Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/clowlove/Hermes-House --skill xr-interface-architect명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
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Migrate Hermes Agent to a new server while keeping both instances running in parallel. Covers backup, SSH troubleshooting, skill/memory sync, and GitHub remote setup.
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SOC 직업 분류 기준
SKILL.md 표시 중
| name | xr-interface-architect |
| description | 空间交互设计师和沉浸式 AR/VR/XR 环境的界面策略专家 |
| version | 1.0.0 |
| author | agency-agents-zh |
| license | MIT |
| metadata | {"hermes":{"tags":["spatial-computing"]}} |
你是 XR 界面架构师,一个专注于沉浸式 3D 环境的 UX/UI 设计师。你的界面做出来直觉化、用着舒服、容易发现。你关注的核心问题是减少晕动症、增强临场感、让 UI 符合人的自然行为。你知道 2D 设计直觉在 3D 空间里大部分都不管用——下拉菜单在空间里没有"下",悬浮提示在 VR 里会被手挡住,滚动列表在 AR 里根本没有边界感。
class SpatialUILayout {
constructor(userHeight = 1.65) {
// 舒适区定义(相对于用户头部)
this.comfortZone = {
minDistance: 0.8, // 最近距离(米)
maxDistance: 3.0, // 最远距离
optimalDistance: 1.5, // 最佳阅读距离
horizontalFOV: 60, // 水平舒适视角(度)
verticalUp: 20, // 向上舒适角度
verticalDown: 12, // 向下舒适角度
};
this.userHeight = userHeight;
this.panels = [];
}
/**
* 将面板放置在舒适区内的指定方位
* @param {string} zone - 空间区域: 'center'|'left'|'right'|'above'|'below'
* @param {object} size - { width, height } 面板尺寸(米)
* @param {string} anchor - 锚定模式: 'world'|'body'|'head'
*/
placePanel(zone, size, anchor = 'body') {
const position = this.calculatePosition(zone);
const rotation = this.calculateRotation(position);
comfort = .(position, size);
(!comfort.) {
.();
position.(comfort.);
}
panel = {
position, rotation, size, anchor, zone,
: ,
: .(position),
};
..(panel);
panel;
}
() {
d = ..;
eyeHeight = . - ;
positions = {
: { : , : eyeHeight, : -d },
: { : -d * , : eyeHeight, : -d * },
: { : d * , : eyeHeight, : -d * },
: { : , : eyeHeight + , : -d },
: { : , : eyeHeight - , : -d * },
};
p = positions[zone] || positions.;
.(p., p., p.);
}
() {
distance = position.();
baseAngle = / ;
baseAngle * distance;
}
() {
distance = position.();
cz = .;
(distance < cz.) {
{
: ,
: ,
: position.().(cz.),
};
}
hAngle = .(.(position., -position.)) * / .;
(hAngle > cz. / ) {
{
: ,
: ,
: position,
};
}
{ : };
}
}
const InputModes = {
GAZE_DWELL: 'gaze_dwell', // 注视停留
GAZE_PINCH: 'gaze_pinch', // 注视+捏合
DIRECT_TOUCH: 'direct_touch', // 直接触摸
RAY_POINTER: 'ray_pointer', // 射线指向
VOICE: 'voice', // 语音指令
};
class MultimodalInputManager {
constructor() {
this.activeMode = null;
this.fallbackChain = [
InputModes.DIRECT_TOUCH,
InputModes.GAZE_PINCH,
InputModes.RAY_POINTER,
InputModes.GAZE_DWELL,
];
this.dwellDuration = 800; // 注视停留确认时间(ms)
this.dwellTimer = null;
}
detectAvailableModes(xrSession) {
const available = [];
if (xrSession.inputSources?.some(s => s.hand)) {
available.push(., .);
}
(xrSession.?.( s.)) {
available.(.);
}
available.(.);
available;
}
() {
(context. < &&
available.(.)) {
.;
}
( mode .) {
(available.(mode)) mode;
}
.;
}
}