GitHub Enterprise
5 年前
当前提交
8c5b5e7f
共有 34 个文件被更改,包括 3451 次插入 和 84 次删除
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77Assets/Materials/EyeLaserMaterial.mat
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8Assets/Materials/EyeLaserMaterial.mat.meta
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61Assets/Prefabs/AR Eye Laser Visualizer.prefab
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7Assets/Prefabs/AR Eye Laser Visualizer.prefab.meta
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61Assets/Prefabs/AR Eye Pose Visualizer.prefab
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7Assets/Prefabs/AR Eye Pose Visualizer.prefab.meta
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61Assets/Prefabs/AR Fixation Point Visualizer.prefab
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7Assets/Prefabs/AR Fixation Point Visualizer.prefab.meta
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126Assets/Prefabs/Eye Laser Prefab.prefab
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7Assets/Prefabs/Eye Laser Prefab.prefab.meta
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356Assets/Prefabs/Eye Pose Prefab.prefab
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7Assets/Prefabs/Eye Pose Prefab.prefab.meta
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126Assets/Prefabs/FixationRayPrefab.prefab
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7Assets/Prefabs/FixationRayPrefab.prefab.meta
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74Assets/Prefabs/FixationReticle.prefab
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7Assets/Prefabs/FixationReticle.prefab.meta
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658Assets/Scenes/FaceTracking/EyeLasers.unity
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7Assets/Scenes/FaceTracking/EyeLasers.unity.meta
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658Assets/Scenes/FaceTracking/EyePoses.unity
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7Assets/Scenes/FaceTracking/EyePoses.unity.meta
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658Assets/Scenes/FaceTracking/FixationPoint.unity
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7Assets/Scenes/FaceTracking/FixationPoint.unity.meta
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88Assets/Scripts/EyePoseVisualizer.cs
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11Assets/Scripts/EyePoseVisualizer.cs.meta
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31Assets/Scripts/EyeTrackingUI.cs
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11Assets/Scripts/EyeTrackingUI.cs.meta
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94Assets/Scripts/FixationPoint2DVisualizer.cs
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13Assets/Scripts/FixationPoint2DVisualizer.cs.meta
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85Assets/Scripts/FixationPoint3DVisualizer.cs
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13Assets/Scripts/FixationPoint3DVisualizer.cs.meta
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20Assets/Textures/Reticle.png
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91Assets/Textures/Reticle.png.meta
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76Assets/Materials/ZMaterial 1.mat
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8Assets/Materials/ZMaterial 1.mat.meta
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.XR.ARFoundation; |
|||
using UnityEngine.XR.ARSubsystems; |
|||
#if UNITY_IOS && !UNITY_EDITOR
|
|||
using UnityEngine.XR.ARKit; |
|||
#endif
|
|||
|
|||
/// <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 EyePoseVisualizer : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
GameObject m_EyePrefab; |
|||
|
|||
public GameObject eyePrefab |
|||
{ |
|||
get => m_EyePrefab; |
|||
set => m_EyePrefab = value; |
|||
} |
|||
|
|||
GameObject m_LeftEyeGameObject; |
|||
GameObject m_RightEyeGameObject; |
|||
|
|||
ARFace m_Face; |
|||
XRFaceSubsystem m_FaceSubsystem; |
|||
|
|||
void Awake() |
|||
{ |
|||
m_Face = GetComponent<ARFace>(); |
|||
} |
|||
|
|||
void CreateEyeGameObjectsIfNecessary() |
|||
{ |
|||
if (m_Face.leftEye != null && m_LeftEyeGameObject == null ) |
|||
{ |
|||
m_LeftEyeGameObject = Instantiate(m_EyePrefab, m_Face.leftEye); |
|||
m_LeftEyeGameObject.SetActive(false); |
|||
} |
|||
if (m_Face.rightEye != null && m_RightEyeGameObject == null) |
|||
{ |
|||
m_RightEyeGameObject = Instantiate(m_EyePrefab, m_Face.rightEye); |
|||
m_RightEyeGameObject.SetActive(false); |
|||
} |
|||
} |
|||
|
|||
void SetVisible(bool visible) |
|||
{ |
|||
if (m_LeftEyeGameObject != null && m_RightEyeGameObject != null) |
|||
{ |
|||
m_LeftEyeGameObject.SetActive(visible); |
|||
m_RightEyeGameObject.SetActive(visible); |
|||
} |
|||
} |
|||
|
|||
void OnEnable() |
|||
{ |
|||
var faceManager = FindObjectOfType<ARFaceManager>(); |
|||
if (faceManager != null && faceManager.subsystem != null && faceManager.subsystem.SubsystemDescriptor.supportsEyeTracking) |
|||
{ |
|||
m_FaceSubsystem = (XRFaceSubsystem)faceManager.subsystem; |
|||
SetVisible((m_Face.trackingState == TrackingState.Tracking) && (ARSession.state > ARSessionState.Ready)); |
|||
m_Face.updated += OnUpdated; |
|||
} |
|||
else |
|||
{ |
|||
enabled = false; |
|||
} |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
m_Face.updated -= OnUpdated; |
|||
SetVisible(false); |
|||
} |
|||
|
|||
void OnUpdated(ARFaceUpdatedEventArgs eventArgs) |
|||
{ |
|||
CreateEyeGameObjectsIfNecessary(); |
|||
SetVisible((m_Face.trackingState == TrackingState.Tracking) && (ARSession.state > ARSessionState.Ready)); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 2548a2856c1ee4103848bf2b4440e3f1 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using Text = UnityEngine.UI.Text; |
|||
using UnityEngine.XR.ARFoundation; |
|||
using UnityEngine.XR.ARSubsystems; |
|||
|
|||
[RequireComponent(typeof(Text))] |
|||
public class EyeTrackingUI : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
ARFaceManager m_Manager; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
if (m_Manager == null) |
|||
{ |
|||
m_Manager = FindObjectOfType<ARFaceManager>(); |
|||
} |
|||
if (m_Manager != null && m_Manager.subsystem != null && m_Manager.subsystem.SubsystemDescriptor.supportsEyeTracking) |
|||
{ |
|||
var infoGO = GetComponent<Text>(); |
|||
infoGO.text = "This device supports eye tracking."; |
|||
} |
|||
else |
|||
{ |
|||
var infoGO = GetComponent<Text>(); |
|||
infoGO.text = "This device does not support eye tracking."; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 0899fbc98b0a9493ba4a5abc3a3f41d6 |
|||
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executionOrder: 0 |
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userData: |
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assetBundleName: |
|||
assetBundleVariant: |
|
|||
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 FixationPoint2DVisualizer : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
GameObject m_GUIFixationReticlePrefab; |
|||
|
|||
public GameObject fixationReticlePrefab |
|||
{ |
|||
get => m_GUIFixationReticlePrefab; |
|||
set => m_GUIFixationReticlePrefab = value; |
|||
} |
|||
GameObject m_FixationReticleGameObject; |
|||
|
|||
Canvas m_Canvas; |
|||
ARFace m_Face; |
|||
XRFaceSubsystem m_FaceSubsystem; |
|||
|
|||
void Awake() |
|||
{ |
|||
m_Face = GetComponent<ARFace>(); |
|||
} |
|||
|
|||
void CreateEyeGameObjectsIfNecessary() |
|||
{ |
|||
var canvas = FindObjectOfType<Canvas>(); |
|||
if (m_Face.fixationPoint != null && canvas != null && m_FixationReticleGameObject == null) |
|||
{ |
|||
m_FixationReticleGameObject = Instantiate(m_GUIFixationReticlePrefab, canvas.transform); |
|||
} |
|||
} |
|||
|
|||
void SetVisible(bool visible) |
|||
{ |
|||
if (m_FixationReticleGameObject != null) |
|||
m_FixationReticleGameObject.SetActive(visible); |
|||
} |
|||
|
|||
void OnEnable() |
|||
{ |
|||
var faceManager = FindObjectOfType<ARFaceManager>(); |
|||
if (faceManager != null && faceManager.subsystem != null && faceManager.subsystem.SubsystemDescriptor.supportsEyeTracking) |
|||
{ |
|||
m_FaceSubsystem = (XRFaceSubsystem)faceManager.subsystem; |
|||
SetVisible((m_Face.trackingState == TrackingState.Tracking) && (ARSession.state > ARSessionState.Ready)); |
|||
m_Face.updated += OnUpdated; |
|||
} |
|||
else |
|||
{ |
|||
enabled = false; |
|||
} |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
m_Face.updated -= OnUpdated; |
|||
SetVisible(false); |
|||
} |
|||
|
|||
void OnUpdated(ARFaceUpdatedEventArgs eventArgs) |
|||
{ |
|||
CreateEyeGameObjectsIfNecessary(); |
|||
SetVisible((m_Face.trackingState == TrackingState.Tracking) && (ARSession.state > ARSessionState.Ready)); |
|||
UpdateScreenReticle(); |
|||
} |
|||
|
|||
|
|||
void UpdateScreenReticle() |
|||
{ |
|||
var mainCamera = Camera.main; |
|||
|
|||
var fixationInViewSpace = mainCamera.WorldToViewportPoint(m_Face.fixationPoint.position); |
|||
|
|||
// The camera texture is mirrored so x and y must be changed to match where the fixation point is in relation to the face.
|
|||
var mirrorFixationInView = new Vector3(1 - fixationInViewSpace.x, 1 - fixationInViewSpace.y, fixationInViewSpace.z); |
|||
|
|||
if (m_FixationReticleGameObject != null) |
|||
{ |
|||
m_FixationReticleGameObject.GetComponent<RectTransform>().anchoredPosition3D = mainCamera.ViewportToScreenPoint(mirrorFixationInView); |
|||
} |
|||
} |
|||
|
|||
} |
|
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fileFormatVersion: 2 |
|||
guid: c15242b4b6e064d8ead61c1e4c1b8be7 |
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executionOrder: 0 |
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|
|||
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 FixationPoint3DVisualizer : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
GameObject m_FixationRayPrefab; |
|||
|
|||
public GameObject fixationRayPrefab |
|||
{ |
|||
get => m_FixationRayPrefab; |
|||
set => m_FixationRayPrefab = value; |
|||
} |
|||
|
|||
GameObject m_FixationRayGameObject; |
|||
|
|||
ARFace m_Face; |
|||
XRFaceSubsystem m_FaceSubsystem; |
|||
|
|||
void Awake() |
|||
{ |
|||
m_Face = GetComponent<ARFace>(); |
|||
} |
|||
|
|||
void CreateEyeGameObjectsIfNecessary() |
|||
{ |
|||
if (m_FixationRayGameObject == null && m_Face.fixationPoint != null) |
|||
{ |
|||
m_FixationRayGameObject = Instantiate(m_FixationRayPrefab, m_Face.transform); |
|||
m_FixationRayGameObject.SetActive(false); |
|||
} |
|||
} |
|||
|
|||
void SetVisible(bool visible) |
|||
{ |
|||
if (m_FixationRayGameObject != null) |
|||
m_FixationRayGameObject.SetActive(visible); |
|||
} |
|||
|
|||
void OnEnable() |
|||
{ |
|||
var faceManager = FindObjectOfType<ARFaceManager>(); |
|||
if (faceManager != null && faceManager.subsystem != null && faceManager.subsystem.SubsystemDescriptor.supportsEyeTracking) |
|||
{ |
|||
m_FaceSubsystem = (XRFaceSubsystem)faceManager.subsystem; |
|||
m_Face.updated += OnUpdated; |
|||
} |
|||
else |
|||
{ |
|||
enabled = false; |
|||
} |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
m_Face.updated -= OnUpdated; |
|||
SetVisible(false); |
|||
} |
|||
|
|||
void OnUpdated(ARFaceUpdatedEventArgs eventArgs) |
|||
{ |
|||
CreateEyeGameObjectsIfNecessary(); |
|||
SetVisible((m_Face.trackingState == TrackingState.Tracking) && (ARSession.state > ARSessionState.Ready)); |
|||
UpdateFixationPoint(); |
|||
} |
|||
|
|||
void UpdateFixationPoint() |
|||
{ |
|||
if (m_FixationRayGameObject != null) |
|||
{ |
|||
m_FixationRayGameObject.transform.LookAt(m_Face.fixationPoint.position); |
|||
} |
|||
} |
|||
|
|||
} |
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|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _EmissionMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _MainTex: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _MetallicGlossMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _OcclusionMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _ParallaxMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
m_Floats: |
|||
- _BumpScale: 1 |
|||
- _Cutoff: 0.5 |
|||
- _DetailNormalMapScale: 1 |
|||
- _DstBlend: 0 |
|||
- _GlossMapScale: 1 |
|||
- _Glossiness: 0.5 |
|||
- _GlossyReflections: 1 |
|||
- _Metallic: 0 |
|||
- _Mode: 0 |
|||
- _OcclusionStrength: 1 |
|||
- _Parallax: 0.02 |
|||
- _SmoothnessTextureChannel: 0 |
|||
- _SpecularHighlights: 1 |
|||
- _SrcBlend: 1 |
|||
- _UVSec: 0 |
|||
- _ZWrite: 1 |
|||
m_Colors: |
|||
- _Color: {r: 0.10196078, g: 0.9281988, b: 0.9529412, a: 1} |
|||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} |
|
|||
fileFormatVersion: 2 |
|||
guid: 4260d5b4b48824e04b5464194b713343 |
|||
NativeFormatImporter: |
|||
externalObjects: {} |
|||
mainObjectFileID: 2100000 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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