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Added an eye tracking sample

/3.1
David Mohrhardt 5 年前
当前提交
fb946d46
共有 6 个文件被更改,包括 659 次插入0 次删除
  1. 61
      Assets/Prefabs/AR Eye Pose Visualizer.prefab
  2. 7
      Assets/Prefabs/AR Eye Pose Visualizer.prefab.meta
  3. 466
      Assets/Scenes/FaceTracking/ARKitEyePoses.unity
  4. 7
      Assets/Scenes/FaceTracking/ARKitEyePoses.unity.meta
  5. 107
      Assets/Scripts/ARKitEyePoseVisualizer.cs
  6. 11
      Assets/Scripts/ARKitEyePoseVisualizer.cs.meta

61
Assets/Prefabs/AR Eye Pose Visualizer.prefab


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7
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107
Assets/Scripts/ARKitEyePoseVisualizer.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
// TODO Add summary
[RequireComponent(typeof(ARFace))]
public class ARKitEyePoseVisualizer : MonoBehaviour
{
[SerializeField]
GameObject m_EyePrefab;
public GameObject eyePrefab
{
get => m_EyePrefab;
set => m_EyePrefab = value;
}
GameObject m_LeftEyeGameObject;
GameObject m_RightEyeGameObject;
ARFace m_Face;
#if UNITY_IOS && !UNITY_EDITOR
XRFaceSubsystem m_FaceSubsystem;
#endif
// Start is called before the first frame update
void Awake()
{
m_Face = GetComponent<ARFace>();
CreateEyeGameObjects();
}
void CreateEyeGameObjects()
{
m_LeftEyeGameObject = Instantiate(m_EyePrefab, m_Face.transform);
m_RightEyeGameObject = Instantiate(m_EyePrefab, m_Face.transform);
m_LeftEyeGameObject.SetActive(false);
m_RightEyeGameObject.SetActive(false);
}
void SetVisible(bool visible)
{
m_LeftEyeGameObject.SetActive(visible);
m_RightEyeGameObject.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);
}
private 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();
UpdateEyeGazeFeatures();
}
void UpdateEyeGazeFeatures()
{
#if UNITY_IOS && !UNITY_EDITOR
var leftEyePose = new Pose();
var rightEyePose = new Pose();
if (m_FaceSubsystem.supportedEyeGazeTracking)
{
if (m_FaceSubsystem.TryGetEyePoses(m_Face.trackableId, ref leftEyePose, ref rightEyePose))
{
m_LeftEyeGameObject.transform.localPosition = leftEyePose.position;
m_LeftEyeGameObject.transform.localRotation = leftEyePose.rotation;
m_RightEyeGameObject.transform.localPosition = rightEyePose.position;
m_RightEyeGameObject.transform.localRotation = rightEyePose.rotation;
}
else
{
Debug.Log("Failed to get the face's eye poses.");
}
}
#endif
}
}

11
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