Example #1
0
        /// <summary>
        /// get the position of the eye gaze in normalized viewport space
        /// </summary>
        public Vector3 GetViewportGazePoint()
        {
            Vector2 screenGazePoint = Vector2.one * 0.5f;

#if CVR_FOVE //screenpoint
            //var normalizedPoint = FoveInterface.GetNormalizedViewportPosition(ray.GetPoint(1000), Fove.EFVR_Eye.Left); //Unity Plugin Version 1.3.1
            var normalizedPoint = cam.WorldToViewportPoint(ray.GetPoint(1000));

            //Vector2 gazePoint = hmd.GetGazePoint();
            if (float.IsNaN(normalizedPoint.x))
            {
                return(screenGazePoint);
            }

            screenGazePoint = new Vector2(normalizedPoint.x, normalizedPoint.y);
#elif CVR_PUPIL//screenpoint
            screenGazePoint = PupilData._2D.GetEyeGaze("0");
#elif CVR_TOBIIVR
            screenGazePoint = cam.WorldToViewportPoint(_eyeTracker.LatestProcessedGazeData.CombinedGazeRayWorld.GetPoint(1000));
#elif CVR_NEURABLE
            screenGazePoint = NeurableUnity.NeurableUser.Instance.NeurableCam.NormalizedFocalPoint;
#elif CVR_AH
            Vector3 x = ah_calibrator.GetGazeOrigin();
            Vector3 r = ah_calibrator.GetGazeVector();
            screenGazePoint = cam.WorldToViewportPoint(x + 10 * r);
#endif
            return(screenGazePoint);
        }
Example #2
0
        public bool CombinedWorldGazeRay(out Ray ray)
        {
            Vector3 r = ah_calibrator.GetGazeVector(filterType: AdhawkApi.Numerics.Filters.FilterType.ExponentialMovingAverage);
            Vector3 x = ah_calibrator.GetGazeOrigin();

            ray = new Ray(x, r);
            return(true);
        }
Example #3
0
        /// <summary>
        /// get the position of the eye gaze in normalized viewport space
        /// </summary>
        public Vector3 GetViewportGazePoint()
        {
            Vector2 screenGazePoint = Vector2.one * 0.5f;

#if CVR_FOVE //screenpoint
            //var normalizedPoint = FoveInterface.GetNormalizedViewportPosition(ray.GetPoint(1000), Fove.EFVR_Eye.Left); //Unity Plugin Version 1.3.1
            var normalizedPoint = GameplayReferences.HMDCameraComponent.WorldToViewportPoint(GameplayReferences.FoveInstance.GetGazeRays().left.GetPoint(1000));

            //Vector2 gazePoint = hmd.GetGazePoint();
            if (float.IsNaN(normalizedPoint.x))
            {
                return(screenGazePoint);
            }

            screenGazePoint = new Vector2(normalizedPoint.x, normalizedPoint.y);
#elif CVR_PUPIL//screenpoint
            screenGazePoint = pupilViewportPosition;
#elif CVR_TOBIIVR
            if (Tobii.XR.TobiiXR.Internal.Provider.EyeTrackingDataLocal.GazeRay.IsValid)
            {
                var gazeray = Tobii.XR.TobiiXR.Internal.Provider.EyeTrackingDataLocal.GazeRay;
                screenGazePoint = GameplayReferences.HMDCameraComponent.WorldToViewportPoint(gazeray.Origin + GameplayReferences.HMD.TransformDirection(gazeray.Direction) * 1000);
            }
#elif CVR_VIVEPROEYE
            var leftv2  = Vector2.zero;
            var rightv2 = Vector2.zero;

            bool leftSet  = ViveSR.anipal.Eye.SRanipal_Eye.GetPupilPosition(ViveSR.anipal.Eye.EyeIndex.LEFT, out leftv2);
            bool rightSet = ViveSR.anipal.Eye.SRanipal_Eye.GetPupilPosition(ViveSR.anipal.Eye.EyeIndex.RIGHT, out rightv2);
            if (leftSet && !rightSet)
            {
                screenGazePoint = leftv2;
            }
            else if (!leftSet && rightSet)
            {
                screenGazePoint = rightv2;
            }
            else if (leftSet && rightSet)
            {
                screenGazePoint = (leftv2 + rightv2) / 2;
            }
#elif CVR_NEURABLE
            screenGazePoint = Neurable.Core.NeurableUser.Instance.NeurableCam.NormalizedFocalPoint;
#elif CVR_AH
            Vector3 x = ah_calibrator.GetGazeOrigin();
            Vector3 r = ah_calibrator.GetGazeVector();
            screenGazePoint = GameplayReferences.HMDCameraComponent.WorldToViewportPoint(x + 10 * r);
#elif CVR_SNAPDRAGON
            var worldgazeDirection = SvrManager.Instance.leftCamera.transform.TransformDirection(SvrManager.Instance.EyeDirection);
            screenGazePoint = GameplayReferences.HMDCameraComponent.WorldToScreenPoint(GameplayReferences.HMD.position + 10 * worldgazeDirection);
#endif
            return(screenGazePoint);
        }
Example #4
0
        /// <summary>
        /// get the position of the eye gaze in normalized viewport space
        /// </summary>
        public Vector3 GetViewportGazePoint()
        {
            Vector2 screenGazePoint = Vector2.one * 0.5f;

#if CVR_FOVE //screenpoint
            //var normalizedPoint = FoveInterface.GetNormalizedViewportPosition(ray.GetPoint(1000), Fove.EFVR_Eye.Left); //Unity Plugin Version 1.3.1
            var normalizedPoint = GameplayReferences.HMDCameraComponent.WorldToViewportPoint(GameplayReferences.FoveInstance.GetGazeRays().left.GetPoint(1000));

            //Vector2 gazePoint = hmd.GetGazePoint();
            if (float.IsNaN(normalizedPoint.x))
            {
                return(screenGazePoint);
            }

            screenGazePoint = new Vector2(normalizedPoint.x, normalizedPoint.y);
#elif CVR_PUPIL//screenpoint
            screenGazePoint = pupilViewportPosition;
#elif CVR_TOBIIVR
            if (Tobii.XR.TobiiXR.Internal.Provider.EyeTrackingDataLocal.GazeRay.IsValid)
            {
                var gazeray = Tobii.XR.TobiiXR.Internal.Provider.EyeTrackingDataLocal.GazeRay;
                screenGazePoint = GameplayReferences.HMDCameraComponent.WorldToViewportPoint(gazeray.Origin + GameplayReferences.HMD.TransformDirection(gazeray.Direction) * 1000);
            }
#elif CVR_VIVEPROEYE
            var leftv2  = Vector2.zero;
            var rightv2 = Vector2.zero;

            bool leftSet  = ViveSR.anipal.Eye.SRanipal_Eye.GetPupilPosition(ViveSR.anipal.Eye.EyeIndex.LEFT, out leftv2);
            bool rightSet = ViveSR.anipal.Eye.SRanipal_Eye.GetPupilPosition(ViveSR.anipal.Eye.EyeIndex.RIGHT, out rightv2);
            if (leftSet && !rightSet)
            {
                screenGazePoint = leftv2;
            }
            else if (!leftSet && rightSet)
            {
                screenGazePoint = rightv2;
            }
            else if (leftSet && rightSet)
            {
                screenGazePoint = (leftv2 + rightv2) / 2;
            }
#elif CVR_NEURABLE
            screenGazePoint = Neurable.Core.NeurableUser.Instance.NeurableCam.NormalizedFocalPoint;
#elif CVR_AH
            Vector3 x = ah_calibrator.GetGazeOrigin();
            Vector3 r = ah_calibrator.GetGazeVector();
            screenGazePoint = GameplayReferences.HMDCameraComponent.WorldToViewportPoint(x + 10 * r);
#elif CVR_SNAPDRAGON
            var worldgazeDirection = SvrManager.Instance.leftCamera.transform.TransformDirection(SvrManager.Instance.EyeDirection);
            screenGazePoint = GameplayReferences.HMDCameraComponent.WorldToScreenPoint(GameplayReferences.HMD.position + 10 * worldgazeDirection);
#elif CVR_XR
            UnityEngine.XR.Eyes eyes;
            if (UnityEngine.XR.InputDevices.GetDeviceAtXRNode(UnityEngine.XR.XRNode.CenterEye).TryGetFeatureValue(UnityEngine.XR.CommonUsages.eyesData, out eyes))
            {
                //first arg probably to mark which feature the value should return. type alone isn't enough to indicate the property
                Vector3 convergancePoint;
                if (eyes.TryGetFixationPoint(out convergancePoint))
                {
                    Vector3 leftPos = Vector3.zero;
                    eyes.TryGetLeftEyePosition(out leftPos);
                    Vector3 rightPos = Vector3.zero;
                    eyes.TryGetRightEyePosition(out rightPos);

                    Vector3 centerPos = (rightPos + leftPos) / 2f;

                    var worldGazeDirection = (convergancePoint - centerPos).normalized;
                    screenGazePoint = GameplayReferences.HMDCameraComponent.WorldToScreenPoint(GameplayReferences.HMD.position + 10 * worldGazeDirection);
                }
            }
#endif
            return(screenGazePoint);
        }