/// <summary>
        /// Cast a Ray from the Gazepoint into the Scene
        /// Call the OnObjectHit(), if a Object was in the Gaze of the User. 
        /// (Use MonoBehaviorWithGazeComponent to integrate your own GazeInteraction) 
        /// </summary>
        private void rayCastGazeRay()
        {
            Ray raygaze;
            RaycastHit hit;

            //CheckInput
            if (gazeModel.isEyeTrackerRunning)
            {
                Vector2 gazePos = (gazeModel.posGazeLeft + gazeModel.posGazeRight) * 0.5f;
                gazePos.y = Screen.height - gazePos.y;
                raygaze = Camera.main.ScreenPointToRay(gazePos);
            }

            //Usee the MouseInput as a DebugInput, if no EyeTracker runs
            else
            {
                raygaze = Camera.main.ScreenPointToRay(Input.mousePosition);
            }

            //Cast a Ray from the Gazepoint into the scene
            if (Physics.Raycast(raygaze, out hit))
            {
                //Only React when a Object has a Monobehabvior with GazeComponent
                MonoBehaviourWithGazeComponent hitMono = hit.collider.gameObject.GetComponent<MonoBehaviourWithGazeComponent>();
                if (hitMono != null)
                {
                    // Save the OldSelection
                    if (oldSelection == null)
                        oldSelection = hitMono;

                    // Call from the oldSelection the GazeExit() Function
                    else if (hitMono != oldSelection)
                    {
                        oldSelection.OnObjectExit();
                        oldSelection = hitMono;
                    }
                    // Invoke Start and Update of the GazeEvent
                    hitMono.OnObjectHit(hit);

                }

                else
                {
                    if (oldSelection != null)
                    {
                        oldSelection.OnObjectExit();
                        oldSelection = null;
                    }
                }

            }

            else
            {
                // Call from the oldSelection the GazeExit() Function
                if (oldSelection != null)
                {
                    oldSelection.OnObjectExit();
                    oldSelection = null;
                }
            }
        }
        /// <summary>
        /// Cast a Ray from the Gazepoint into the Scene
        /// Call the OnObjectHit(), if a Object was in the Gaze of the User.
        /// (Use MonoBehaviorWithGazeComponent to integrate your own GazeInteraction)
        /// </summary>
        private void rayCastGazeRay()
        {
            Ray raygaze;

            Vector2 gazePos = Vector2.zero;

            //CheckInput
            if (gazeModel.isEyeTrackerRunning)
            {
                gazePos   = (gazeModel.posGazeLeft + gazeModel.posGazeRight) * 0.5f;
                gazePos.y = Screen.height - gazePos.y;
                raygaze   = Camera.main.ScreenPointToRay(gazePos);
            }

            //Usee the MouseInput as a DebugInput, if no EyeTracker runs
            else
            {
                raygaze = Camera.main.ScreenPointToRay(Input.mousePosition);
            }


            //Cast a Ray from the Gazepoint into the scene
            //RaycastHit2D hit = Physics2D.Raycast(Camera.main.transform,gazePos,1000f);

            Vector2 cameraPos = Camera.main.transform.position;

            gazePos = Camera.main.ScreenToWorldPoint(gazePos);

            RaycastHit2D hit = Physics2D.Raycast(gazePos, Vector2.zero, 0);

            if (hit)
            {
                //Debug.Log("HIT:" + hit.collider.name);
                //Only React when a Object has a Monobehabvior with GazeComponent
                MonoBehaviourWithGazeComponent hitMono = hit.collider.gameObject.GetComponent <MonoBehaviourWithGazeComponent>();
                if (hitMono != null)
                {
                    // Save the OldSelection
                    if (oldSelection == null)
                    {
                        oldSelection = hitMono;
                    }

                    // Call from the oldSelection the GazeExit() Function
                    else if (hitMono != oldSelection)
                    {
                        oldSelection.OnObjectExit();
                        oldSelection = hitMono;
                    }
                    // Invoke Start and Update of the GazeEvent
                    hitMono.OnObjectHit(hit);
                }
                else
                {
                    if (oldSelection != null)
                    {
                        oldSelection.OnObjectExit();
                        oldSelection = null;
                    }
                }
            }
            else
            {
                // Call from the oldSelection the GazeExit() Function
                if (oldSelection != null)
                {
                    oldSelection.OnObjectExit();
                    oldSelection = null;
                }
            }
        }
Beispiel #3
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        /// <summary>
        /// Cast a Ray from the Gazepoint into the Scene
        /// Call the OnObjectHit(), if a Object was in the Gaze of the User.
        /// (Use MonoBehaviorWithGazeComponent to integrate your own GazeInteraction)
        /// </summary>
        private void rayCastGazeRay()
        {
            Ray        raygaze;
            RaycastHit hit;


            //CheckInput
            if (gazeModel.isEyeTrackerRunning)
            {
                Vector2 gazePos = (gazeModel.posGazeLeft + gazeModel.posGazeRight) * 0.5f;
                gazePos.y = Screen.height - gazePos.y;
                raygaze   = Camera.main.ScreenPointToRay(gazePos);
            }

            //Usee the MouseInput as a DebugInput, if no EyeTracker runs
            else
            {
                raygaze = Camera.main.ScreenPointToRay(Input.mousePosition);
            }


            //Cast a Ray from the Gazepoint into the scene
            if (Physics.Raycast(raygaze, out hit))
            {
                //Only React when a Object has a Monobehabvior with GazeComponent
                MonoBehaviourWithGazeComponent hitMono = hit.collider.gameObject.GetComponent <MonoBehaviourWithGazeComponent>();
                if (hitMono != null)
                {
                    // Save the OldSelection
                    if (oldSelection == null)
                    {
                        oldSelection = hitMono;
                    }

                    // Call from the oldSelection the GazeExit() Function
                    else if (hitMono != oldSelection)
                    {
                        oldSelection.OnObjectExit();
                        oldSelection = hitMono;
                    }
                    // Invoke Start and Update of the GazeEvent
                    hitMono.OnObjectHit(hit);
                }

                else
                {
                    if (oldSelection != null)
                    {
                        oldSelection.OnObjectExit();
                        oldSelection = null;
                    }
                }
            }

            else
            {
                // Call from the oldSelection the GazeExit() Function
                if (oldSelection != null)
                {
                    oldSelection.OnObjectExit();
                    oldSelection = null;
                }
            }
        }
        /// <summary>
        /// Cast a Ray from the Gazepoint into the Scene
        /// Call the OnObjectHit(), if a Object was in the Gaze of the User. 
        /// (Use MonoBehaviorWithGazeComponent to integrate your own GazeInteraction) 
        /// </summary>
        private void rayCastGazeRay()
        {
            Ray raygaze;

            Vector2 gazePos = Vector2.zero;

            //CheckInput
            if (gazeModel.isEyeTrackerRunning)
            {
                gazePos = (gazeModel.posGazeLeft + gazeModel.posGazeRight) * 0.5f;
                gazePos.y = Screen.height - gazePos.y;
                raygaze = Camera.main.ScreenPointToRay(gazePos);
            }

            //Usee the MouseInput as a DebugInput, if no EyeTracker runs
            else
            {
                raygaze = Camera.main.ScreenPointToRay(Input.mousePosition);
            }

            //Cast a Ray from the Gazepoint into the scene
            //RaycastHit2D hit = Physics2D.Raycast(Camera.main.transform,gazePos,1000f);

            Vector2 cameraPos = Camera.main.transform.position;
            gazePos = Camera.main.ScreenToWorldPoint(gazePos);

            RaycastHit2D hit = Physics2D.Raycast(gazePos, Vector2.zero, 0);
            if (hit)
            {
                //Debug.Log("HIT:" + hit.collider.name);
                //Only React when a Object has a Monobehabvior with GazeComponent
                MonoBehaviourWithGazeComponent hitMono = hit.collider.gameObject.GetComponent<MonoBehaviourWithGazeComponent>();
                if (hitMono != null)
                {
                    // Save the OldSelection
                    if (oldSelection == null)
                        oldSelection = hitMono;

                    // Call from the oldSelection the GazeExit() Function
                    else if (hitMono != oldSelection)
                    {
                        oldSelection.OnObjectExit();
                        oldSelection = hitMono;
                    }
                    // Invoke Start and Update of the GazeEvent
                    hitMono.OnObjectHit(hit);

                }
                else
                {
                    if (oldSelection != null)
                    {
                        oldSelection.OnObjectExit();
                        oldSelection = null;
                    }
                }

            }
            else
            {
                // Call from the oldSelection the GazeExit() Function
                if (oldSelection != null)
                {
                    oldSelection.OnObjectExit();
                    oldSelection = null;
                }
            }
        }