突然接到一个LeapMotion的项目,回想起上次做LeapMotion还是在几年前,但是当时没有去记录,所以这次就相当于是重新走了一遍流程。很苦恼,赶紧记录下来。防止之后忘记。这次的需求还是比较简单的,用手滑动控制图片序列播放。
准备
开始接入
Downloads – Page Array – Ultraleap
首先来到官网下载LeapMotion的必备组件
选择对应的设备,我这台设备是比较旧的。
无脑安装
安装好后还需要来到github页面下载unity-leapmotion
的插件
https://github.com/ultraleap/UnityPlugin
然后导入到unity工程中
导入后找到Capsule Hands
场景就是官方的示例
针对需求查看了官网文档。有两种想法:
去用手滑动UI。
最终选择了第二种方法,觉得第二种比较简单。
创建HandControl.cs脚本
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- using Leap;
- using Leap.Unity;
-
- public class HandControl : MonoBehaviour
- {
-
- public static bool Gesture_left = false;
- public static bool Gesture_right = false;
- public static bool Gesture_up = false;
- public static bool Gesture_down = false;
- public static bool Gesture_zoom = false;
- public static float movePOs = 0.0f;
-
- private LeapProvider mProvider;
- private Frame mFrame;
- private Hand mHand;
-
- public ImageSwitcher imageSwitcher;
-
-
- private Vector3 leftPosition;
- private Vector3 rightPosition;
- public static float zoom = 1.0f;
- [Tooltip("Velocity (m/s) of Palm ")]
-
- public float smallestVelocity = 1.45f;//手掌移动的最小速度
-
- [Tooltip("Velocity (m/s) of Single Direction ")]
- [Range(0, 1)]
- public float deltaVelocity = 1.0f;//单方向上手掌移动的速度
-
- // Use this for initialization
- void Start()
- {
- mProvider = FindObjectOfType<LeapProvider>() as LeapProvider;
- }
-
- // Update is called once per frame
- void Update()
- {
-
- mFrame = mProvider.CurrentFrame;//获取当前帧
- //获得手的个数
- //print ("hand num are " + mFrame.Hands.Count);
-
- if (mFrame.Hands.Count > 0)
- {
-
- if (mFrame.Hands.Count == 2)
- zoom = CalcuateDistance(mFrame);
-
- if (mFrame.Hands.Count == 1)
- LRUDGestures(mFrame, ref movePOs);
- }
- }
-
-
- float CalcuateDistance(Frame mFrame)
- {
- Gesture_zoom = true;
- Gesture_left = false;
- Gesture_right = false;
-
- float distance = 0f;
- //print ("Two hands");
- foreach (var itemHands in mFrame.Hands)
- {
- if (itemHands.IsLeft)
- {
- leftPosition = itemHands.PalmPosition;
- //print ("leftPosition" + leftPosition);
- }
- if (itemHands.IsRight)
- {
- rightPosition = itemHands.PalmPosition;
- //print ("rightPosition" + rightPosition);
- }
- }
-
- if (leftPosition != Vector3.zero && rightPosition != Vector3.zero)
- {
-
- Vector3 leftPos = new Vector3(leftPosition.x, leftPosition.y, leftPosition.z);
- Vector3 rightPos = new Vector3(rightPosition.x, rightPosition.y, rightPosition.z);
-
- distance = 10 * Vector3.Distance(leftPos, rightPos);
- //print("distance" + distance);
- }
-
- if (distance != 0)
- return distance;
- else
- return distance = 1;
- }
-
-
-
-
- void LRUDGestures(Frame mFrame, ref float movePOs)
- {
- Gesture_zoom = false;
- foreach (var item in mFrame.Hands)
- {
- int numFinger = item.Fingers.Count;
- //print ("item is " + numFinger);
-
- //print("hand are " + isOpenFullHand (item));
- // print ("isOpenFullHands is " + isOpenFullHands(item));
-
-
- if (item.GrabStrength == 1)
- {
-
-
- }
- else if (item.GrabStrength == 0)
- {
- //print ("num is 5, open your hand");
- //print("PalmVelocity" + item.PalmVelocity);
- //print("PalmPosition" + item.PalmPosition);
- movePOs = item.PalmPosition.x;
- if (isMoveLeft(item))
- {
- Gesture_left = true;
- Gesture_right = false;
- //print("move left");
-
- }
- else if (isMoveRight(item))
- {
- Gesture_left = false;
- Gesture_right = true;
- //print("move Right");
-
- }
- else if (isMoveUp(item))
- {
- Gesture_left = false;
- Gesture_right = false;
- print("move Up");
- imageSwitcher.PreviousImage();
- }
- else if (isMoveDown(item))
- {
- Gesture_left = false;
- Gesture_right = false;
- print("move Down");
- imageSwitcher.NextImage();
-
- }
- else if (isMoveForward(item))
- {
- Gesture_left = false;
- Gesture_right = false;
- print("move Forward");
- imageSwitcher.PreviousImage();
- }
- else if (isMoveBack(item))
- {
- Gesture_left = false;
- Gesture_right = false;
- print("move back");
- imageSwitcher.NextImage();
- }
- }
- }
- }
-
-
-
- private bool isStone(Hand hand)
- {
- //print ("hand.GrabAngle" + hand.GrabAngle);
- return hand.GrabStrength > 2.0f;
- }
- //是否抓取
- public bool isGrabHand(Hand hand)
- {
- return hand.GrabStrength > 0.8f; //抓取力
- }
-
-
- //hand move four direction
- public bool isMoveRight(Hand hand)
- {
-
- return hand.PalmVelocity.x > deltaVelocity && !isStationary(hand);
- }
-
- // 手划向右边
- public bool isMoveLeft(Hand hand)
- {
-
- //print (hand.PalmVelocity.x );
- return hand.PalmVelocity.x < -deltaVelocity && !isStationary(hand);
- }
-
- //手向上
- public bool isMoveUp(Hand hand)
- {
- //print ("hand.PalmVelocity.y" + hand.PalmVelocity.y);
-
- return hand.PalmVelocity.y > deltaVelocity && !isStationary(hand);
- }
-
- //手向下
- public bool isMoveDown(Hand hand)
- {
- return hand.PalmVelocity.y < -deltaVelocity && !isStationary(hand);
- }
-
-
- //手向前
- public bool isMoveForward(Hand hand)
- {
- //print (hand.PalmVelocity.z);
- return hand.PalmVelocity.z > deltaVelocity && !isStationary(hand);
- }
-
- //手向后
- public bool isMoveBack(Hand hand)
- {
- return hand.PalmVelocity.z < -deltaVelocity && !isStationary(hand);
- }
-
- //固定不动的
- public bool isStationary(Hand hand)
- {
- return hand.PalmVelocity.magnitude < smallestVelocity; //Vector3.Magnitude返回向量的长度
- }
-
-
- }
-
创建ImageSwitcher.cs脚本
- using UnityEngine;
- using UnityEngine.UI; // 引入UI命名空间
-
- public class ImageSwitcher : MonoBehaviour
- {
- public Image displayImage; // 用于显示图片的Image组件
- public Sprite[] images; // 存储所有图片的数组
- private int currentImageIndex = 0; // 当前显示的图片索引
-
- void Start()
- {
- // 初始化时显示第一张图片
- if (images.Length > 0)
- {
- displayImage.sprite = images[currentImageIndex];
- }
- }
-
- // 切换到下一张图片
- public void NextImage()
- {
- if (images.Length > 0)
- {
- currentImageIndex = (currentImageIndex + 1) % images.Length; // 使用模运算确保索引循环
- displayImage.sprite = images[currentImageIndex];
- }
- }
-
- // 切换到上一张图片
- public void PreviousImage()
- {
- if (images.Length > 0)
- {
- currentImageIndex = (currentImageIndex - 1 + images.Length) % images.Length; // 使用模运算确保索引循环
- displayImage.sprite = images[currentImageIndex];
- }
- }
- }
将两个脚本挂载在场景中并赋值
image switcher中的images将准备好的序列帧拖入
创建Canvas和Image。将image拖入image Switcher中
最终场景是这样的结构。使用的场景是官方的Capsule Hands。
成功运行。这个项目比较简单,开发的时候也没有遇到坑,在此记录下防止后面忘了流程。
官方文档
Get started with our plugins for XR developers - Ultraleap documentation