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Adding eye gaze position sample scene

/3.1
David Mohrhardt 5 年前
当前提交
12be53d4
共有 7 个文件被更改,包括 663 次插入5 次删除
  1. 14
      Assets/Scripts/ARKitEyePoseVisualizer.cs
  2. 61
      Assets/Prefabs/AR Eye Gaze Position Visualizer.prefab
  3. 7
      Assets/Prefabs/AR Eye Gaze Position Visualizer.prefab.meta
  4. 466
      Assets/Scenes/FaceTracking/ARKitEyeGazePosition.unity
  5. 7
      Assets/Scenes/FaceTracking/ARKitEyeGazePosition.unity.meta
  6. 102
      Assets/Scripts/ARKitEyeGazePositionVisualizer.cs
  7. 11
      Assets/Scripts/ARKitEyeGazePositionVisualizer.cs.meta

14
Assets/Scripts/ARKitEyePoseVisualizer.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.XR.ARSubsystems;
// TODO Add summary
/// <summary>
/// Visualizes the eye poses for an <see cref="ARFace"/>.
/// </summary>
/// <remarks>
/// Face space is the space where the origin is the transform of an <see cref="ARFace">.
/// </remarks>
[RequireComponent(typeof(ARFace))]
public class ARKitEyePoseVisualizer : MonoBehaviour
{

XRFaceSubsystem m_FaceSubsystem;
#endif
// Start is called before the first frame update
void Awake()
{
m_Face = GetComponent<ARFace>();

SetVisible(visible);
}
private void OnEnable()
void OnEnable()
{
#if UNITY_IOS && !UNITY_EDITOR
var faceManager = FindObjectOfType<ARFaceManager>();

61
Assets/Prefabs/AR Eye Gaze Position Visualizer.prefab


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102
Assets/Scripts/ARKitEyeGazePositionVisualizer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
/// <summary>
/// Visualizes the eye gaze position in face space for an <see cref="ARFace"/>.
/// </summary>
/// <remarks>
/// Face space is the space where the origin is the transform of an <see cref="ARFace">.
/// </remarks>
[RequireComponent(typeof(ARFace))]
public class ARKitEyeGazePositionVisualizer : MonoBehaviour
{
[SerializeField]
GameObject m_GazePositionPrefab;
public GameObject gazePositionPrefab
{
get => m_GazePositionPrefab;
set => m_GazePositionPrefab = value;
}
GameObject m_GazePositionGameObject;
ARFace m_Face;
#if UNITY_IOS && !UNITY_EDITOR
XRFaceSubsystem m_FaceSubsystem;
#endif
void Awake()
{
m_Face = GetComponent<ARFace>();
CreateEyeGameObjects();
}
void CreateEyeGameObjects()
{
m_GazePositionGameObject = Instantiate(m_GazePositionPrefab, m_Face.transform);
m_GazePositionGameObject.SetActive(false);
}
void SetVisible(bool visible)
{
m_GazePositionGameObject.SetActive(visible);
}
void UpdateVisibility()
{
var visible =
enabled &&
(m_Face.trackingState == TrackingState.Tracking) &&
#if UNITY_IOS && !UNITY_EDITOR
m_FaceSubsystem.supportedEyeGazeTracking &&
#endif
(ARSession.state > ARSessionState.Ready);
SetVisible(visible);
}
void OnEnable()
{
#if UNITY_IOS && !UNITY_EDITOR
var faceManager = FindObjectOfType<ARFaceManager>();
if (faceManager != null)
{
m_FaceSubsystem = (XRFaceSubsystem)faceManager.subsystem;
}
#endif
UpdateVisibility();
m_Face.updated += OnUpdated;
}
void OnUpdated(ARFaceUpdatedEventArgs eventArgs)
{
UpdateVisibility();
UpdateEyeGazePosition();
}
void UpdateEyeGazePosition()
{
#if UNITY_IOS && !UNITY_EDITOR
var gazePosition = new Vector3();
if (m_FaceSubsystem.supportedEyeGazeTracking)
{
if (m_FaceSubsystem.TryGetEyeGazePosition(m_Face.trackableId, ref gazePosition))
{
// The vector that represents the gaze offset from the face is not normalized and therefore could be behind the camera.
// So set the offset to be 1/10th of meter in the direction of the offset
m_GazePositionGameObject.transform.localPosition = Vector3.Normalize(gazePosition) / 10;
}
else
{
Debug.Log("Failed to get the face's eye poses.");
}
}
#endif
}
}

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