我正在使用Unity,并在那里的论坛上问过这个但是没有任何回复。我从一个插件中找到了这个例子,我试图使用kinect旋转一个对象,用右手向右旋转,左旋转向左旋转。我设法让对象做到这一点,除了它在对象的每一侧停止,但不能弄清楚代码的哪一部分正在这样做。
谢谢
using UnityEngine;
using System.Collections;
using System;
public class GestureListener : MonoBehaviour, KinectGestures.GestureListenerInterface
{
// GUI Text to display the gesture messages.
public GUIText GestureInfo;
private bool raiselefthand;
private bool raiserighthand;
public bool IsSwipeLeft()
{
if(raiserighthand)
{
raiserighthand = false;
return true;
}
return false;
}
public bool IsSwipeRight()
{
if(raiselefthand)
{
raiselefthand = false;
return true;
}
return false;
}
public void UserDetected(uint userId, int userIndex)
{
// detect these user specific gestures
KinectManager manager = KinectManager.Instance;
manager.DetectGesture(userId, KinectGestures.Gestures.RaiseLeftHand);
manager.DetectGesture(userId, KinectGestures.Gestures.RaiseRightHand);
if(GestureInfo != null)
{
GestureInfo.GetComponent<GUIText>().text = "Swipe left or right to change the slides.";
}
}
public void UserLost(uint userId, int userIndex)
{
if(GestureInfo != null)
{
GestureInfo.GetComponent<GUIText>().text = string.Empty;
}
}
public void GestureInProgress(uint userId, int userIndex, KinectGestures.Gestures gesture,
float progress, KinectWrapper.NuiSkeletonPositionIndex joint, Vector3 screenPos)
{
// don't do anything here
}
public bool GestureCompleted (uint userId, int userIndex, KinectGestures.Gestures gesture,
KinectWrapper.NuiSkeletonPositionIndex joint, Vector3 screenPos)
{
string sGestureText = gesture + " detected";
if(GestureInfo != null)
{
GestureInfo.GetComponent<GUIText>().text = sGestureText;
}
if(gesture == KinectGestures.Gestures.RaiseRightHand)
raiserighthand = true;
else if(gesture == KinectGestures.Gestures.RaiseLeftHand)
raiselefthand = true;
return true;
}
public bool GestureCancelled (uint userId, int userIndex, KinectGestures.Gestures gesture,
KinectWrapper.NuiSkeletonPositionIndex joint)
{
// don't do anything here, just reset the gesture state
return true;
}
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PresentationScript : MonoBehaviour
{
public bool slideChangeWithGestures = true;
public bool slideChangeWithKeys = true;
public float spinSpeed = 5;
public bool autoChangeAlfterDelay = false;
public float slideChangeAfterDelay = 10;
public List<Texture> slideTextures;
public List<GameObject> horizontalSides;
// if the presentation cube is behind the user (true) or in front of the user (false)
public bool isBehindUser = false;
private int maxSides = 0;
private int maxTextures = 0;
private int side = 0;
private int tex = 0;
private bool isSpinning = false;
private float slideWaitUntil;
private Quaternion targetRotation;
private GestureListener gestureListener;
void Start()
{
// hide mouse cursor
Cursor.visible = false;
// calculate max slides and textures
maxSides = horizontalSides.Count;
maxTextures = slideTextures.Count;
// delay the first slide
slideWaitUntil = Time.realtimeSinceStartup + slideChangeAfterDelay;
targetRotation = transform.rotation;
isSpinning = false;
tex = 0;
side = 0;
if(horizontalSides[side] && horizontalSides[side].GetComponent<Renderer>())
{
horizontalSides[side].GetComponent<Renderer>().material.mainTexture = slideTextures[tex];
}
// get the gestures listener
gestureListener = Camera.main.GetComponent<GestureListener>();
}
void Update()
{
// dont run Update() if there is no user
KinectManager kinectManager = KinectManager.Instance;
if(autoChangeAlfterDelay && (!kinectManager || !kinectManager.IsInitialized() || !kinectManager.IsUserDetected()))
return;
if(!isSpinning)
{
if(slideChangeWithKeys)
{
if(Input.GetKeyDown(KeyCode.PageDown))
RotateToNext();
else if(Input.GetKeyDown(KeyCode.PageUp))
RotateToPrevious();
}
if(slideChangeWithGestures && gestureListener)
{
if(gestureListener.IsSwipeLeft())
RotateToNext();
else if(gestureListener.IsSwipeRight())
RotateToPrevious();
}
// check for automatic slide-change after a given delay time
if(autoChangeAlfterDelay && Time.realtimeSinceStartup >= slideWaitUntil)
{
RotateToNext();
}
}
else
{
// spin the presentation
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, spinSpeed * Time.deltaTime);
// check if transform reaches the target rotation. If yes - stop spinning
float deltaTargetX = Mathf.Abs(targetRotation.eulerAngles.x - transform.rotation.eulerAngles.x);
float deltaTargetY = Mathf.Abs(targetRotation.eulerAngles.y - transform.rotation.eulerAngles.y);
if(deltaTargetX < 1f && deltaTargetY < 1f)
{
// delay the slide
slideWaitUntil = Time.realtimeSinceStartup + slideChangeAfterDelay;
isSpinning = false;
}
}
}
private void RotateToNext()
{
// set the next texture slide
tex = (tex + 1) % maxTextures;
if(!isBehindUser)
{
side = (side + 1) % maxSides;
}
else
{
if(side <= 0)
side = maxSides - 1;
else
side -= 1;
}
if(horizontalSides[side] && horizontalSides[side].GetComponent<Renderer>())
{
horizontalSides[side].GetComponent<Renderer>().material.mainTexture = slideTextures[tex];
}
// rotate the presentation
float yawRotation = !isBehindUser ? 360f / maxSides : -360f / maxSides;
Vector3 rotateDegrees = new Vector3(0f, yawRotation, 0f);
targetRotation *= Quaternion.Euler(rotateDegrees);
isSpinning = true;
}
private void RotateToPrevious()
{
// set the previous texture slide
if(tex <= 0)
tex = maxTextures - 1;
else
tex -= 1;
if(!isBehindUser)
{
if(side <= 0)
side = maxSides - 1;
else
side -= 1;
}
else
{
side = (side + 1) % maxSides;
}
if(horizontalSides[side] && horizontalSides[side].GetComponent<Renderer>())
{
horizontalSides[side].GetComponent<Renderer>().material.mainTexture = slideTextures[tex];
}
// rotate the presentation
float yawRotation = !isBehindUser ? -360f / maxSides : 360f / maxSides;
Vector3 rotateDegrees = new Vector3(0f, yawRotation, 0f);
targetRotation *= Quaternion.Euler(rotateDegrees);
isSpinning = true;
}
}
答案 0 :(得分:0)
除了在对象的每一侧停止之外,我已设法让对象执行此操作,但无法确定代码的哪一部分正在执行此操作。
我理解您要求帮助查找轮换中涉及哪些部分。
因此,我查看了脚本并注意到PresentationScript中的两个部分。
这部分在Update()方法中。基于代码和作为其一部分的注释。
// spin the presentation
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, spinSpeed * Time.deltaTime);
// check if transform reaches the target rotation. If yes - stop spinning
float deltaTargetX = Mathf.Abs(targetRotation.eulerAngles.x - transform.rotation.eulerAngles.x);
float deltaTargetY = Mathf.Abs(targetRotation.eulerAngles.y - transform.rotation.eulerAngles.y);
if(deltaTargetX < 1f && deltaTargetY < 1f)
{
// delay the slide
slideWaitUntil = Time.realtimeSinceStartup + slideChangeAfterDelay;
isSpinning = false;
}
还涉及Start()方法中的这一行。
targetRotation = transform.rotation;
变换控制位置,缩放以及与此情况相关的对象旋转。