コード例 #1
0
        private void UpdateStateEyeGaze(int numNearPointersActive, int numFarPointersActive)
        {
            // Only enable eye gaze as a pointer if there are no other near or far pointers active.
            bool isEyeGazePointerActive = numFarPointersActive == 0 && numNearPointersActive == 0;

            gazePointerState = isEyeGazePointerActive ?
                               GazePointerState.GazePointerActive :
                               GazePointerState.GazePointerInactive;
        }
        private void UpdateStateEyeGaze(int numNearPointersActive, int numFarPointersActive)
        {
            // If there are any far pointers active while eye gaze is valid, then
            // eye gaze should be disabled.
            bool isEyeGazePointerActive = numFarPointersActive == 0;

            gazePointerState = isEyeGazePointerActive ?
                               GazePointerState.GazePointerActive :
                               GazePointerState.GazePointerInactive;
        }
コード例 #3
0
        /// <summary>
        /// Updates the state machine based on the number of near pointers, the number of far pointers,
        /// and whether or not eye gaze is valid.
        /// </summary>
        public void UpdateState(int numNearPointersActive, int numFarPointersActive, int numFarPointersWithoutCursorActive, bool isEyeGazeValid)
        {
            if (eyeGazeValid != isEyeGazeValid)
            {
                activateGazeKeywordIsSet = false;
                eyeGazeValid             = isEyeGazeValid;
            }

            bool canGazeCursorShow = numFarPointersActive == 0 && numNearPointersActive == 0;

            switch (gazePointerState)
            {
            case GazePointerState.Initial:
                if (!canGazeCursorShow)
                {
                    // There is some pointer other than the gaze pointer in the scene, assume
                    // this is from a motion controller or articulated hand, and that we should
                    // hide the gaze pointer
                    gazePointerState = GazePointerState.GazePointerInactive;
                }
                break;

            case GazePointerState.GazePointerActive:
                if (!canGazeCursorShow)
                {
                    activateGazeKeywordIsSet = false;
                    gazePointerState         = GazePointerState.GazePointerInactive;
                }
                break;

            case GazePointerState.GazePointerInactive:
                // Go from inactive to active if we say the word "select"
                if (activateGazeKeywordIsSet)
                {
                    activateGazeKeywordIsSet = false;
                    gazePointerState         = GazePointerState.GazePointerActive;
                }
                if (canGazeCursorShow && numFarPointersWithoutCursorActive > 0)
                {
                    activateGazeKeywordIsSet = false;
                    gazePointerState         = GazePointerState.GazePointerActive;
                }
                break;

            default:
                break;
            }
        }
コード例 #4
0
        public void UpdateState(int numNearPointersActive, int numFarPointersActive)
        {
            GazePointerState newState = gazePointerState;
            bool             isMotionControllerOrHandUp = numFarPointersActive > 0 || numNearPointersActive > 0;

            switch (gazePointerState)
            {
            case GazePointerState.Initial:
                if (isMotionControllerOrHandUp)
                {
                    // There is some pointer other than the gaze pointer in the scene, assume
                    // this is from a motion controller or articulated hand, and that we should
                    // hide the gaze pointer
                    newState = GazePointerState.GazePointerInactive;
                }
                break;

            case GazePointerState.GazePointerActive:
                if (isMotionControllerOrHandUp)
                {
                    newState = GazePointerState.GazePointerInactive;
                    activateGazeKeywordIsSet = false;
                }
                break;

            case GazePointerState.GazePointerInactive:
                // Go from inactive to active if we say the word "select"
                if (activateGazeKeywordIsSet)
                {
                    newState = GazePointerState.GazePointerActive;
                    activateGazeKeywordIsSet = false;
                }
                break;

            default:
                break;
            }
            gazePointerState = newState;
        }