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Got reticle working alongside eye lasers

/3.1
David Mohrhardt 6 年前
当前提交
ec2ec7e6
共有 21 个文件被更改,包括 1123 次插入301 次删除
  1. 2
      Assets/Materials/EyeLaserMaterial.mat
  2. 2
      Assets/Prefabs/AR Eye Pose Visualizer.prefab
  3. 2
      Assets/Prefabs/AR Fixation Point Visualizer.prefab
  4. 2
      Assets/Prefabs/Eye Pose Prefab.prefab
  5. 40
      Assets/Scripts/EyePoseVisualizer.cs
  6. 126
      Assets/Scripts/FixationPointVisualizer.cs
  7. 77
      Assets/Materials/EyeLaserMaterial 1.mat
  8. 8
      Assets/Materials/EyeLaserMaterial 1.mat.meta
  9. 23
      Assets/MoveReticle.cs
  10. 11
      Assets/MoveReticle.cs.meta
  11. 61
      Assets/Prefabs/AR Eye Laser Visualizer.prefab
  12. 7
      Assets/Prefabs/AR Eye Laser Visualizer.prefab.meta
  13. 220
      Assets/Prefabs/Eye Laser Prefab.prefab
  14. 74
      Assets/Prefabs/ReticleImage.prefab
  15. 7
      Assets/Prefabs/ReticleImage.prefab.meta
  16. 466
      Assets/Scenes/FaceTracking/EyeLasers.unity
  17. 7
      Assets/Scenes/FaceTracking/EyeLasers.unity.meta
  18. 53
      Assets/Shaders/DoubleSidedSurfaceShader.shader
  19. 9
      Assets/Shaders/DoubleSidedSurfaceShader.shader.meta
  20. 227
      Assets/Prefabs/EyeLaserPrefab.prefab
  21. 0
      /Assets/Prefabs/Eye Laser Prefab.prefab.meta

2
Assets/Materials/EyeLaserMaterial.mat


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2
Assets/Prefabs/AR Eye Pose Visualizer.prefab


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2
Assets/Prefabs/AR Fixation Point Visualizer.prefab


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2
Assets/Prefabs/Eye Pose Prefab.prefab


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40
Assets/Scripts/EyePoseVisualizer.cs


void Awake()
{
m_Face = GetComponent<ARFace>();
CreateEyeGameObjects();
void CreateEyeGameObjects()
void GetOrCreateEyeGameObjects()
m_LeftEyeGameObject = Instantiate(m_EyePrefab, m_Face.transform);
m_RightEyeGameObject = Instantiate(m_EyePrefab, m_Face.transform);
m_LeftEyeGameObject.SetActive(false);
m_RightEyeGameObject.SetActive(false);
if (m_Face.leftEyeTransform != null && m_Face.rightEyeTransform != null &&
m_LeftEyeGameObject == null && m_RightEyeGameObject == null)
{
m_LeftEyeGameObject = Instantiate(m_EyePrefab, m_Face.leftEyeTransform);
m_RightEyeGameObject = Instantiate(m_EyePrefab, m_Face.rightEyeTransform);
m_LeftEyeGameObject.SetActive(false);
m_RightEyeGameObject.SetActive(false);
}
m_LeftEyeGameObject.SetActive(visible);
m_RightEyeGameObject.SetActive(visible);
if (m_LeftEyeGameObject != null && m_RightEyeGameObject != null)
{
m_LeftEyeGameObject.SetActive(visible);
m_RightEyeGameObject.SetActive(visible);
}
}
void UpdateVisibility()

void OnUpdated(ARFaceUpdatedEventArgs eventArgs)
{
GetOrCreateEyeGameObjects();
UpdateEyeGazeFeatures();
}
void UpdateEyeGazeFeatures()
{
if (m_FaceSubsystem.SubsystemDescriptor.supportsEyeTracking)
{
m_LeftEyeGameObject.transform.localPosition = m_Face.leftEyePose.Value.position;
m_LeftEyeGameObject.transform.localRotation = m_Face.leftEyePose.Value.rotation;
m_RightEyeGameObject.transform.localPosition = m_Face.rightEyePose.Value.position;
m_RightEyeGameObject.transform.localRotation = m_Face.rightEyePose.Value.rotation;
}
else
{
Debug.Log("This subsystem does not support eye tracking.");
}
}
}

126
Assets/Scripts/FixationPointVisualizer.cs


[RequireComponent(typeof(ARFace))]
public class FixationPointVisualizer : MonoBehaviour
{
[SerializeField]
GameObject m_FixationPointPrefab;
[SerializeField]
GameObject m_FixationPointPrefab;
public GameObject fixationPointPrefab
{
get => m_FixationPointPrefab;
set => m_FixationPointPrefab = value;
}
[SerializeField]
GameObject m_GUIFixationReticlePrefab;
GameObject m_FixationPointGameObject;
public GameObject fixationPointPrefab
{
get => m_FixationPointPrefab;
set => m_FixationPointPrefab = value;
}
ARFace m_Face;
public GameObject fixationReticlePrefab
{
get => m_GUIFixationReticlePrefab;
set => m_GUIFixationReticlePrefab = value;
}
GameObject m_FixationPointGameObject;
GameObject m_FixationReticleGameObject;
Canvas m_Canvas;
ARFace m_Face;
void Awake()
{
m_Face = GetComponent<ARFace>();
CreateEyeGameObjects();
}
void Awake()
{
m_Face = GetComponent<ARFace>();
}
void CreateEyeGameObjects()
{
m_FixationPointGameObject = Instantiate(m_FixationPointPrefab, m_Face.transform);
m_FixationPointGameObject.SetActive(false);
}
void GetOrCreateEyeGameObjects()
{
if (m_FixationPointGameObject == null && m_Face.fixationPointTransform != null)
{
m_FixationPointGameObject = Instantiate(m_FixationPointPrefab, m_Face.fixationPointTransform);
m_FixationPointGameObject.SetActive(false);
void SetVisible(bool visible)
{
m_FixationPointGameObject.SetActive(visible);
}
if (FindObjectOfType<Canvas>() != null && m_FixationReticleGameObject == null)
{
var canvas = FindObjectOfType<Canvas>();
Debug.Log("Found a canvas");
m_FixationReticleGameObject = Instantiate(m_GUIFixationReticlePrefab, canvas.transform);
}
}
}
void SetVisible(bool visible)
{
if (m_FixationPointGameObject != null)
m_FixationPointGameObject.SetActive(visible);
if (m_FixationReticleGameObject != null)
m_FixationReticleGameObject.SetActive(visible);
}
{
var visible =
enabled &&
(m_Face.trackingState == TrackingState.Tracking) &&
{
var visible =
enabled &&
(m_Face.trackingState == TrackingState.Tracking) &&
(ARSession.state > ARSessionState.Ready);
(ARSession.state > ARSessionState.Ready);
SetVisible(visible);
}
SetVisible(visible);
}
{
{
UpdateVisibility();
m_Face.updated += OnUpdated;
}
UpdateVisibility();
m_Face.updated += OnUpdated;
}
{
UpdateVisibility();
UpdateFixationPoint();
}
{
GetOrCreateEyeGameObjects();
UpdateVisibility();
UpdateFixationPoint();
UpdateScreenReticle();
}
{
if (m_Face.fixationPoint != null)
{
if (m_FixationPointGameObject != null)
// Often the gaze point will be the device (origin) or past the device so for demonstration
// sake, we scale back the position to be closer (approx. 10cm) to the face and therefore visible.
m_FixationPointGameObject.transform.localPosition = Vector3.Normalize(m_Face.fixationPoint.Value) / 10;
// This is needed to update the rotation to better match the where of the fixation point
// Debug.Log("");
else
}
void UpdateScreenReticle()
{
var mainCamera = Camera.main;
var fixationInViewSpace = mainCamera.WorldToViewportPoint(m_Face.fixationPointTransform.position);
var mirrorFixationInView = new Vector3(1 - fixationInViewSpace.x, 1 - fixationInViewSpace.y, fixationInViewSpace.z);
if (m_FixationReticleGameObject != null)
// Update onscreen text to show that eye tracking isn't supported
m_FixationReticleGameObject.GetComponent<RectTransform>().anchoredPosition3D = mainCamera.ViewportToScreenPoint(mirrorFixationInView);
}
}
}

77
Assets/Materials/EyeLaserMaterial 1.mat


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Assets/MoveReticle.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveReticle : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
var rectTransform = GetComponent<RectTransform>();
if (rectTransform != null)
{
Vector2 ancvecc = rectTransform.anchoredPosition;
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/Assets/Prefabs/EyeLaserPrefab.prefab.meta → /Assets/Prefabs/Eye Laser Prefab.prefab.meta

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