【Unity/Kinect】手势识别Gesture
在Unity的AssetStore官方商店下载Kinect v2 Examples案例包,参考KinectDemos/GestureDemo这个文件夹下的例子。
自定义一个类,实现KinectGestures.GestureListenerInterface接口。参考案例中的CubeGestureListener中的用法。下面演示监听SwipeLeft向左划,SwipeRight向右划,SwipeUp向上划的手势Gesture。其中包含了一些修改界面UI显示当前手势状态等功能,如不需要可以去掉(主要是用来调试)。
using UnityEngine;
using System.Collections;
using System;
//using Windows.Kinect; public class PeopleGestureListener : MonoBehaviour, KinectGestures.GestureListenerInterface
{
[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
public int playerIndex = ; [Tooltip("GUI-Text to display gesture-listener messages and gesture information.")]
public GUIText gestureInfo; // singleton instance of the class
private static PeopleGestureListener instance = null; // internal variables to track if progress message has been displayed
private bool progressDisplayed;
private float progressGestureTime; // whether the needed gesture has been detected or not
private bool swipeLeft;
private bool swipeRight;
private bool swipeUp; /// <summary>
/// Gets the singleton CubeGestureListener instance.
/// </summary>
/// <value>The CubeGestureListener instance.</value>
public static PeopleGestureListener Instance
{
get
{
return instance;
}
} /// <summary>
/// Determines whether swipe left is detected.
/// </summary>
/// <returns><c>true</c> if swipe left is detected; otherwise, <c>false</c>.</returns>
public bool IsSwipeLeft()
{
if(swipeLeft)
{
swipeLeft = false;
return true;
} return false;
} /// <summary>
/// Determines whether swipe right is detected.
/// </summary>
/// <returns><c>true</c> if swipe right is detected; otherwise, <c>false</c>.</returns>
public bool IsSwipeRight()
{
if(swipeRight)
{
swipeRight = false;
return true;
} return false;
} /// <summary>
/// Determines whether swipe up is detected.
/// </summary>
/// <returns><c>true</c> if swipe up is detected; otherwise, <c>false</c>.</returns>
public bool IsSwipeUp()
{
if(swipeUp)
{
swipeUp = false;
return true;
} return false;
} /// <summary>
/// Invoked when a new user is detected. Here you can start gesture tracking by invoking KinectManager.DetectGesture()-function.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
public void UserDetected(long userId, int userIndex)
{
// the gestures are allowed for the primary user only
KinectManager manager = KinectManager.Instance;
if(!manager || (userIndex != playerIndex))
return; // detect these user specific gestures
manager.DetectGesture(userId, KinectGestures.Gestures.SwipeLeft);
manager.DetectGesture(userId, KinectGestures.Gestures.SwipeRight);
manager.DetectGesture(userId, KinectGestures.Gestures.SwipeUp); if(gestureInfo != null)
{
gestureInfo.text = "Swipe left, right or up to change the slides.";
}
} /// <summary>
/// Invoked when a user gets lost. All tracked gestures for this user are cleared automatically.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
public void UserLost(long userId, int userIndex)
{
// the gestures are allowed for the primary user only
if(userIndex != playerIndex)
return; if(gestureInfo != null)
{
gestureInfo.text = string.Empty;
}
} /// <summary>
/// Invoked when a gesture is in progress.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
/// <param name="gesture">Gesture type</param>
/// <param name="progress">Gesture progress [0..1]</param>
/// <param name="joint">Joint type</param>
/// <param name="screenPos">Normalized viewport position</param>
public void GestureInProgress(long userId, int userIndex, KinectGestures.Gestures gesture,
float progress, KinectInterop.JointType joint, Vector3 screenPos)
{
// the gestures are allowed for the primary user only
if(userIndex != playerIndex)
return; if((gesture == KinectGestures.Gestures.ZoomOut || gesture == KinectGestures.Gestures.ZoomIn) && progress > 0.5f)
{
if(gestureInfo != null)
{
string sGestureText = string.Format ("{0} - {1:F0}%", gesture, screenPos.z * 100f);
gestureInfo.text = sGestureText; progressDisplayed = true;
progressGestureTime = Time.realtimeSinceStartup;
}
}
else if((gesture == KinectGestures.Gestures.Wheel || gesture == KinectGestures.Gestures.LeanLeft ||
gesture == KinectGestures.Gestures.LeanRight) && progress > 0.5f)
{
if(gestureInfo != null)
{
string sGestureText = string.Format ("{0} - {1:F0} degrees", gesture, screenPos.z);
gestureInfo.text = sGestureText; progressDisplayed = true;
progressGestureTime = Time.realtimeSinceStartup;
}
}
else if(gesture == KinectGestures.Gestures.Run && progress > 0.5f)
{
if(gestureInfo != null)
{
string sGestureText = string.Format ("{0} - progress: {1:F0}%", gesture, progress * );
gestureInfo.text = sGestureText; progressDisplayed = true;
progressGestureTime = Time.realtimeSinceStartup;
}
}
} /// <summary>
/// Invoked if a gesture is completed.
/// </summary>
/// <returns>true</returns>
/// <c>false</c>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
/// <param name="gesture">Gesture type</param>
/// <param name="joint">Joint type</param>
/// <param name="screenPos">Normalized viewport position</param>
public bool GestureCompleted (long userId, int userIndex, KinectGestures.Gestures gesture,
KinectInterop.JointType joint, Vector3 screenPos)
{
// the gestures are allowed for the primary user only
if(userIndex != playerIndex)
return false; if(gestureInfo != null)
{
string sGestureText = gesture + " detected";
gestureInfo.text = sGestureText;
} if(gesture == KinectGestures.Gestures.SwipeLeft)
swipeLeft = true;
else if(gesture == KinectGestures.Gestures.SwipeRight)
swipeRight = true;
else if(gesture == KinectGestures.Gestures.SwipeUp)
swipeUp = true; return true;
} /// <summary>
/// Invoked if a gesture is cancelled.
/// </summary>
/// <returns>true</returns>
/// <c>false</c>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
/// <param name="gesture">Gesture type</param>
/// <param name="joint">Joint type</param>
public bool GestureCancelled (long userId, int userIndex, KinectGestures.Gestures gesture,
KinectInterop.JointType joint)
{
// the gestures are allowed for the primary user only
if(userIndex != playerIndex)
return false; if(progressDisplayed)
{
progressDisplayed = false; if(gestureInfo != null)
{
gestureInfo.text = String.Empty;
}
} return true;
} void Awake()
{
instance = this;
} void Update()
{
if(progressDisplayed && ((Time.realtimeSinceStartup - progressGestureTime) > 2f))
{
progressDisplayed = false;
gestureInfo.text = String.Empty; Debug.Log("Forced progress to end.");
}
} }
调用方法:其他脚本获取该脚本的实例,然后通过IsSwipeLeft()等方法获取手势识别结果即可。
PeopleGestureListener gestureListener = PeopleGestureListener.Instance;
if (gestureListener.IsSwipeLeft())
{
// do something
}
坑点:该脚本需要被挂在Kienct Manager脚本所在的游戏物体身上!
新手建议:如果自己写的GestureListener类 (实现KinectGestures.GestureListenerInterface接口)无论怎么测都不能识别出手势的话,可以复制KinectDemos/GestureDemo下面的例子场景(如KinectGesturesDemo1.unity),先实现能识别出手势了再根据自己的需求删改一下代码!
参考:
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