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醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

開(kāi)發(fā)要求

Hololens 運(yùn)行與Win10,應(yīng)用程序是與UWP(通用windows開(kāi)發(fā)平臺(tái))構(gòu)建的,開(kāi)發(fā)Hololens 這樣的全息體驗(yàn)對(duì)電腦的配置要求也是相當(dāng)高的。

硬件配置:

1.64位Windows 10專業(yè)版,企業(yè)版或教育版(家庭版不支持Hyper-V)

2.64位CPU

3.8GB以上的RAM

4.在BIOS中,必須具備以下功能:

  • 硬件輔助虛擬化

  • 二級(jí)地址轉(zhuǎn)換(SLAT)

  • 基于硬件的數(shù)據(jù)執(zhí)行保護(hù)(DEP)

5.對(duì)于GPU,需DirectX 11.0或更高版本,WDDM 1.2驅(qū)動(dòng)程序或更高版本

關(guān)于Hyper-V,它是微軟的一款虛擬化產(chǎn)品,采用類似Vmware和Citrix開(kāi)源Xen一樣的基于hypervisor的技術(shù)。

第二部分:安裝

1.啟用虛擬化,即在PC上啟用硬件虛擬化。

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

詳細(xì)步驟請(qǐng)看:

https://msdn.microsoft.com/library/windows/apps/jj863509(v=vs.105).aspx

2.啟用Hyper-V

3.安裝Visual Studio 2017或Visual Studio 2015 Update3(https://developer.microsoft.com/en-us/windows/downloads)

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

4.安裝HoloLens emulator(https://developer.microsoft.com/en-us/windows/mixed-reality/hololens_emulator_archive)

5.安裝Unity(https://unity3d.com/cn/get-unity/download)

關(guān)于詳細(xì)的安裝視頻,可以看看老外的這個(gè)教程:

不過(guò)不知道什么原因,視頻騰訊過(guò)不了所以大家可以在優(yōu)酷看,或者點(diǎn)擊閱讀原文

視頻:

http://v.youku.com/v_show/id_XMTUzMjQ2Nzk0MA==.html

第三部分:關(guān)于Hololens 模擬器

HoloLens模擬器允許你在沒(méi)有Hololens的情況下在PC上測(cè)試全息應(yīng)用程序,并附帶Hololens開(kāi)發(fā)工具集。仿真器使用Hyper-V虛擬機(jī)。

關(guān)于輸入:

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

  1. 向前,向后,向左和向右走 – 使用鍵盤上的W,A,S和D鍵或Xbox控制器上的左鍵。

  2. 查找向上,向下,向左和向右 – 單擊并拖動(dòng)鼠標(biāo),使用鍵盤上的箭頭鍵或Xbox控制器上的右鍵。

  3. 空氣敲擊手勢(shì) – 右鍵單擊鼠標(biāo),按鍵盤上的Enter鍵,或使用Xbox控制器上的A按鈕。

  4. 綻放手勢(shì) – 按鍵盤上的Windows鍵或F2鍵,或按Xbox控制器上的B按鈕。手動(dòng)移動(dòng)滾動(dòng) – 按住Alt鍵,按住鼠標(biāo)右鍵,向上/向下拖動(dòng)鼠標(biāo),或者在Xbox控制器中按住右側(cè)觸發(fā)器和A按鈕,向上和向下移動(dòng)右側(cè)手柄。

關(guān)于工具欄:

在主窗口的右側(cè),您將找到仿真器工具欄。工具欄包含以下按鈕:

  • 關(guān)閉:關(guān)閉模擬器。

  • 最小化:最小化仿真器窗口。

  • 人工輸入:鼠標(biāo)和鍵盤用于模擬模擬器的人工輸入。

  • 鍵盤和鼠標(biāo)輸入:鍵盤和鼠標(biāo)輸入直接傳遞到HoloLens操作系統(tǒng)作為鍵盤和鼠標(biāo)事件,就像連接了藍(lán)牙鍵盤和鼠標(biāo)一樣。

  • 適合屏幕:適合模擬器屏幕。

  • 縮放:使仿真器越來(lái)越大。

  • 幫助:打開(kāi)模擬器幫助。

  • 打開(kāi)設(shè)備門戶:在仿真器中打開(kāi)HoloLens OS的Windows設(shè)備門戶。

  • 工具:打開(kāi)“ 其他工具 ”窗格。

開(kāi)發(fā)—-Hello,HoloLens!

首先我們?cè)趗nity中新建一個(gè)項(xiàng)目,接著添加一個(gè)簡(jiǎn)單的3D模型進(jìn)行測(cè)試,比如:

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

接著部署Windows Store

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

接著,點(diǎn)擊Build,生成VS項(xiàng)目:

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

啟動(dòng)VS:

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

一般默認(rèn)情況下,從Unity導(dǎo)出的UWP應(yīng)用程序在任何Windows 10設(shè)備上運(yùn)行。由于HoloLens是不同的,應(yīng)用程序應(yīng)該利用僅在HoloLens上可用的功能。為此,您需要在Visual Studio TargetDeviceFamily中的Package.appxmanifest文件中設(shè)置為“Windows.Holographic” ,如下:

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

接下來(lái),就可以運(yùn)行啦:

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

第五部分:輸入事件總結(jié)

1

GAZE凝視操作

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

在Hololens中,使用的是用戶的頭部位置與方向來(lái)gaze,而不是眼睛。

示例代碼(PS:核心在于RayCast):

using UnityEngine;

public class WorldCursor : MonoBehaviour

{

private MeshRenderer meshRenderer;

// Use this for initialization

void Start()

{

// Grab the mesh renderer that's on the same object as this script.

meshRenderer = this.gameObject.GetComponentInChildren();

}

// Update is called once per frame

void Update()

{

// Do a raycast into the world based on the user's

// head position and orientation.

var headPosition = Camera.main.transform.position;

var gazeDirection = Camera.main.transform.forward;

RaycastHit hitInfo;

if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))

{

// If the raycast hit a hologram…

// Display the cursor mesh.

meshRenderer.enabled = true;

// Move the cursor to the point where the raycast hit.

this.transform.position = hitInfo.point;

// Rotate the cursor to hug the surface of the hologram.

this.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);

}

else

{

// If the raycast did not hit a hologram, hide the cursor mesh.

meshRenderer.enabled = false;

}

}

}

2

手勢(shì)輸入

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

示例代碼:

using UnityEngine;

using UnityEngine.VR.WSA.Input;

public class GazeGestureManager : MonoBehaviour

{

public static GazeGestureManager Instance { get; private set; }

// Represents the hologram that is currently being gazed at.

public GameObject FocusedObject { get; private set; }

GestureRecognizer recognizer;

// Use this for initialization

void Start()

{

Instance = this;

// Set up a GestureRecognizer to detect Select gestures.

recognizer = new GestureRecognizer();

recognizer.TappedEvent = (source, tapCount, ray) =>

{

// Send an OnSelect message to the focused object and its ancestors.

if (FocusedObject != null)

{

FocusedObject.SendMessageUpwards(\”OnSelect\”);

}

};

recognizer.StartCapturingGestures();

}

// Update is called once per frame

void Update()

{

// Figure out which hologram is focused this frame.

GameObject oldFocusObject = FocusedObject;

// Do a raycast into the world based on the user's

// head position and orientation.

var headPosition = Camera.main.transform.position;

var gazeDirection = Camera.main.transform.forward;

RaycastHit hitInfo;

if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))

{

// If the raycast hit a hologram, use that as the focused object.

FocusedObject = hitInfo.collider.gameObject;

}

else

{

// If the raycast did not hit a hologram, clear the focused object.

FocusedObject = null;

}

// If the focused object changed this frame,

// start detecting fresh gestures again.

if (FocusedObject != oldFocusObject)

{

recognizer.CancelGestures();

recognizer.StartCapturingGestures();

}

}

}

Update方法會(huì)持續(xù)檢查是否有任何對(duì)象被注視并將對(duì)象設(shè)置為焦點(diǎn),以便在點(diǎn)擊時(shí)向?qū)ο蟀l(fā)送一個(gè)輕擊的事件。GestureRecognizer負(fù)責(zé)識(shí)別用戶的手勢(shì)。

3

語(yǔ)音輸入

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

示例代碼:

using System.Collections.Generic;

using System.Linq;

using UnityEngine;

using UnityEngine.Windows.Speech;

public class SpeechManager : MonoBehaviour

{

KeywordRecognizer keywordRecognizer = null;

Dictionarykeywords = new Dictionary();

// Use this for initialization

void Start()

{

keywords.Add(\”Reset world\”, () =>

{

// Call the OnReset method on every descendant object.

this.BroadcastMessage(\”OnReset\”);

});

keywords.Add(\”Drop Object\”, () =>

{

var focusObject = GazeGestureManager.Instance.FocusedObject;

if (focusObject != null)

{

// Call the OnDrop method on just the focused object.

focusObject.SendMessage(\”OnDrop\”);

}

});

// Tell the KeywordRecognizer about our keywords.

keywordRecognizer = new KeywordRecognizer(keywords.Keys.ToArray());

// Register a callback for the KeywordRecognizer and start recognizing!

keywordRecognizer.OnPhraseRecognized = KeywordRecognizer_OnPhraseRecognized;

keywordRecognizer.Start();

}

private void KeywordRecognizer_OnPhraseRecognized(PhraseRecognizedEventArgs args)

{

System.Action keywordAction;

if (keywords.TryGetValue(args.text, out keywordAction))

{

keywordAction.Invoke();

}

}

}

4

.音頻輸入

醬學(xué)堂|Hololens 開(kāi)發(fā)入門(hololens開(kāi)發(fā)教程)

示例代碼:

using UnityEngine;

public class SphereSounds : MonoBehaviour

{

AudioSource audioSource = null;

AudioClip impactClip = null;

AudioClip rollingClip = null;

bool rolling = false;

void Start()

{

// Add an AudioSource component and set up some defaults

audioSource = gameObject.AddComponent();

audioSource.playOnAwake = false;

audioSource.spatialize = true;

audioSource.spatialBlend = 1.0f;

audioSource.dopplerLevel = 0.0f;

audioSource.rolloffMode = AudioRolloffMode.Custom;

// Load the Sphere sounds from the Resources folder

impactClip = Resources.Load(\”Impact\”);

rollingClip = Resources.Load(\”Rolling\”);

}

// Occurs when this object starts colliding with another object

void OnCollisionEnter(Collision collision)

{

// Play an impact sound if the sphere impacts strongly enough.

if (collision.relativeVelocity.magnitude >= 0.1f)

{

audioSource.clip = impactClip;

audioSource.Play();

}

}

// Occurs each frame that this object continues to collide with another object

void OnCollisionStay(Collision collision)

{

Rigidbody rigid = this.gameObject.GetComponent();

// Play a rolling sound if the sphere is rolling fast enough.

if (!rolling && rigid.velocity.magnitude >= 0.01f)

{

rolling = true;

audioSource.clip = rollingClip;

audioSource.Play();

}

// Stop the rolling sound if rolling slows down.

else if (rolling && rigid.velocity.magnitude < 0.01f)

{

rolling = false;

audioSource.Stop();

}

}

// Occurs when this object stops colliding with another object

void OnCollisionExit(Collision collision)

{

// Stop the rolling sound if the object falls off and stops colliding.

if (rolling)

{

rolling = false;

audioSource.Stop();

}

}

}

OnCollisionEnter,OnCollisionStay而OnCollisionExit事件確定何時(shí)開(kāi)始播放音頻剪輯,是否繼續(xù)音頻剪輯以及何時(shí)停止播放音頻剪輯。

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