Esempio n. 1
0
        /// <summary>
        /// get the raw gaze direction in world space. includes fove/pupil labs eye tracking
        /// </summary>
        public Vector3 GetWorldGazeDirection()
        {
            Vector3 gazeDirection = CameraTransform.forward;

#if CVR_FOVE //direction
            var eyeRays = FoveInstance.GetGazeRays();
            var ray     = eyeRays.left;
            gazeDirection = new Vector3(ray.direction.x, ray.direction.y, ray.direction.z);
            gazeDirection.Normalize();
#elif CVR_PUPIL
            //var v2 = PupilGazeTracker.Instance.GetEyeGaze(PupilGazeTracker.GazeSource.BothEyes); //0-1 screen pos
            var v2 = PupilData._2D.GetEyeGaze("0");

            //if it doesn't find the eyes, skip this snapshot
            //if (PupilTools.Confidence(PupilData.rightEyeID) > 0.1f)
            {
                var ray = cam.ViewportPointToRay(v2);
                gazeDirection = ray.direction.normalized;
            } //else uses HMD forward
#elif CVR_TOBIIVR
            gazeDirection = _eyeTracker.LatestProcessedGazeData.CombinedGazeRayWorld.direction;
#elif CVR_NEURABLE
            gazeDirection = NeurableUnity.NeurableUser.Instance.NeurableCam.GazeRay().direction;
#elif CVR_AH
            gazeDirection = ah_calibrator.GetGazeVector(filterType: FilterType.ExponentialMovingAverage);
#endif
            return(gazeDirection);
        }
Esempio n. 2
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        /// <summary>
        /// get the raw gaze direction in world space. includes fove/pupil labs eye tracking
        /// </summary>
        public Vector3 GetWorldGazeDirection()
        {
            Vector3 gazeDirection = GameplayReferences.HMD.forward;

#if CVR_FOVE //direction
            var eyeRays = GameplayReferences.FoveInstance.GetGazeRays();
            var ray     = eyeRays.left;
            gazeDirection = new Vector3(ray.direction.x, ray.direction.y, ray.direction.z);
            gazeDirection.Normalize();
#elif CVR_PUPIL
            gazeDirection = GameplayReferences.HMD.TransformDirection(localGazeDirection);
#elif CVR_TOBIIVR
            if (Tobii.XR.TobiiXR.Internal.Provider.EyeTrackingDataLocal.GazeRay.IsValid)
            {
                gazeDirection = GameplayReferences.HMD.TransformDirection(Tobii.XR.TobiiXR.Internal.Provider.EyeTrackingDataLocal.GazeRay.Direction);
            }
#elif CVR_VIVEPROEYE
            var ray = new Ray();
            if (ViveSR.anipal.Eye.SRanipal_Eye.GetGazeRay(ViveSR.anipal.Eye.GazeIndex.COMBINE, out ray))
            {
                gazeDirection = GameplayReferences.HMD.TransformDirection(ray.direction);
            }
#elif CVR_VARJO
            if (Varjo.VarjoPlugin.InitGaze())
            {
                var data = Varjo.VarjoPlugin.GetGaze();
                if (data.status != Varjo.VarjoPlugin.GazeStatus.INVALID)
                {
                    var ray = data.gaze;
                    gazeDirection = GameplayReferences.HMD.TransformDirection(new Vector3((float)ray.forward[0], (float)ray.forward[1], (float)ray.forward[2]));
                }
            }
#elif CVR_NEURABLE
            gazeDirection = Neurable.Core.NeurableUser.Instance.NeurableCam.GazeRay().direction;
#elif CVR_AH
            gazeDirection = ah_calibrator.GetGazeVector(filterType: FilterType.ExponentialMovingAverage);
#elif CVR_SNAPDRAGON
            gazeDirection = SvrManager.Instance.leftCamera.transform.TransformDirection(SvrManager.Instance.EyeDirection);
#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;

                    gazeDirection = (convergancePoint - centerPos).normalized;
                }
            }
#endif
            return(gazeDirection);
        }
Esempio n. 3
0
        /// <summary>
        /// get the raw gaze direction in world space. includes fove/pupil labs eye tracking
        /// </summary>
        public Vector3 GetWorldGazeDirection()
        {
            Vector3 gazeDirection = GameplayReferences.HMD.forward;

#if CVR_FOVE //direction
            var eyeRays = FoveInstance.GetGazeRays();
            var ray     = eyeRays.left;
            gazeDirection = new Vector3(ray.direction.x, ray.direction.y, ray.direction.z);
            gazeDirection.Normalize();
#elif CVR_PUPIL
            //var v2 = PupilGazeTracker.Instance.GetEyeGaze(PupilGazeTracker.GazeSource.BothEyes); //0-1 screen pos
            var v2 = PupilData._2D.GetEyeGaze("0");

            //if it doesn't find the eyes, skip this snapshot
            //if (PupilTools.Confidence(PupilData.rightEyeID) > 0.1f)
            {
                var ray = GameplayReferences.HMDCameraComponent.ViewportPointToRay(v2);
                gazeDirection = ray.direction.normalized;
            } //else uses HMD forward
#elif CVR_TOBIIVR
            gazeDirection = _eyeTracker.LatestProcessedGazeData.CombinedGazeRayWorld.direction;
#elif CVR_VIVEPROEYE
            var ray = new Ray();
            if (ViveSR.anipal.Eye.SRanipal_Eye.GetGazeRay(ViveSR.anipal.Eye.GazeIndex.COMBINE, out ray))
            {
                gazeDirection = GameplayReferences.HMD.TransformDirection(ray.direction);
            }
#elif CVR_VARJO
            if (Varjo.VarjoPlugin.InitGaze())
            {
                var data = Varjo.VarjoPlugin.GetGaze();
                if (data.status != Varjo.VarjoPlugin.GazeStatus.INVALID)
                {
                    var ray = data.gaze;
                    gazeDirection = GameplayReferences.HMD.TransformDirection(new Vector3((float)ray.forward[0], (float)ray.forward[1], (float)ray.forward[2]));
                }
            }
#elif CVR_NEURABLE
            gazeDirection = Neurable.Core.NeurableUser.Instance.NeurableCam.GazeRay().direction;
#elif CVR_AH
            gazeDirection = ah_calibrator.GetGazeVector(filterType: FilterType.ExponentialMovingAverage);
#elif CVR_SNAPDRAGON
            gazeDirection = SvrManager.Instance.leftCamera.transform.TransformDirection(SvrManager.Instance.EyeDirection);
#endif
            return(gazeDirection);
        }
Esempio n. 4
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        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);
        }
Esempio n. 5
0
        /// <summary>
        /// get the raw gaze direction in world space. includes fove/pupil labs eye tracking
        /// </summary>
        public Vector3 GetWorldGazeDirection()
        {
            Vector3 gazeDirection = GameplayReferences.HMD.forward;

#if CVR_FOVE //direction
            var eyeRays = GameplayReferences.FoveInstance.GetGazeRays();
            var ray     = eyeRays.left;
            gazeDirection = new Vector3(ray.direction.x, ray.direction.y, ray.direction.z);
            gazeDirection.Normalize();
#elif CVR_PUPIL
            gazeDirection = GameplayReferences.HMD.TransformDirection(localGazeDirection);
#elif CVR_TOBIIVR
            if (Tobii.XR.TobiiXR.Internal.Provider.EyeTrackingDataLocal.GazeRay.IsValid)
            {
                gazeDirection = GameplayReferences.HMD.TransformDirection(Tobii.XR.TobiiXR.Internal.Provider.EyeTrackingDataLocal.GazeRay.Direction);
            }
#elif CVR_VIVEPROEYE
            var ray = new Ray();
            if (ViveSR.anipal.Eye.SRanipal_Eye.GetGazeRay(ViveSR.anipal.Eye.GazeIndex.COMBINE, out ray))
            {
                gazeDirection = GameplayReferences.HMD.TransformDirection(ray.direction);
            }
#elif CVR_VARJO
            if (Varjo.VarjoPlugin.InitGaze())
            {
                var data = Varjo.VarjoPlugin.GetGaze();
                if (data.status != Varjo.VarjoPlugin.GazeStatus.INVALID)
                {
                    var ray = data.gaze;
                    gazeDirection = GameplayReferences.HMD.TransformDirection(new Vector3((float)ray.forward[0], (float)ray.forward[1], (float)ray.forward[2]));
                }
            }
#elif CVR_NEURABLE
            gazeDirection = Neurable.Core.NeurableUser.Instance.NeurableCam.GazeRay().direction;
#elif CVR_AH
            gazeDirection = ah_calibrator.GetGazeVector(filterType: FilterType.ExponentialMovingAverage);
#elif CVR_SNAPDRAGON
            gazeDirection = SvrManager.Instance.leftCamera.transform.TransformDirection(SvrManager.Instance.EyeDirection);
#endif
            return(gazeDirection);
        }