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102 行
2.5 KiB
102 行
2.5 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 ARKitFixationPointVisualizer : MonoBehaviour
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{
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[SerializeField]
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GameObject m_FixationPointPrefab;
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public GameObject fixationPointPrefab
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{
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get => m_FixationPointPrefab;
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set => m_FixationPointPrefab = value;
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}
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GameObject m_FixationPointGameObject;
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ARFace m_Face;
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#if UNITY_IOS && !UNITY_EDITOR
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XRFaceSubsystem m_FaceSubsystem;
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#endif
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void Awake()
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{
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m_Face = GetComponent<ARFace>();
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CreateEyeGameObjects();
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}
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void CreateEyeGameObjects()
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{
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m_FixationPointGameObject = Instantiate(m_FixationPointPrefab, m_Face.transform);
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m_FixationPointGameObject.SetActive(false);
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}
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void SetVisible(bool visible)
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{
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m_FixationPointGameObject.SetActive(visible);
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}
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void UpdateVisibility()
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{
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var visible =
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enabled &&
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(m_Face.trackingState == TrackingState.Tracking) &&
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#if UNITY_IOS && !UNITY_EDITOR
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m_FaceSubsystem.supportedEyeTracking &&
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#endif
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(ARSession.state > ARSessionState.Ready);
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SetVisible(visible);
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}
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void OnEnable()
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{
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#if UNITY_IOS && !UNITY_EDITOR
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var faceManager = FindObjectOfType<ARFaceManager>();
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if (faceManager != null)
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{
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m_FaceSubsystem = (XRFaceSubsystem)faceManager.subsystem;
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}
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#endif
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UpdateVisibility();
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m_Face.updated += OnUpdated;
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}
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void OnUpdated(ARFaceUpdatedEventArgs eventArgs)
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{
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UpdateVisibility();
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UpdateFixationPoint();
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}
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void UpdateFixationPoint()
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{
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#if UNITY_IOS && !UNITY_EDITOR
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var fixationPoint = new Vector3();
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if (m_FaceSubsystem.supportedEyeTracking)
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{
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if (m_FaceSubsystem.TryGetFixationPoint(m_Face.trackableId, ref fixationPoint))
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{
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// The vector that represents the gaze offset from the face is not normalized and therefore could be behind the camera.
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// So set the offset to be 1/10th of meter in the direction of the offset
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m_FixationPointGameObject.transform.localPosition = Vector3.Normalize(fixationPoint) / 10;
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}
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else
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{
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Debug.Log("Failed to get the face's fixation point.");
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}
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}
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#endif
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}
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}
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