Esempio n. 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;
 }
Esempio n. 2
0
    private GameObject FindGazeTarget(float radius, out INvrGazeResponder 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 INvrGazeResponder if any.
            targetObject = hit.collider.gameObject;
            responder    = targetObject.GetComponent(typeof(INvrGazeResponder))
                           as INvrGazeResponder;
            intersectPosition = transform.position + transform.forward * hit.distance;
        }
        else
        {
            // Nothing? Reset variables.
            intersectPosition = Vector3.zero;
            responder         = null;
        }

        return(targetObject);
    }
Esempio n. 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;
        INvrGazeResponder 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;
                }
            }
        }
    }