凝視是HoloLens首要輸入方式,形式功能類似於桌面系統的光標,用於選擇操作全息對象。然而在Unity中並沒有明確的Gaze API或者組件。
實現Gaze Implementing Gaze
概念上來說,Gaze是通過用戶頭部兩眼之間發出一條向前方的射線來實現的,射線可以識別它所碰撞的物體。在Unity中,使用Main Camera來表示用戶頭部的位置和朝向。准確的說,是指 UnityEngine.Camera.main.transform.forward 和 UnityEngine.Camera.main.transform.position.
調用 Physics.RayCast 發出射線后可以得到 RaycastHit 結果,該結果包含了碰撞點的3D位置參數和碰撞對象。
實現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)) { // 如果射線成功擊中物體 // hitInfo.point代表了射線碰撞的位置 // hitInfo.collider.gameObject代表了射線注視的全息對象 } }
最佳做法
在使用Gaze的時候,盡量避免每個物體都發出凝視射線,而是使用單例對象來管理凝視射線和其結果。
可視化凝視 Visualizing Gaze
就像PC使用鼠標來選中和交互圖標一樣,你可以為凝視也實現一個指針來更好的代表用戶的凝視。
可視化凝視的例子
可以參考或直接使用HoloToolkit-Unity項目中的GazeManager.cs和預制的各種指針資源,包括Cursor.prefab 和 CursorWithFeedback.prefab 等。
// 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; } [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 GameObject focusedObject; 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> /// Updates the focus point for every frame. /// </summary> private void UpdateStabilizationPlane() { if (SetStabilizationPlane) { // Calculate the delta between camera's position and current hit position. float focusPointDistance = (gazeOrigin - Position).magnitude; float lerpPower = focusPointDistance > lastHitDistance ? LerpStabilizationPlanePowerFarther : LerpStabilizationPlanePowerCloser; // Smoothly move the focus point from previous hit position to new position. lastHitDistance = Mathf.Lerp(lastHitDistance, focusPointDistance, lerpPower * Time.deltaTime); Vector3 newFocusPointPosition = gazeOrigin + (gazeDirection * lastHitDistance); HolographicSettings.SetFocusPointForFrame(newFocusPointPosition, -gazeDirection); } } } }