private static void FillGazeRayFrom(ref TobiiXR_GazeRay gazeRay, tobii_validity_t originValidity, TobiiVector3 origin, tobii_validity_t directionValidity, TobiiVector3 direction, Vector3 headToCenterEyeTranslation) { gazeRay.IsValid = originValidity == tobii_validity_t.TOBII_VALIDITY_VALID && directionValidity == tobii_validity_t.TOBII_VALIDITY_VALID; gazeRay.Origin.x = origin.x * -1 / 1000f; gazeRay.Origin.y = origin.y / 1000f; gazeRay.Origin.z = origin.z / 1000f; gazeRay.Origin += headToCenterEyeTranslation; gazeRay.Direction.x = direction.x * -1; gazeRay.Direction.y = direction.y; gazeRay.Direction.z = direction.z; }
internal static Vector3 ToVector3(this TobiiVector3 vector) { return(new Vector3(vector.x, vector.y, vector.z)); }
public static Vector3 GetUnityPositionFrom(TobiiVector3 pos) { return(new Vector3(pos.x * -1f / 1000f, pos.y / 1000f, pos.z / 1000f)); }