您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

85 行
2.2 KiB

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;
}
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));
UpdateFixationPoint();
}
void UpdateFixationPoint()
{
if (m_FixationRayGameObject != null)
{
m_FixationRayGameObject.transform.LookAt(m_Face.fixationPoint.position);
}
}
}