/// <summary>
        /// Returns the data that describes the convergence point of the eyes this frame. See the description of the
        /// `GazeConvergenceData` for more detail on how to use this information.
        /// </summary>
        /// <returns>A struct describing the gaze convergence in HMD-relative space.</returns>
        public GazeConvergenceData GetGazeConvergence_Immediate()
        {
            GazeConvergenceData localConvergence = FoveManager.GetLocalGazeConvergence_Immediate();
            var localRay = localConvergence.ray;

            return(new GazeConvergenceData(TransformLocalRay(localRay), localConvergence.distance));
        }
        private void UpdateGaze(GazeConvergenceData conv, Vector3 vecLeft, Vector3 vecRight)
        {
            if (gaze)
            {
                _eyeConverge.distance = conv.distance;
                _eyeConverge.ray      = TransformLocalRay(conv.ray);
                _eyeConverge.ray.direction.Normalize();
            }
            else
            {
                var r = new UnityRay(Vector3.zero, Vector3.forward);
                _eyeConverge.ray = TransformLocalRay(r);
            }

            CalculateGazeRays(out _eyeRayLeft, out _eyeRayRight, vecLeft, vecRight);
        }
예제 #3
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        private static void UpdateHmdData()
        {
            _sLastPose = GetLastPose();

            m_sHeadPosition     = Utils.GetUnityVector(_sLastPose.position) * m_worldScale;
            m_sStandingPosition = Utils.GetUnityVector(_sLastPose.standingPosition) * m_worldScale;
            m_sHeadRotation     = new UnityQuaternion(_sLastPose.orientation.x, _sLastPose.orientation.y, _sLastPose.orientation.z,
                                                      _sLastPose.orientation.w);

            {
                GazeVector lGaze, rGaze;
                Fove.GazeConvergenceData conv;

                var errVector = Instance.m_headset.GetGazeVectors(out lGaze, out rGaze);
                var errConv   = Instance.m_headset.GetGazeConvergence(out conv);

                if (errVector == ErrorCode.None && errConv == ErrorCode.None)
                {
                    m_sEyeVecLeft      = new Vector3(lGaze.vector.x, lGaze.vector.y, lGaze.vector.z);
                    m_sEyeVecRight     = new Vector3(rGaze.vector.x, rGaze.vector.y, rGaze.vector.z);
                    m_sConvergenceData = new GazeConvergenceData(conv.ray, conv.distance);
                    m_sPupilDilation   = conv.pupilDilation;
                    m_sGazeFixated     = conv.attention;
                }
            }

            Matrix44 lEyeMx, rEyeMx;

            Instance.m_headset.GetEyeToHeadMatrices(out lEyeMx, out rEyeMx);
            {
                float lIOD        = lEyeMx.m03;
                float lEyeHeight  = lEyeMx.m13;
                float lEyeForward = lEyeMx.m23;
                m_sLeftEyeOffset = new Vector3(lIOD, lEyeHeight, lEyeForward) * m_worldScale;
            }
            {
                float rIOD        = rEyeMx.m03;
                float rEyeHeight  = rEyeMx.m13;
                float rEyeForward = rEyeMx.m23;
                m_sRightEyeOffset = new Vector3(rIOD, rEyeHeight, rEyeForward) * m_worldScale;
            }

            if (AddInUpdate != null)
            {
                AddInUpdate();
            }
        }
예제 #4
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        virtual protected void UpdateGaze(GazeConvergenceData conv, Vector3 vecLeft, Vector3 vecRight)
        {
            // converge data
            var localConvDist = 0f;
            var localConvRay  = new Ray(Vector3.zero, Vector3.forward);

            if (fetchGaze)
            {
                localConvRay  = conv.ray;
                localConvDist = conv.distance;
            }
            _eyeConverge = GetWorldSpaceConvergence(ref localConvRay, localConvDist);

            // eye rays
            var usedDirLeft  = fetchGaze ? vecLeft : Vector3.forward;
            var usedDirRight = fetchGaze ? vecRight : Vector3.forward;

            CalculateGazeRays(ref _stereoData[0].position, ref _stereoData[1].position, ref usedDirLeft, ref usedDirRight, out _eyeRayLeft, out _eyeRayRight);
        }