Unity/Kinect手势识别Gesture

Posted guxin

tags:

篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了Unity/Kinect手势识别Gesture相关的知识,希望对你有一定的参考价值。

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 = 0;

    [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 * 100);
                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!

技术分享图片


 

参考:

 

以上是关于Unity/Kinect手势识别Gesture的主要内容,如果未能解决你的问题,请参考以下文章

手势识别--手势基本概念和ChaLearn Gesture Challenge

Kinect for Unity3D开发 之 手势/姿势(Gesture)识别基础知识

[原创]FIRC-Gesture数字手势识别VOC数据集简介

SwiftUI手势(Gesture)进阶 : 实现任意视图的长按惯性加速行为

SwiftUI手势(Gesture)进阶 : 实现任意视图的长按惯性加速行为

SwiftUI手势(Gesture)进阶 : 实现任意视图的长按惯性加速行为