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Merge pull request #13 from unity/eye-gaze-tracking-sample

Eye gaze tracking sample
/3.1
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84 次删除
  1. 77
      Assets/Materials/EyeLaserMaterial.mat
  2. 8
      Assets/Materials/EyeLaserMaterial.mat.meta
  3. 61
      Assets/Prefabs/AR Eye Laser Visualizer.prefab
  4. 7
      Assets/Prefabs/AR Eye Laser Visualizer.prefab.meta
  5. 61
      Assets/Prefabs/AR Eye Pose Visualizer.prefab
  6. 7
      Assets/Prefabs/AR Eye Pose Visualizer.prefab.meta
  7. 61
      Assets/Prefabs/AR Fixation Point Visualizer.prefab
  8. 7
      Assets/Prefabs/AR Fixation Point Visualizer.prefab.meta
  9. 126
      Assets/Prefabs/Eye Laser Prefab.prefab
  10. 7
      Assets/Prefabs/Eye Laser Prefab.prefab.meta
  11. 356
      Assets/Prefabs/Eye Pose Prefab.prefab
  12. 7
      Assets/Prefabs/Eye Pose Prefab.prefab.meta
  13. 126
      Assets/Prefabs/FixationRayPrefab.prefab
  14. 7
      Assets/Prefabs/FixationRayPrefab.prefab.meta
  15. 74
      Assets/Prefabs/FixationReticle.prefab
  16. 7
      Assets/Prefabs/FixationReticle.prefab.meta
  17. 658
      Assets/Scenes/FaceTracking/EyeLasers.unity
  18. 7
      Assets/Scenes/FaceTracking/EyeLasers.unity.meta
  19. 658
      Assets/Scenes/FaceTracking/EyePoses.unity
  20. 7
      Assets/Scenes/FaceTracking/EyePoses.unity.meta
  21. 658
      Assets/Scenes/FaceTracking/FixationPoint.unity
  22. 7
      Assets/Scenes/FaceTracking/FixationPoint.unity.meta
  23. 88
      Assets/Scripts/EyePoseVisualizer.cs
  24. 11
      Assets/Scripts/EyePoseVisualizer.cs.meta
  25. 31
      Assets/Scripts/EyeTrackingUI.cs
  26. 11
      Assets/Scripts/EyeTrackingUI.cs.meta
  27. 94
      Assets/Scripts/FixationPoint2DVisualizer.cs
  28. 13
      Assets/Scripts/FixationPoint2DVisualizer.cs.meta
  29. 85
      Assets/Scripts/FixationPoint3DVisualizer.cs
  30. 13
      Assets/Scripts/FixationPoint3DVisualizer.cs.meta
  31. 20
      Assets/Textures/Reticle.png
  32. 91
      Assets/Textures/Reticle.png.meta
  33. 76
      Assets/Materials/ZMaterial 1.mat
  34. 8
      Assets/Materials/ZMaterial 1.mat.meta

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Assets/Scripts/EyePoseVisualizer.cs


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));
}
}

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31
Assets/Scripts/EyeTrackingUI.cs


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)
{
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infoGO.text = "This device supports eye tracking.";
}
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{
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}
}
}

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94
Assets/Scripts/FixationPoint2DVisualizer.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 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);
}
}
}

13
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85
Assets/Scripts/FixationPoint3DVisualizer.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 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;
}
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{
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_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}

8
Assets/Materials/ZMaterial 1.mat.meta


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