酱学堂|Hololens 开发入门(hololens开发教程)

开发要求

Hololens 运行与Win10,应用程序是与UWP(通用windows开发平台)构建的,开发Hololens 这样的全息体验对电脑的配置要求也是相当高的。

硬件配置:

1.64位Windows 10专业版,企业版或教育版(家庭版不支持Hyper-V)

2.64位CPU

3.8GB以上的RAM

4.在BIOS中,必须具备以下功能:

  • 硬件辅助虚拟化

  • 二级地址转换(SLAT)

  • 基于硬件的数据执行保护(DEP)

5.对于GPU,需DirectX 11.0或更高版本,WDDM 1.2驱动程序或更高版本

关于Hyper-V,它是微软的一款虚拟化产品,采用类似Vmware和Citrix开源Xen一样的基于hypervisor的技术。

第二部分:安装

1.启用虚拟化,即在PC上启用硬件虚拟化。

酱学堂|Hololens 开发入门(hololens开发教程)

详细步骤请看:

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

2.启用Hyper-V

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

酱学堂|Hololens 开发入门(hololens开发教程)

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

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

关于详细的安装视频,可以看看老外的这个教程:

不过不知道什么原因,视频腾讯过不了所以大家可以在优酷看,或者点击阅读原文

视频:

第三部分:关于Hololens 模拟器

HoloLens模拟器允许你在没有Hololens的情况下在PC上测试全息应用程序,并附带Hololens开发工具集。仿真器使用Hyper-V虚拟机。

关于输入:

酱学堂|Hololens 开发入门(hololens开发教程)

  1. 向前,向后,向左和向右走 – 使用键盘上的W,A,S和D键或Xbox控制器上的左键。

  2. 查找向上,向下,向左和向右 – 单击并拖动鼠标,使用键盘上的箭头键或Xbox控制器上的右键。

  3. 空气敲击手势 – 右键单击鼠标,按键盘上的Enter键,或使用Xbox控制器上的A按钮。

  4. 绽放手势 – 按键盘上的Windows键或F2键,或按Xbox控制器上的B按钮。手动移动滚动 – 按住Alt键,按住鼠标右键,向上/向下拖动鼠标,或者在Xbox控制器中按住右侧触发器和A按钮,向上和向下移动右侧手柄。

关于工具栏:

在主窗口的右侧,您将找到仿真器工具栏。工具栏包含以下按钮:

  • 关闭:关闭模拟器。

  • 最小化:最小化仿真器窗口。

  • 人工输入:鼠标和键盘用于模拟模拟器的人工输入。

  • 键盘和鼠标输入:键盘和鼠标输入直接传递到HoloLens操作系统作为键盘和鼠标事件,就像连接了蓝牙键盘和鼠标一样。

  • 适合屏幕:适合模拟器屏幕。

  • 缩放:使仿真器越来越大。

  • 帮助:打开模拟器帮助。

  • 打开设备门户:在仿真器中打开HoloLens OS的Windows设备门户。

  • 工具:打开“ 其他工具 ”窗格。

开发—-Hello,HoloLens!

首先我们在unity中新建一个项目,接着添加一个简单的3D模型进行测试,比如:

酱学堂|Hololens 开发入门(hololens开发教程)

酱学堂|Hololens 开发入门(hololens开发教程)

接着部署Windows Store

酱学堂|Hololens 开发入门(hololens开发教程)

酱学堂|Hololens 开发入门(hololens开发教程)

接着,点击Build,生成VS项目:

酱学堂|Hololens 开发入门(hololens开发教程)

启动VS:

酱学堂|Hololens 开发入门(hololens开发教程)

酱学堂|Hololens 开发入门(hololens开发教程)

一般默认情况下,从Unity导出的UWP应用程序在任何Windows 10设备上运行。由于HoloLens是不同的,应用程序应该利用仅在HoloLens上可用的功能。为此,您需要在Visual Studio TargetDeviceFamily中的Package.appxmanifest文件中设置为“Windows.Holographic” ,如下:

酱学堂|Hololens 开发入门(hololens开发教程)

接下来,就可以运行啦:

酱学堂|Hololens 开发入门(hololens开发教程)

酱学堂|Hololens 开发入门(hololens开发教程)

第五部分:输入事件总结

1

GAZE凝视操作

酱学堂|Hololens 开发入门(hololens开发教程)

在Hololens中,使用的是用户的头部位置与方向来gaze,而不是眼睛。

示例代码(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

手势输入

酱学堂|Hololens 开发入门(hololens开发教程)

示例代码:

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方法会持续检查是否有任何对象被注视并将对象设置为焦点,以便在点击时向对象发送一个轻击的事件。GestureRecognizer负责识别用户的手势。

3

语音输入

酱学堂|Hololens 开发入门(hololens开发教程)

示例代码:

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

.音频输入

酱学堂|Hololens 开发入门(hololens开发教程)

示例代码:

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事件确定何时开始播放音频剪辑,是否继续音频剪辑以及何时停止播放音频剪辑。

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