the focused object. FocusedObject = null; } // If the focused object changed this frame, // start detecting fresh gestures again. if (FocusedObject != oldFocusObject) { recognizer.CancelGestures(); recognizer.StartCapturingGestures(); } } }
using UnityEngine; public class SphereCommands : MonoBehaviour { // Called by GazeGestureManager when the user performs a Select gesture void OnSelect() { // If the sphere has no Rigidbody component, add one to enable physics. if (!this.GetComponent<Rigidbody>()) { var rigidbody = this.gameObject.AddComponent<Rigidbody>(); rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous; } } }
章节 4.语音
这一章将添加两个语音指令,“Reset world”来返回初始场景状态,“Drop sphere”使得球体下落。
目标
说明
using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Windows.Speech; public class SpeechManager : MonoBehaviour { KeywordRecognizer keywordRecognizer = null; Dictionary<string, System.Action> keywords = new Dictionary<string, System.Action>(); // Use this for initialization void Start() { keywords.Add("Reset world", () => { // Call the OnReset method on every descendant object. this.BroadcastMessage("OnReset"); }); keywords.Add("Drop Sphere", () => { var focusObject = GazeGestureManager.Instance.FocusedObject; if (focusObject != null) { // Call the OnDrop method on just the focused object. focusObject.SendMessage("OnDrop"); } }); // Tell the KeywordRecognizer about our keywords. keywordRecognizer = new KeywordRecognizer(keywords.Keys.ToArray()); // Register a callback for the KeywordRecognizer and start recognizing! keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized; keywordRecognizer.Start(); } private void KeywordRecognizer_OnPhraseRecognized(PhraseRecognizedEventArgs args) { System.Action keywordAction; if (keywords.TryGetValue(args.text, out keywordAction)) { keywordAction.Invoke(); } } }
using UnityEngine; public class SphereCommands : MonoBehaviour { Vector3 originalPosition; // Use this for initialization void Start() { // Grab the original local position of the sphere when the app starts. originalPosition = this.transform.localPosition; } // Called by GazeGestureManager when the user performs a Select gesture void OnSelect() { // If the sphere has no Rigidbody component, add one to enable physics. if (!this.GetComponent<Rigidbody>()) { var rigidbody = this.gameObject.AddComponent<Rigidbody>(); rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous; } } // Called by SpeechManager when the user says the "Reset world" command void OnReset() { // If the sphere has a Rigidbody component, remove it to disable physics. var rigidbody = this.GetComponent<Rigidbody>(); if (rigidbody != null) { DestroyImmediate(rigidbody); } // Put the sphere back into its original local position. this.transform.localPosition = originalPosition; } // Called by SpeechManager when the user says the "Drop sphere" command void OnDrop() { // Just do the same logic as a Select gesture. OnSelect(); } }
章节 5.空间声音
这一章,我们会为APP添加音乐,在特定操作上触发声音效果,我们将使用spatial sound特性给声音一个3D空间位置。
目标
说明
using UnityEngine; public class SphereSounds : MonoBehaviour { AudioSource audioSource = null; AudioClip impactClip = null; AudioClip rollingClip = null; bool rolling = false; void Start() { // Add an AudioSource component and set up some defaults audioSource = gameObject.AddComponent<AudioSource>(); audioSource.playOnAwake = false; audioSource.spatialize = true; audioSource.spatialBlend = 1.0f; audioSource.dopplerLevel = 0.0f; audioSource.rolloffMode = AudioRolloffMode.Custom; // Load the Sphere sounds from the Resources folder impactClip = Resources.Load<AudioClip>("Impact"); rollingClip = Resources.Load<AudioClip>("Rolling"); } // Occurs when this object starts colliding with another object void OnCollisionEnter(Collision collision) { // Play an impact sound if the sphere impacts strongly enough. if (collision.relativeVelocity.magnitude >= 0.1f) { audioSource.clip = impactClip; audioSource.Play(); } } // Occurs each frame that this object continues to collide with another object void OnCollisionStay(Collision collision) { Rigidbody rigid = this.gameObject.GetComponent<Rigidbody>(); // Play a rolling sound if the sphere is rolling fast enough. if (!rolling && rigid.velocity.magnitude >= 0.01f) { rolling = true; audioSource.clip = rollingClip; audioSource.Play(); } // Stop the rolling sound if rolling slows down. else if (rolling && rigid.velocity.magnitude < 0.01f) { rolling = false; audioSource.Stop(); } } // Occurs when this object stops colliding with another object void OnCollisionExit(Collision collision) { // Stop the rolling sound if the object falls off and stops colliding. if (rolling) { rolling = false; audioSource.Stop(); } } }
章节 6.空间映射
现在我们将使用空间映射特性将游戏板放置在现实世界中的真实对象上。
目标
步骤
现在,我们将向您展示如何将OrigamiCollection移动到新位置:
using UnityEngine; public class TapToPlaceParent : MonoBehaviour { bool placing = false; // Called by GazeGestureManager when the user performs a Select gesture void OnSelect() { // On each Select gesture, toggle whether the user is in placing mode. placing = !placing; // If the user is in placing mode, display the spatial mapping mesh. if (placing) { SpatialMapping.Instance.DrawVisualMeshes = true; } // If the user is not in placing mode, hide the spatial mapping mesh. else { SpatialMapping.Instance.DrawVisualMeshes = false; } } // Update is called once per frame void Update() { // If the user is in placing mode, // update the placement to match the user‘s gaze. if (placing) { // Do a raycast into the world that will only hit the Spatial Mapping mesh. var headPosition = Camera.main.transform.position; var gazeDirection = Camera.main.transform.forward; RaycastHit hitInfo; if (Physics.Raycast(headPosition, gazeDirection, out hitInfo, 30.0f, SpatialMapping.PhysicsRaycastMask)) { // Move this object‘s parent object to // where the raycast hit the Spatial Mapping mesh. this.transform.parent.position = hitInfo.point; // Rotate this object‘s parent object to face the user. Quaternion toQuat = Camera.main.transform.localRotation; toQuat.x = 0; toQuat.z = 0; this.transform.parent.rotation = toQuat; } } } }
章节 7.全息的乐趣
目标
步骤
using UnityEngine; public class HitTarget : MonoBehaviour { // These public fields become settable properties in the Unity editor. public GameObject underworld; public GameObject objectToHide; // Occurs when this object starts colliding with another object void OnCollisionEnter(Collision collision) { // Hide the stage and show the underworld. objectToHide.SetActive(false); underworld.SetActive(true); // Disable Spatial Mapping to let the spheres enter the underworld. SpatialMapping.Instance.MappingEnabled = false; } }
原文链接:https://developer.microsoft.com/en-us/windows/holographic/holograms_101
如有翻译上的错误请指正,谢谢
微软Hololens学院教程- Holograms 101: Introduction with Device
标签:plugin audio spec ras immediate hierarchy devices array 构建
原文地址:http://www.cnblogs.com/qichun/p/6031499.html