Exemple #1
0
 void OnDisable()
 {
     // Is there a current target?
     if (currentTarget != null)
     {
         currentTarget.OnGazeExit();
     }
     // Tell pointer to exit target.
     if (pointer != null)
     {
         // Is there a pending trigger?
         if (isTriggered)
         {
             pointer.OnGazeTriggerEnd(cam);
         }
         if (currentGazeObject != null)
         {
             pointer.OnGazeExit(cam, currentGazeObject);
         }
         pointer.OnGazeDisabled();
     }
     currentGazeObject = null;
     currentTarget     = null;
     isTriggered       = false;
 }
    private GameObject FindGazeTarget(float radius, out IGvrGazeResponder responder,
                                      out Vector3 intersectPosition, out Ray intersectionRay)
    {
        RaycastHit hit;
        GameObject targetObject = null;
        bool       hitResult    = false;

        intersectionRay = GetRay();

        // Use Raycast or SphereCast?
        if (radius > 0.0f)
        {
            // Cast a sphere against the scene.
            hitResult = Physics.SphereCast(intersectionRay.origin,
                                           radius, intersectionRay.direction, out hit, cam.farClipPlane, mask);
        }
        else
        {
            // Cast a Ray against the scene.
            hitResult = Physics.Raycast(intersectionRay, out hit, cam.farClipPlane, mask);
        }

        // Found anything?
        if (hitResult)
        {
            // Set object and IGvrGazeResponder if any.
            targetObject = hit.collider.gameObject;
            responder    = targetObject.GetComponent(typeof(IGvrGazeResponder))
                           as IGvrGazeResponder;
            intersectPosition = transform.position + transform.forward * hit.distance;
        }
        else
        {
            // Nothing? Reset variables.
            intersectPosition = Vector3.zero;
            responder         = null;
        }

        return(targetObject);
    }
Exemple #3
0
    private void HandleGaze()
    {
        // Retrieve GazePointer radius.
        float innerRadius = 0.0f;
        float outerRadius = 0.0f;

        if (pointer != null)
        {
            pointer.GetPointerRadius(out innerRadius, out outerRadius);
        }

        // Find what object the user is looking at.
        Vector3           intersectPosition;
        IGvrGazeResponder target       = null;
        GameObject        targetObject = FindGazeTarget(innerRadius, out target, out intersectPosition);

        // Found a target?
        if (targetObject != null)
        {
            lastIntersectPosition = intersectPosition;

            // Is the object new?
            if (targetObject != currentGazeObject)
            {
                if (pointer != null)
                {
                    pointer.OnGazeExit(cam, currentGazeObject);
                }
                if (currentTarget != null)
                {
                    // Replace with current object.
                    currentTarget.OnGazeExit();
                }

                // Save new object.
                currentTarget     = target;
                currentGazeObject = targetObject;

                // Inform pointer and target of gaze.
                if (pointer != null)
                {
                    pointer.OnGazeStart(cam, currentGazeObject, intersectPosition,
                                        currentTarget != null);
                }
                if (currentTarget != null)
                {
                    currentTarget.OnGazeEnter();
                }
            }
            else
            {
                // Same object, inform pointer of new intersection.
                if (pointer != null)
                {
                    pointer.OnGazeStay(cam, currentGazeObject, intersectPosition,
                                       currentTarget != null);
                }
            }
        }
        else
        {
            // Failed to find an object by inner radius.
            if (currentGazeObject != null)
            {
                // Already gazing an object? Check against outer radius.
                if (IsGazeNearObject(outerRadius, currentGazeObject, out intersectPosition))
                {
                    // Still gazing.
                    if (pointer != null)
                    {
                        pointer.OnGazeStay(cam, currentGazeObject, intersectPosition, currentTarget != null);
                    }
                }
                else
                {
                    // No longer gazing any object.
                    if (pointer != null)
                    {
                        pointer.OnGazeExit(cam, currentGazeObject);
                    }
                    if (currentTarget != null)
                    {
                        currentTarget.OnGazeExit();
                    }
                    currentTarget     = null;
                    currentGazeObject = null;
                }
            }
        }
    }
Exemple #4
0
 void OnDisable()
 {
     // Is there a current target?
     if (currentTarget != null) {
       currentTarget.OnGazeExit();
     }
     // Tell pointer to exit target.
     if (pointer != null) {
       // Is there a pending trigger?
       if (isTriggered) {
     pointer.OnGazeTriggerEnd(cam);
       }
       if (currentGazeObject != null) {
     pointer.OnGazeExit(cam, currentGazeObject);
       }
       pointer.OnGazeDisabled();
     }
     currentGazeObject = null;
     currentTarget = null;
     isTriggered = false;
 }
Exemple #5
0
    private void HandleGaze()
    {
        // Retrieve GazePointer radius.
        float innerRadius = 0.0f;
        float outerRadius = 0.0f;
        if (pointer != null) {
          pointer.GetPointerRadius(out innerRadius, out outerRadius);
        }

        // Find what object the user is looking at.
        Vector3 intersectPosition;
        IGvrGazeResponder target = null;
        GameObject targetObject = FindGazeTarget(innerRadius, out target, out intersectPosition);

        // Found a target?
        if (targetObject != null) {
          lastIntersectPosition = intersectPosition;

          // Is the object new?
          if (targetObject != currentGazeObject) {
        if (pointer != null) {
          pointer.OnGazeExit(cam, currentGazeObject);
        }
        if (currentTarget != null) {
          // Replace with current object.
          currentTarget.OnGazeExit();
        }

        // Save new object.
        currentTarget = target;
        currentGazeObject = targetObject;

        // Inform pointer and target of gaze.
        if (pointer != null) {
          pointer.OnGazeStart(cam, currentGazeObject, intersectPosition,
                              currentTarget != null);
        }
        if (currentTarget != null) {
          currentTarget.OnGazeEnter();
        }
          } else {
        // Same object, inform pointer of new intersection.
        if (pointer != null) {
          pointer.OnGazeStay(cam, currentGazeObject, intersectPosition,
                             currentTarget != null);
        }
          }
        } else {
          // Failed to find an object by inner radius.
          if (currentGazeObject != null) {
        // Already gazing an object? Check against outer radius.
        if (IsGazeNearObject(outerRadius, currentGazeObject, out intersectPosition)) {
          // Still gazing.
          if (pointer != null) {
            pointer.OnGazeStay(cam, currentGazeObject, intersectPosition, currentTarget != null);
          }
        } else {
          // No longer gazing any object.
          if (pointer != null) {
            pointer.OnGazeExit(cam, currentGazeObject);
          }
          if (currentTarget != null) {
            currentTarget.OnGazeExit();
          }
          currentTarget = null;
          currentGazeObject = null;
        }
          }
        }
    }
Exemple #6
0
    private GameObject FindGazeTarget(float radius, out IGvrGazeResponder responder,
      out Vector3 intersectPosition)
    {
        RaycastHit hit;
        GameObject targetObject = null;
        bool hitResult = false;

        // Use Raycast or SphereCast?
        if (radius > 0.0f) {
          // Cast a sphere against the scene.
          hitResult = Physics.SphereCast(transform.position,
          radius, transform.forward, out hit, cam.farClipPlane, mask);
        } else {
          // Cast a Ray against the scene.
          Ray ray = new Ray(transform.position, transform.forward);
          hitResult = Physics.Raycast(ray, out hit, cam.farClipPlane, mask);
        }

        // Found anything?
        if (hitResult) {
          // Set object and IGvrGazeResponder if any.
          targetObject = hit.collider.gameObject;
          responder = targetObject.GetComponent(typeof(IGvrGazeResponder))
          as IGvrGazeResponder;
          intersectPosition = transform.position + transform.forward * hit.distance;
        } else {
          // Nothing? Reset variables.
          intersectPosition = Vector3.zero;
          responder = null;
        }

        return targetObject;
    }