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94 行
2.9 KiB
94 行
2.9 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.ARFoundation;
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using UnityEngine.XR.ARSubsystems;
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/// <summary>
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/// Visualizes the eye gaze position in face space for an <see cref="ARFace"/>.
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/// </summary>
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/// <remarks>
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/// Face space is the space where the origin is the transform of an <see cref="ARFace"/>.
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/// </remarks>
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[RequireComponent(typeof(ARFace))]
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public class FixationPoint2DVisualizer : MonoBehaviour
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{
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[SerializeField]
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GameObject m_GUIFixationReticlePrefab;
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public GameObject fixationReticlePrefab
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{
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get => m_GUIFixationReticlePrefab;
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set => m_GUIFixationReticlePrefab = value;
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}
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GameObject m_FixationReticleGameObject;
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Canvas m_Canvas;
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ARFace m_Face;
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XRFaceSubsystem m_FaceSubsystem;
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void Awake()
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{
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m_Face = GetComponent<ARFace>();
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}
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void CreateEyeGameObjectsIfNecessary()
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{
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var canvas = FindObjectOfType<Canvas>();
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if (m_Face.fixationPoint != null && canvas != null && m_FixationReticleGameObject == null)
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{
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m_FixationReticleGameObject = Instantiate(m_GUIFixationReticlePrefab, canvas.transform);
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}
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}
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void SetVisible(bool visible)
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{
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if (m_FixationReticleGameObject != null)
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m_FixationReticleGameObject.SetActive(visible);
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}
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void OnEnable()
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{
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var faceManager = FindObjectOfType<ARFaceManager>();
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if (faceManager != null && faceManager.subsystem != null && faceManager.subsystem.SubsystemDescriptor.supportsEyeTracking)
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{
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m_FaceSubsystem = (XRFaceSubsystem)faceManager.subsystem;
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SetVisible((m_Face.trackingState == TrackingState.Tracking) && (ARSession.state > ARSessionState.Ready));
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m_Face.updated += OnUpdated;
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}
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else
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{
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enabled = false;
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}
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}
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void OnDisable()
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{
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m_Face.updated -= OnUpdated;
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SetVisible(false);
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}
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void OnUpdated(ARFaceUpdatedEventArgs eventArgs)
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{
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CreateEyeGameObjectsIfNecessary();
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SetVisible((m_Face.trackingState == TrackingState.Tracking) && (ARSession.state > ARSessionState.Ready));
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UpdateScreenReticle();
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}
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void UpdateScreenReticle()
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{
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var mainCamera = Camera.main;
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var fixationInViewSpace = mainCamera.WorldToViewportPoint(m_Face.fixationPoint.position);
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// The camera texture is mirrored so x and y must be changed to match where the fixation point is in relation to the face.
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var mirrorFixationInView = new Vector3(1 - fixationInViewSpace.x, 1 - fixationInViewSpace.y, fixationInViewSpace.z);
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if (m_FixationReticleGameObject != null)
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{
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m_FixationReticleGameObject.GetComponent<RectTransform>().anchoredPosition3D = mainCamera.ViewportToScreenPoint(mirrorFixationInView);
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}
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}
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}
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