This commit is contained in:
zhangzheng
2026-03-25 16:58:26 +08:00
parent 3a9813675e
commit 2c230960db
22 changed files with 517 additions and 232 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Rokid.UXR.Interaction;
namespace Stary.Evo.RKTools
{
public abstract class GestureBase : MonoBehaviour
{
private GestureBean leftBean = null;
private GestureBean rightBean = null;
protected void OnEnable()
{
GesEventInput.OnTrackedSuccess += OnTrackedSuccess;
GesEventInput.OnTrackedFailed += OnTrackedFailed;
GesEventInput.OnRenderHand += OnRenderHand;
}
protected void OnDisable()
{
GesEventInput.OnTrackedSuccess -= OnTrackedSuccess;
GesEventInput.OnTrackedFailed -= OnTrackedFailed;
GesEventInput.OnRenderHand -= OnRenderHand;
}
protected void FixedUpdate()
{
if (leftBean != null)
{
GestureType type = GesEventInput.Instance.GetGestureType(HandType.LeftHand);
Vector3 handForward = GetSkeletonPose(SkeletonIndexFlag.PALM, HandType.LeftHand).forward;
GestureLeftSuccess(type, handForward);
}
else
{
GestureLeftFail();
}
if (rightBean != null)
{
GestureType type = GesEventInput.Instance.GetGestureType(HandType.RightHand);
Vector3 handForward = GetSkeletonPose(SkeletonIndexFlag.PALM, HandType.RightHand).forward;
GestureRightSuccess(type, handForward);
}
else
{
GestureRightFail();
}
}
private void OnTrackedSuccess(HandType handType)
{
}
private void OnTrackedFailed(HandType handType)
{
if (handType == HandType.None)
{
leftBean = null;
rightBean = null;
}
if (handType == HandType.RightHand)
{
rightBean = null;
}
if (handType == HandType.LeftHand)
{
leftBean = null;
}
}
private void OnRenderHand(HandType handType, GestureBean gestureBean)
{
if (handType == HandType.RightHand)
{
rightBean = gestureBean;
}
if (handType == HandType.LeftHand)
{
leftBean = gestureBean;
}
if (handType == HandType.None)
{
rightBean = null;
leftBean = null;
}
}
/// <summary>
/// 获取骨架点位置
/// </summary>
/// <param name="index">骨架序号</param>
/// <param name="hand">哪只手</param>
/// <returns></returns>
public Pose GetSkeletonPose(SkeletonIndexFlag index, HandType hand)
{
return GesEventInput.Instance.GetSkeletonPose(index, hand);
}
/// <summary>
/// 获取手地朝向
/// </summary>
/// <param name="handType">哪只手</param>
/// <returns></returns>
public Vector3 GetHandForward(HandType handType)
{
Vector3 handForward = (GetSkeletonPose(SkeletonIndexFlag.MIDDLE_FINGER_MCP, handType).position -
GetSkeletonPose(SkeletonIndexFlag.WRIST, handType).position);
return handForward;
}
#region
/// <summary>
/// 左手成功识别到手势不断执行操作
/// </summary>
/// <param name="gestureType">左手手势类型</param>
/// <param name="handForward">左手掌心朝向</param>
public abstract void GestureLeftSuccess(GestureType gestureType, Vector3 handForward);
/// <summary>
/// 右手成功识别到手势不断执行操作
/// </summary>
/// <param name="gestureType">右手手势类型</param>
/// <param name="handForward">右手掌心朝向</param>
public abstract void GestureRightSuccess(GestureType gestureType, Vector3 handForward);
/// <summary>
/// 左手未识别到手势执行操作
/// </summary>
public abstract void GestureLeftFail();
/// <summary>
/// 右手未识别到手势执行操作
/// </summary>
public abstract void GestureRightFail();
#endregion
}
}

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using UnityEngine;
namespace Stary.Evo.RKTools
{
#if Evo_Rokid
public abstract class GestureRokidBase : MonoBehaviour
{
private Rokid.UXR.Interaction.GestureBean leftBean = null;
private Rokid.UXR.Interaction.GestureBean rightBean = null;
protected void OnEnable()
{
Rokid.UXR.Interaction.GesEventInput.OnTrackedSuccess += OnTrackedSuccess;
Rokid.UXR.Interaction.GesEventInput.OnTrackedFailed += OnTrackedFailed;
Rokid.UXR.Interaction.GesEventInput.OnRenderHand += OnRenderHand;
}
protected void OnDisable()
{
Rokid.UXR.Interaction.GesEventInput.OnTrackedSuccess -= OnTrackedSuccess;
Rokid.UXR.Interaction.GesEventInput.OnTrackedFailed -= OnTrackedFailed;
Rokid.UXR.Interaction.GesEventInput.OnRenderHand -= OnRenderHand;
}
protected void FixedUpdate()
{
if (leftBean != null)
{
Rokid.UXR.Interaction.GestureType type =
Rokid.UXR.Interaction.GesEventInput.Instance.GetGestureType(Rokid.UXR.Interaction.HandType.LeftHand);
Vector3 handForward =
GetSkeletonPose(Rokid.UXR.Interaction.SkeletonIndexFlag.PALM, Rokid.UXR.Interaction.HandType.LeftHand).forward;
GestureLeftSuccess(type, handForward);
}
else
{
GestureLeftFail();
}
if (rightBean != null)
{
Rokid.UXR.Interaction.GestureType type =
Rokid.UXR.Interaction.GesEventInput.Instance.GetGestureType(Rokid.UXR.Interaction.HandType.RightHand);
Vector3 handForward =
GetSkeletonPose(Rokid.UXR.Interaction.SkeletonIndexFlag.PALM, Rokid.UXR.Interaction.HandType.RightHand).forward;
GestureRightSuccess(type, handForward);
}
else
{
GestureRightFail();
}
}
private void OnTrackedSuccess(Rokid.UXR.Interaction.HandType handType)
{
}
private void OnTrackedFailed(Rokid.UXR.Interaction.HandType handType)
{
if (handType == Rokid.UXR.Interaction.HandType.None)
{
leftBean = null;
rightBean = null;
}
if (handType == Rokid.UXR.Interaction.HandType.RightHand)
{
rightBean = null;
}
if (handType == Rokid.UXR.Interaction.HandType.LeftHand)
{
leftBean = null;
}
}
private void OnRenderHand(Rokid.UXR.Interaction.HandType handType, Rokid.UXR.Interaction.GestureBean gestureBean)
{
if (handType == Rokid.UXR.Interaction.HandType.RightHand)
{
rightBean = gestureBean;
}
if (handType == Rokid.UXR.Interaction.HandType.LeftHand)
{
leftBean = gestureBean;
}
if (handType == Rokid.UXR.Interaction.HandType.None)
{
rightBean = null;
leftBean = null;
}
}
/// <summary>
/// 获取骨架点位置
/// </summary>
/// <param name="index">骨架序号</param>
/// <param name="hand">哪只手</param>
/// <returns></returns>
public Pose GetSkeletonPose(Rokid.UXR.Interaction.SkeletonIndexFlag index, Rokid.UXR.Interaction.HandType hand)
{
return Rokid.UXR.Interaction.GesEventInput.Instance.GetSkeletonPose(index, hand);
}
/// <summary>
/// 获取手地朝向
/// </summary>
/// <param name="handType">哪只手</param>
/// <returns></returns>
public Vector3 GetHandForward(Rokid.UXR.Interaction.HandType handType)
{
Vector3 handForward =
(GetSkeletonPose(Rokid.UXR.Interaction.SkeletonIndexFlag.MIDDLE_FINGER_MCP, handType).position -
GetSkeletonPose(Rokid.UXR.Interaction.SkeletonIndexFlag.WRIST, handType).position);
return handForward;
}
#region
/// <summary>
/// 左手成功识别到手势不断执行操作
/// </summary>
/// <param name="gestureType">左手手势类型</param>
/// <param name="handForward">左手掌心朝向</param>
public abstract void GestureLeftSuccess(Rokid.UXR.Interaction.GestureType gestureType, Vector3 handForward);
/// <summary>
/// 右手成功识别到手势不断执行操作
/// </summary>
/// <param name="gestureType">右手手势类型</param>
/// <param name="handForward">右手掌心朝向</param>
public abstract void GestureRightSuccess(Rokid.UXR.Interaction.GestureType gestureType, Vector3 handForward);
/// <summary>
/// 左手未识别到手势执行操作
/// </summary>
public abstract void GestureLeftFail();
/// <summary>
/// 右手未识别到手势执行操作
/// </summary>
public abstract void GestureRightFail();
#endregion
}
#endif
}

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using UnityEngine;
namespace Stary.Evo.RKTools
{
#if Evo_Xreal
public abstract class GestureXrealBase : MonoBehaviour
{
[SerializeField]
private UnityEngine.XR.Hands.Handedness m_Handedness;
private UnityEngine.XR.Hands.XRHandTrackingEvents handTrackingEvents = null;
[SerializeField] [Tooltip("The hand shape or pose that must be detected for the gesture to be performed.")]
private ScriptableObject m_HandShapeOrPose;
[SerializeField]
[Tooltip(
"The minimum amount of time the hand must be held in the required shape and orientation for the gesture to be performed.")]
float m_MinimumHoldTime = 0.2f;
[SerializeField] [Tooltip("The interval at which the gesture detection is performed.")]
private float m_GestureDetectionInterval = 0.1f;
private float m_TimeOfLastConditionCheck;
private UnityEngine.XR.Hands.Gestures.XRHandShape m_HandShape;
private UnityEngine.XR.Hands.Gestures.XRHandPose m_HandPose;
private bool m_WasDetected; // 上一帧是否检测到手势
private bool m_PerformedTriggered; // 手势执行事件是否已触发
private float m_HoldStartTime; // 手势开始保持的时间
protected void OnEnable()
{
var trackingEvents = GameObject.FindObjectsOfType<UnityEngine.XR.Hands.XRHandTrackingEvents>();
if (handTrackingEvents == null)
{
foreach (var track in trackingEvents)
{
if (track.handedness == m_Handedness)
{
handTrackingEvents = track;
break;
}
}
}
handTrackingEvents.jointsUpdated.AddListener(OnJointsUpdated);
m_HandShape = m_HandShapeOrPose as UnityEngine.XR.Hands.Gestures.XRHandShape;
m_HandPose = m_HandShapeOrPose as UnityEngine.XR.Hands.Gestures.XRHandPose;
}
void OnDisable()
{
handTrackingEvents.jointsUpdated.RemoveListener(OnJointsUpdated);
}
/// <summary>
/// 手部关节数据更新时的回调方法
/// </summary>
/// <param name="eventArgs">关节更新事件参数,包含手部关节数据</param>
void OnJointsUpdated(UnityEngine.XR.Hands.XRHandJointsUpdatedEventArgs eventArgs)
{
// 检查是否在检测间隔内,避免过于频繁的检测
if (!isActiveAndEnabled ||
Time.timeSinceLevelLoad < m_TimeOfLastConditionCheck + m_GestureDetectionInterval)
return;
// 检查手部是否被跟踪,以及是否满足形状或姿势条件
var detected =
handTrackingEvents.handIsTracked &&
(m_HandShape != null && m_HandShape.CheckConditions(eventArgs) ||
m_HandPose != null && m_HandPose.CheckConditions(eventArgs));
// 处理检测状态的变化
if (!m_WasDetected && detected)
{
// 开始检测到手势,记录开始时间
m_HoldStartTime = Time.timeSinceLevelLoad;
}
else if (m_WasDetected && !detected)
{
// 手势结束,重置触发状态并触发结束事件
m_PerformedTriggered = false;
GestureFail();
// m_Background.color = m_BackgroundDefaultColor;
}
// 更新检测状态
m_WasDetected = detected;
// 检查是否满足保持时间要求
if (!m_PerformedTriggered && detected)
{
var holdTimer = Time.timeSinceLevelLoad - m_HoldStartTime;
if (holdTimer > m_MinimumHoldTime)
{
// 满足保持时间,触发手势执行事件
GestureSuccess();
m_PerformedTriggered = true;
// m_Background.color = m_BackgroundHiglightColor;
}
}
// 更新上次检查时间
m_TimeOfLastConditionCheck = Time.timeSinceLevelLoad;
}
#region
/// <summary>
/// 左手成功识别到手势不断执行操作
/// </summary>
/// <param name="gestureType">左手手势类型</param>
/// <param name="handForward">左手掌心朝向</param>
public abstract void GestureSuccess();
/// <summary>
/// 左手未识别到手势执行操作
/// </summary>
public abstract void GestureFail();
#endregion
}
#endif
}

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fileFormatVersion: 2
guid: 962d6dd939fb40158b6e408420acdf6f
timeCreated: 1774261529