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 和 0 次删除
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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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466Assets/Scenes/FaceTracking/ARKitEyePoses.unity
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7Assets/Scenes/FaceTracking/ARKitEyePoses.unity.meta
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107Assets/Scripts/ARKitEyePoseVisualizer.cs
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11Assets/Scripts/ARKitEyePoseVisualizer.cs.meta
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m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} |
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m_UseBoundingSphereOverride: 0 |
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m_ShadowAngle: 0 |
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|
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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
|
|||
|
|||
// 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
|
|||
} |
|||
} |
|
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defaultReferences: [] |
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executionOrder: 0 |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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