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updated the sample with the new code cleanup for eye tracking

/3.1
David Mohrhardt 5 年前
当前提交
f82ed202
共有 10 个文件被更改,包括 515 次插入152 次删除
  1. 2
      Assets/Prefabs/AR Eye Pose Visualizer.prefab
  2. 4
      Assets/Prefabs/AR Fixation Point Visualizer.prefab
  3. 94
      Assets/Scripts/ARKitEyePoseVisualizer.cs
  4. 356
      Assets/Prefabs/Eye Pose Prefab.prefab
  5. 7
      Assets/Prefabs/Eye Pose Prefab.prefab.meta
  6. 102
      Assets/Scripts/ARKitFixationPointVisualizer.cs
  7. 102
      Assets/Scripts/ARKitEyeGazePositionVisualizer.cs
  8. 0
      /Assets/Prefabs/AR Fixation Point Visualizer.prefab.meta
  9. 0
      /Assets/Prefabs/AR Fixation Point Visualizer.prefab
  10. 0
      /Assets/Scripts/ARKitFixationPointVisualizer.cs.meta

2
Assets/Prefabs/AR Eye Pose Visualizer.prefab


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4
Assets/Prefabs/AR Fixation Point Visualizer.prefab


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94
Assets/Scripts/ARKitEyePoseVisualizer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
#if UNITY_IOS && !UNITY_EDITOR
using UnityEngine.XR.ARKit;
#endif
#if UNITY_IOS && !UNITY_EDITOR
using UnityEngine.XR.ARKit;
#endif
/// </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
{
[SerializeField]
GameObject m_EyePrefab;
/// </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
{
[SerializeField]
GameObject m_EyePrefab;
}
GameObject m_LeftEyeGameObject;
GameObject m_RightEyeGameObject;
ARFace m_Face;
#if UNITY_IOS && !UNITY_EDITOR
XRFaceSubsystem m_FaceSubsystem;
#endif
void Awake()
}
GameObject m_LeftEyeGameObject;
GameObject m_RightEyeGameObject;
ARFace m_Face;
#if UNITY_IOS && !UNITY_EDITOR
XRFaceSubsystem m_FaceSubsystem;
#endif
void Awake()
m_Face = GetComponent<ARFace>();
CreateEyeGameObjects();
}
m_Face = GetComponent<ARFace>();
CreateEyeGameObjects();
}
void CreateEyeGameObjects()
{
m_LeftEyeGameObject = Instantiate(m_EyePrefab, m_Face.transform);

m_RightEyeGameObject.SetActive(false);
}
}
}
}
void UpdateVisibility()
{
var visible =

m_FaceSubsystem.supportedEyeGazeTracking &&
m_FaceSubsystem.supportedEyeTracking &&
}
}
void OnEnable()
{
#if UNITY_IOS && !UNITY_EDITOR

#endif
UpdateVisibility();
m_Face.updated += OnUpdated;
}
}
}
}
void UpdateEyeGazeFeatures()
{
#if UNITY_IOS && !UNITY_EDITOR

if (m_FaceSubsystem.supportedEyeGazeTracking)
if (m_FaceSubsystem.supportedEyeTracking)
if (m_FaceSubsystem.TryGetEyePoses(m_Face.trackableId, ref leftEyePose, ref rightEyePose))
if (m_FaceSubsystem.TryGetLeftEyePose(m_Face.trackableId, ref leftEyePose) && m_FaceSubsystem.TryGetRightEyePose(m_Face.trackableId, ref rightEyePose))
{
m_LeftEyeGameObject.transform.localPosition = leftEyePose.position;
m_LeftEyeGameObject.transform.localRotation = leftEyePose.rotation;

}
}
#endif
}
}
}
}

356
Assets/Prefabs/Eye Pose Prefab.prefab


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102
Assets/Scripts/ARKitFixationPointVisualizer.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 ARKitFixationPointVisualizer : MonoBehaviour
{
[SerializeField]
GameObject m_FixationPointPrefab;
public GameObject fixationPointPrefab
{
get => m_FixationPointPrefab;
set => m_FixationPointPrefab = value;
}
GameObject m_FixationPointGameObject;
ARFace m_Face;
#if UNITY_IOS && !UNITY_EDITOR
XRFaceSubsystem m_FaceSubsystem;
#endif
void Awake()
{
m_Face = GetComponent<ARFace>();
CreateEyeGameObjects();
}
void CreateEyeGameObjects()
{
m_FixationPointGameObject = Instantiate(m_FixationPointPrefab, m_Face.transform);
m_FixationPointGameObject.SetActive(false);
}
void SetVisible(bool visible)
{
m_FixationPointGameObject.SetActive(visible);
}
void UpdateVisibility()
{
var visible =
enabled &&
(m_Face.trackingState == TrackingState.Tracking) &&
#if UNITY_IOS && !UNITY_EDITOR
m_FaceSubsystem.supportedEyeTracking &&
#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();
UpdateFixationPoint();
}
void UpdateFixationPoint()
{
#if UNITY_IOS && !UNITY_EDITOR
var fixationPoint = new Vector3();
if (m_FaceSubsystem.supportedEyeTracking)
{
if (m_FaceSubsystem.TryGetFixationPoint(m_Face.trackableId, ref fixationPoint))
{
// 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_FixationPointGameObject.transform.localPosition = Vector3.Normalize(fixationPoint) / 10;
}
else
{
Debug.Log("Failed to get the face's fixation point.");
}
}
#endif
}
}

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
}
}

/Assets/Prefabs/AR Eye Gaze Position Visualizer.prefab.meta → /Assets/Prefabs/AR Fixation Point Visualizer.prefab.meta

/Assets/Prefabs/AR Eye Gaze Position Visualizer.prefab → /Assets/Prefabs/AR Fixation Point Visualizer.prefab

/Assets/Scripts/ARKitEyeGazePositionVisualizer.cs.meta → /Assets/Scripts/ARKitFixationPointVisualizer.cs.meta

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