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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
/// <summary>
/// Visualizes the eye poses 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 EyePoseVisualizer : MonoBehaviour
{
[SerializeField]
GameObject m_EyePrefab;
public GameObject eyePrefab
{
get => m_EyePrefab;
set => m_EyePrefab = value;
}
GameObject m_LeftEyeGameObject;
GameObject m_RightEyeGameObject;
ARFace m_Face;
XRFaceSubsystem m_FaceSubsystem;
void Awake()
{
m_Face = GetComponent<ARFace>();
}
void CreateEyeGameObjectsIfNecessary()
{
if (m_Face.leftEye != null && m_LeftEyeGameObject == null )
{
m_LeftEyeGameObject = Instantiate(m_EyePrefab, m_Face.leftEye);
m_LeftEyeGameObject.SetActive(false);
}
if (m_Face.rightEye != null && m_RightEyeGameObject == null)
{
m_RightEyeGameObject = Instantiate(m_EyePrefab, m_Face.rightEye);
m_RightEyeGameObject.SetActive(false);
}
}
void SetVisible(bool visible)
{
if (m_LeftEyeGameObject != null && m_RightEyeGameObject != null)
{
m_LeftEyeGameObject.SetActive(visible);
m_RightEyeGameObject.SetActive(visible);
}
}
void OnEnable()
{
var faceManager = FindObjectOfType<ARFaceManager>();
if (faceManager != null && faceManager.subsystem != null && faceManager.subsystem.SubsystemDescriptor.supportsEyeTracking)
{
m_FaceSubsystem = (XRFaceSubsystem)faceManager.subsystem;
SetVisible((m_Face.trackingState == TrackingState.Tracking) && (ARSession.state > ARSessionState.Ready));
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));
}
}