/// <summary> /// Gets the gaze ray data of a source eye gaze data. /// </summary> /// <param name="gazeIndex">The index of a source of eye gaze data.</param> /// <param name="ray">The starting point and direction of the ray.</param> /// <returns>Indicates whether the gaze ray data received is valid.</returns> public static bool GetGazeRay(GazeIndex gazeIndex, out Ray ray) { UpdateData(); return(GetGazeRay(gazeIndex, out ray, EyeData_)); }
/// <summary> /// Tests eye gaze data. /// </summary> /// <param name="validity">A type of eye gaze data to test with.</param> /// <param name="gazeIndex">The index of a source of eye gaze data.</param> /// <returns>Indicates whether a source of eye gaze data is found.</returns> public static bool TryGaze(SingleEyeDataValidity validity, out GazeIndex gazeIndex) { UpdateData(); return(TryGaze(validity, out gazeIndex, EyeData_)); }
/// <summary> /// Gets the gaze ray of a source of eye gaze data. /// </summary> /// <param name="gazeIndex">The index of a source of eye gaze data.</param> /// <param name="origin">The starting point of the ray in local coordinates.</param> /// <param name="direction">Tthe direction of the ray.</param> /// <returns>Indicates whether the eye gaze data received is valid.</returns> public static bool GetGazeRay(GazeIndex gazeIndex, out Vector3 origin, out Vector3 direction) { UpdateData(); return(GetGazeRay(gazeIndex, out origin, out direction, EyeData_)); }
/// <summary> /// Casts a ray against all colliders. /// </summary> /// <param name="index">A source of eye gaze data.</param> /// <param name="ray">The starting point and direction of the ray.</param> /// <param name="focusInfo">Information about where the ray focused on.</param> /// <returns>Indicates whether the ray hits a collider.</returns> public static bool Focus(GazeIndex index, out Ray ray, out FocusInfo focusInfo) { return(Focus(index, out ray, out focusInfo, 0, float.MaxValue)); }