Hololens开发笔记之Gaze凝视射线

凝视是HoloLens首要输入方式,形式功能类似于桌面系统的光标,用于选择操作全息对象。然而在Unity中并没有明确的Gaze API或者组件。

 

概念上来说,Gaze是通过用户头部两眼之间发出一条向前方的射线来实现的,射线可以识别它所碰撞的物体。在Unity中,使用Main Camera来表示用户头部的位置和朝向。准确的说,是指UnityEngine.Camera.main.transform.forward 和 UnityEngine.Camera.main.transform.position.调用Physics.RayCast 发出射线后可以得到RaycastHit结果,该结果包含了碰撞点的3D位置参数和碰撞对象。

 

实现Gaze的例子


 

void Update()
{
       RaycastHit hitInfo;
       if (Physics.Raycast(
               Camera.main.transform.position,
               Camera.main.transform.forward,
               out hitInfo,
               20.0f,
               Physics.DefaultRaycastLayers))
       {
           // 如果射线成功击中物体
           // hitInfo.point代表了射线碰撞的位置
           // hitInfo.collider.gameObject代表了射线注视的全息对象
       }
}

在使用Gaze的时候,尽量避免每个物体都发出凝视射线,而是使用单例对象来管理凝视射线和其结果。

 

可视化凝视的具体例子


 

可以直接使用HoloToolkit中的GazeManager.cs脚本来实现凝视射线。

可以参考或直接使用HoloToolkit-Unity项目中的GazeManager.cs和预制的各种指针资源,包括Cursor.prefab 和 CursorWithFeedback.prefab 等。

 

1、添加GazeManager.cs

点击“ Create Empty” 创建一个空游戏对象,并将其命名为 Manager,为 Manager对象添加核心脚本组件GazeManager.cs

// Copyright (c) Microsoft Corporation. All rights reserved.  
// Licensed under the MIT License. See LICENSE in the project root for license information.  
  
using UnityEngine;  
using UnityEngine.VR.WSA;  
  
namespace HoloToolkit.Unity  
{  
    /// <summary>  
    /// GazeManager determines the location of the user's gaze, hit position and normals.  
    /// </summary>  
    public partial class GazeManager : Singleton<GazeManager>  
    {  
        [Tooltip("Maximum gaze distance, in meters, for calculating a hit.")]  
        public float MaxGazeDistance = 15.0f;  
  
        [Tooltip("Select the layers raycast should target.")]  
        public LayerMask RaycastLayerMask = Physics.DefaultRaycastLayers;  
  
        /// <summary>  
        /// Physics.Raycast result is true if it hits a hologram.  
        /// </summary>  
        public bool Hit { get; private set; }  
  
        /// <summary>  
        /// HitInfo property gives access  
        /// to RaycastHit public members.  
        /// </summary>  
        public RaycastHit HitInfo { get; private set; }  
  
        /// <summary>  
        /// Position of the intersection of the user's gaze and the holograms in the scene.  
        /// </summary>  
        public Vector3 Position { get; private set; }  
  
        /// <summary>  
        /// RaycastHit Normal direction.  
        /// </summary>  
        public Vector3 Normal { get; private set; }  
  
        /// <summary>  
        /// Object currently being focused on.  
        /// </summary>  
        public GameObject FocusedObject { get; private set; }  
  
        [Tooltip("Checking enables SetFocusPointForFrame to set the stabilization plane.")]  
        public bool SetStabilizationPlane = true;  
        [Tooltip("Lerp speed when moving focus point closer.")]  
        public float LerpStabilizationPlanePowerCloser = 4.0f;  
        [Tooltip("Lerp speed when moving focus point farther away.")]  
        public float LerpStabilizationPlanePowerFarther = 7.0f;  
  
        private Vector3 gazeOrigin;  
        private Vector3 gazeDirection;  
        private float lastHitDistance = 15.0f;  
  
        private void Update()  
        {  
            gazeOrigin = Camera.main.transform.position;  
            gazeDirection = Camera.main.transform.forward;  
  
            UpdateRaycast();  
            UpdateStabilizationPlane();  
        }  
  
        /// <summary>  
        /// Calculates the Raycast hit position and normal.  
        /// </summary>  
        private void UpdateRaycast()  
        {  
            // Get the raycast hit information from Unity's physics system.  
            RaycastHit hitInfo;  
            Hit = Physics.Raycast(gazeOrigin,  
                           gazeDirection,  
                           out hitInfo,  
                           MaxGazeDistance,  
                           RaycastLayerMask);  
  
            GameObject oldFocusedObject = FocusedObject;  
            // Update the HitInfo property so other classes can use this hit information.  
            HitInfo = hitInfo;  
  
            if (Hit)  
            {  
                // If the raycast hits a hologram, set the position and normal to match the intersection point.  
                Position = hitInfo.point;  
                Normal = hitInfo.normal;  
                lastHitDistance = hitInfo.distance;  
                FocusedObject = hitInfo.collider.gameObject;  
            }  
            else  
            {  
                // If the raycast does not hit a hologram, default the position to last hit distance in front of the user,  
                // and the normal to face the user.  
                Position = gazeOrigin + (gazeDirection * lastHitDistance);  
                Normal = -gazeDirection;  
                FocusedObject = null;  
            }  
  
            // Check if the currently hit object has changed  
            if (oldFocusedObject != FocusedObject)  
            {  
                if (oldFocusedObject != null)  
                {  
                    oldFocusedObject.SendMessage("OnGazeLeave", SendMessageOptions.DontRequireReceiver);  
                }  
                if (FocusedObject != null)  
                {  
                    FocusedObject.SendMessage("OnGazeEnter", SendMessageOptions.DontRequireReceiver);  
                }  
            }  
        }  
  
        /// <summary>  
        /// Adds the stabilization plane modifier if it's enabled and if it doesn't exist yet.  
        /// </summary>  
        private void UpdateStabilizationPlane()  
        {  
            // We want to use the stabilization logic.  
            if (SetStabilizationPlane)  
            {  
                // Check if it exists in the scene.  
                if (StabilizationPlaneModifier.Instance == null)  
                {  
                    // If not, add it to us.  
                    gameObject.AddComponent<StabilizationPlaneModifier>();  
                }  
            }  
  
            if (StabilizationPlaneModifier.Instance)  
            {  
                StabilizationPlaneModifier.Instance.SetStabilizationPlane = SetStabilizationPlane;  
            }  
        }  
    }  
}  

2、创建一个新的游戏对象Cube,用来测试凝视效果

3、添加Cursor

就像PC使用鼠标来选中和交互图标一样,你可以为凝视也实现一个指针来更好的代表用户的凝视。

从 HoloToolkit/Input/Prefabs/ 目录下拖拽 Cursor Prefab 组件到场景中。这样当凝视在全息对象时,其表面会出现一个蓝色的光圈,表示当前凝视该对象,当射线离开该游戏对象时,Cursor变成一个点光源,以此来区分是否凝视游戏对象。

可以查看到Cursor中存在两个光标对象,分别是凝视在对象上及离开光息对象时分别显示的光标

CursorManager.cs

// Copyright (c) Microsoft Corporation. All rights reserved.  
// Licensed under the MIT License. See LICENSE in the project root for license information.  
  
using HoloToolkit.Unity;  
using UnityEngine;  
  
/// <summary>  
/// CursorManager class takes Cursor GameObjects.  
/// One that is on Holograms and another off Holograms.  
/// 1. Shows the appropriate Cursor when a Hologram is hit.  
/// 2. Places the appropriate Cursor at the hit position.  
/// 3. Matches the Cursor normal to the hit surface.  
/// </summary>  
public partial class CursorManager : Singleton<CursorManager>  
{  
    //凝视射线在全息对象上时显示的光标对象  
    [Tooltip("Drag the Cursor object to show when it hits a hologram.")]  
    public GameObject CursorOnHolograms;  
    //凝视射线离开全息对象时显示的光标对象  
    [Tooltip("Drag the Cursor object to show when it does not hit a hologram.")]  
    public GameObject CursorOffHolograms;  
  
    [Tooltip("Distance, in meters, to offset the cursor from the collision point.")]  
    public float DistanceFromCollision = 0.01f;  
  
    void Awake()  
    {  
        //当未设定光标对象时直接返回  
        if (CursorOnHolograms == null || CursorOffHolograms == null)  
        {  
            return;  
        }  
          
        // Hide the Cursors to begin with.  
        CursorOnHolograms.SetActive(false);  
        CursorOffHolograms.SetActive(false);  
    }  
  
    void LateUpdate()  
    {  
        if (GazeManager.Instance == null || CursorOnHolograms == null || CursorOffHolograms == null)  
        {  
            return;  
        }  
        //当凝视射线在全息对象上及离开全息对象时,分别显示不同的光标对象,以此来进行区分  
        if (GazeManager.Instance.Hit)  
        {  
            CursorOnHolograms.SetActive(true);  
            CursorOffHolograms.SetActive(false);  
        }  
        else  
        {  
            CursorOffHolograms.SetActive(true);  
            CursorOnHolograms.SetActive(false);  
        }  
  
        //计算并安置光标  
        // Place the cursor at the calculated position.  
        this.gameObject.transform.position = GazeManager.Instance.Position + GazeManager.Instance.Normal * DistanceFromCollision;  
  
        // Orient the cursor to match the surface being gazed at.  
        gameObject.transform.up = GazeManager.Instance.Normal;  
    }  
}  

4、运行测试

当凝视射线在Cube上时,出现蓝色的光圈,表示当前凝视的点在该位置

当凝视射线离开Cube时,光标显示为一个点光源

posted on 2016-09-12 20:28  北田  阅读(2313)  评论(0编辑  收藏  举报