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
111 行
3.0 KiB
111 行
3.0 KiB
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 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
|
|
|
|
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.supportedEyeTracking &&
|
|
#endif
|
|
(ARSession.state > ARSessionState.Ready);
|
|
|
|
SetVisible(visible);
|
|
}
|
|
|
|
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.supportedEyeTracking)
|
|
{
|
|
if (m_FaceSubsystem.TryGetLeftEyePose(m_Face.trackableId, ref leftEyePose) && m_FaceSubsystem.TryGetRightEyePose(m_Face.trackableId, 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
|
|
}
|
|
}
|