Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        var gazeRay   = FoveManager.GetHmdCombinedGazeRay().value;
        var gazeDepth = FoveManager.GetCombinedGazeDepth().value;
        var dist      = useGazeConvergenceDepth ? gazeDepth : distance;

        if (float.IsInfinity(dist) || float.IsNaN(dist))
        {
            dist = distance;
        }

        transform.localPosition = gazeRay.origin + dist * gazeRay.direction;
        pointRenderer.enabled   = !FoveManager.IsEyeTrackingCalibrating();
    }
Ejemplo n.º 2
0
    private void RecordDatum(bool immediate)
    {
        // If recording is stopped (which is it by default), loop back around next frame.
        if (!shouldRecord)
        {
            return;
        }

        if (!immediate) // we run in the same thread as unity we can update the transformations in a synchronized way
        {
            UpdateFoveInterfaceMatrices(false);
        }

        bool            frameMarked;
        Result <string> gazedObjectName;
        Matrix4x4       transformMat;
        Vector3         hmdPosition;
        Quaternion      hmdOrientation;

        lock (unityThreadData)
        {
            switch (gazeCoordinateSpace)
            {
            case CoordinateSpace.World:
                transformMat = unityThreadData.HMDToWorld;
                break;

            case CoordinateSpace.Local:
                transformMat = unityThreadData.HMDToLocal;
                break;

            default:
                transformMat = Matrix4x4.identity;
                break;
            }
            frameMarked     = unityThreadData.markKeyDown;
            gazedObjectName = unityThreadData.gazedObject;
            hmdPosition     = unityThreadData.HMDPosition;
            hmdOrientation  = unityThreadData.HMDOrientation;
        }

        var eyeOffsets = FoveManager.GetEyeOffsets();
        var eyeVectorL = FoveManager.GetHmdGazeVector(Eye.Left);
        var eyeVectorR = FoveManager.GetHmdGazeVector(Eye.Right);

        Stereo <Result <Ray> > eyeRays;

        eyeRays.left  = Utils.CalculateWorldGazeVector(ref transformMat, ref eyeOffsets.value.left, ref eyeVectorL);
        eyeRays.right = Utils.CalculateWorldGazeVector(ref transformMat, ref eyeOffsets.value.right, ref eyeVectorR);

        var gazeDepth   = FoveManager.GetCombinedGazeDepth();
        var combinedRay = FoveManager.GetHmdCombinedGazeRay();

        combinedRay.value.origin    = transformMat.MultiplyPoint(combinedRay.value.origin);
        combinedRay.value.direction = transformMat.MultiplyVector(combinedRay.value.direction).normalized;

        var pupilRadiusLeft  = FoveManager.GetPupilRadius(Eye.Left);
        var pupilRadiusRight = FoveManager.GetPupilRadius(Eye.Right);

        var eyeStateL = FoveManager.GetEyeState(Eye.Left);
        var eyeStateR = FoveManager.GetEyeState(Eye.Right);

        var eyeTorsionL = FoveManager.GetEyeTorsion(Eye.Left);
        var eyeTorsionR = FoveManager.GetEyeTorsion(Eye.Right);

        // If you add new fields, be sure to write them here.
        var datum = new Datum
        {
            AppTime            = (float)stopwatch.Elapsed.TotalSeconds,
            UserMark           = frameMarked,
            GazedObjectName    = gazedObjectName,
            HeadsetPosition    = new Result <Vector3>(hmdPosition),
            HeadsetOrientation = new Result <Quaternion>(hmdOrientation),
            CombinedRay        = combinedRay,
            GazeDepth          = gazeDepth,
            EyeRays            = eyeRays,
            EyesState          = new Stereo <Result <EyeState> >(eyeStateL, eyeStateR),
            PupilsRadius       = new Stereo <Result <float> >(pupilRadiusLeft, pupilRadiusRight),
            EyeTorsions        = new Stereo <Result <float> >(eyeTorsionL, eyeTorsionR),
            UserPresence       = FoveManager.IsUserPresent(),
            UserAttentionShift = FoveManager.IsUserShiftingAttention(),
            IPD           = FoveManager.GetUserIPD(),
            IOD           = FoveManager.GetUserIOD(),
            EyeballRadius = new Stereo <Result <float> >(FoveManager.GetEyeballRadius(Eye.Left), FoveManager.GetEyeballRadius(Eye.Right)),
            ScreenGaze    = new Stereo <Result <Vector2> >(FoveManager.GetGazeScreenPosition(Eye.Left), FoveManager.GetGazeScreenPosition(Eye.Right)),
            EyeShape      = new Stereo <Result <Fove.Unity.EyeShape> >(FoveManager.GetEyeShape(Eye.Left), FoveManager.GetEyeShape(Eye.Right)),
            PupilShape    = new Stereo <Result <Fove.Unity.PupilShape> >(FoveManager.GetPupilShape(Eye.Left), FoveManager.GetPupilShape(Eye.Right)),
        };

        dataSlice.Add(datum);

        if (dataSlice.Count >= writeAtDataCount)
        {
            flushData();
        }
    }