示例#1
0
    // Update is called once per frame
    void Update()
    {
        /*
         * If eyes have been closed, start the timer
         */
        if (FoveInterface.CheckEyesClosed() == Fove.EFVR_Eye.Both)
        {
            t.started = true;
        }

        if (t.started)
        {
            t.value += Time.deltaTime;
        }

        if (FoveInterface.CheckEyesClosed() == Fove.EFVR_Eye.Neither && t.started)
        {
            /*
             * If time between closing and opening eyes is less than the threshold
             * A blink has been detected
             */
            if (t.value < blinkThreshold)
            {
                blinkLight.enabled = !blinkLight.enabled;
            }

            t.started = false;
            t.value   = 0;
        }
    }
示例#2
0
    // Update is called once per frame
    private void Update()
    {
        Ray ray = new Ray(this.transform.position, FoveInterface.GetHMDRotation() * Vector3.forward * distance);

        //Rayを画面に表示
        Debug.DrawRay(ray.origin, ray.direction * distance, Color.green);

        /*
         * Debug.LogFormat("Rotation x : {0}, y: {1} z: {2} ",
         *          ray.direction.x, ray.direction.y, ray.direction.z);
         */

        Debug.LogFormat("{0}", Mathf.Round(FoveInterface.GetHMDPosition().z));
        // まばたきでボールを飛ばすように
        countTime += Time.deltaTime;

        if (FoveInterface.CheckEyesClosed() == EFVR_Eye.Both &&
            countTime > blinkThreshold)
        {
            GameObject tempBall = MakeBall();
            tempBall.GetComponent <BaketBall>().Shot(ray.direction * power);
            tempBall  = null;
            countTime = 0;
        }
    }
示例#3
0
    // Update is called once per frame
    void Update()
    {
        FoveInterface.EyeRays eyes = FoveInterface.GetEyeRays();
        RaycastHit            hitLeft, hitRight;

        switch (FoveInterface.CheckEyesClosed())
        {
        case Fove.EFVR_Eye.Neither:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero && hitRight.point != Vector3.zero)
            {
                transform.position = hitLeft.point + ((hitRight.point - hitLeft.point) / 2);
            }
            else
            {
                transform.position = eyes.left.GetPoint(3.0f) + ((eyes.right.GetPoint(3.0f) - eyes.left.GetPoint(3.0f)) / 2);
            }

            /*Debug.Log("NotWink");
             * Debug.Log("Right:" + eyes.right);
             * Debug.Log("Hit_R:" + hitRight.point);
             * Debug.Log("Left:" + eyes.left);
             * Debug.Log("Hit_L" + hitLeft.point);*/
            break;

        case Fove.EFVR_Eye.Left:

            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitRight.point != Vector3.zero)     // Vector3 is non-nullable; comparing to null is always false
            {
                transform.position = hitRight.point;
            }
            else
            {
                transform.position = eyes.right.GetPoint(3.0f);
            }
            break;

        case Fove.EFVR_Eye.Right:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero)     // Vector3 is non-nullable; comparing to null is always false
            {
                transform.position = hitLeft.point;
            }
            else
            {
                transform.position = eyes.left.GetPoint(3.0f);
            }
            break;
        }
    }
示例#4
0
    // Latepdate ensures that the object doesn't lag behind the user's head motion
    void Update()
    {
        //set value
        rays        = fove.GetGazeRays_Immediate();
        myEyeStruct = FoveInterface.CheckEyesClosed();
        //raycast
        Physics.Raycast(rays.right, out hit, Mathf.Infinity);

        if (hit.point != Vector3.zero) //&& (myEyeStruct == EFVR_Eye.Left || myEyeStruct == EFVR_Eye.Both))
        {
            transform.position = hit.point;
        }
    }
    // Update is called once per frame
    private void UpdatePositionBasedOnEyes()
    {
        // this is from here.. maybe better robustness against lost tracking: https://github.com/twday/Fove-Unity-Examples/blob/master/Assets/Examples/FoveCursor/Scripts/FoveCursor.cs

        FoveInterface.EyeRays eyes = FoveInterface.GetEyeRays();
        RaycastHit            hitLeft, hitRight;

        switch (FoveInterface.CheckEyesClosed())
        {
        case Fove.EFVR_Eye.Neither:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero && hitRight.point != Vector3.zero)
            {
                transform.position = hitLeft.point + ((hitRight.point - hitLeft.point) / 2);
            }
            else
            {
                transform.position = eyes.left.GetPoint(3.0f) + ((eyes.right.GetPoint(3.0f) - eyes.left.GetPoint(3.0f)) / 2);
            }

            break;

        case Fove.EFVR_Eye.Left:

            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitRight.point != Vector3.zero)     // Vector3 is non-nullable; comparing to null is always false
            {
                transform.position = hitRight.point;
            }
            else
            {
                transform.position = eyes.right.GetPoint(3.0f);
            }
            break;

        case Fove.EFVR_Eye.Right:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero)     // Vector3 is non-nullable; comparing to null is always false
            {
                transform.position = hitLeft.point;
            }
            else
            {
                transform.position = eyes.left.GetPoint(3.0f);
            }
            break;
        }
    }
    // LateUpdate ensures that the object doesn't lag behind the user's head motion
    void FixedUpdate()
    {
        //set value
        rays        = fove.GetGazeRays_Immediate();
        myEyeStruct = FoveInterface.CheckEyesClosed();
        //raycast
        Debug.Log(myEyeStruct.ToString());
        Physics.Raycast(rays.left, out hit, Mathf.Infinity);
        if (fove.Gazecast(hit.collider))
        {
            transform.position = hit.point;

            if (hit.point != Vector3.zero) //&& (myEyeStruct == EFVR_Eye.Right || myEyeStruct == EFVR_Eye.Both))
            {
                transform.position = hit.point;
                //send a message to a destination gameobject

                if (prev == null)
                {
                    //set the prev to the current hit collider

                    prev = hit.collider;
                    Debug.Log("hit collider set collider to my object " + prev.GetType());
                    if (prev.GetComponent <timerScript>() != null)
                    {
                        prev.SendMessage("StartTimer");
                    }
                }
                else if (prev.name != hit.collider.name)
                {
                    if (prev.GetComponent <timerScript>() != null)
                    {
                        prev.SendMessage("StopTimer");
                    }

                    if (hit.collider.GetComponent <timerScript>() != null)
                    {
                        hit.collider.SendMessage("StartTimer");
                    }

                    prev = hit.collider;
                }
            }
        }
    }
    /// <summary>
    /// Sets the _rayOrigin variable based on the used VRHMD.
    /// </summary>
    private void FindGazeOrigin()
    {
        switch (TestController.Instance.TestBlockData.SelectedVRHMD)
        {
        case TestBlock.VRHMD.VIVE:
            _rayOrigin = transform.position;
            break;

        case TestBlock.VRHMD.FOVE:
            if (CurrentControlMethod == TestBlock.ControlMethod.Eyetracking)
            {
                FoveInterface.EyeRays rays = _foveInterface.GetGazeRays();
                EFVR_Eye eyeClosed         = FoveInterface.CheckEyesClosed();
                switch (eyeClosed)
                {
                case (EFVR_Eye.Neither):
                    _rayOrigin = (rays.left.origin + rays.right.origin) * 0.5f;
                    break;

                case (EFVR_Eye.Left):
                    _rayOrigin = rays.right.origin;
                    break;

                case (EFVR_Eye.Right):
                    _rayOrigin = rays.left.origin;
                    break;

                case (EFVR_Eye.Both):
                    _rayOrigin = Vector3.zero;
                    break;
                }
            }
            else if (CurrentControlMethod == TestBlock.ControlMethod.Headtracking)
            {
                _rayOrigin = transform.position;
            }
            break;
        }
    }
    // Update is called once per frame
    void Update()
    {
        FoveInterface.EyeRays eyes = FoveInterface.GetEyeRays();

        switch (FoveInterface.CheckEyesClosed())
        {
        case Fove.EFVR_Eye.Neither:

            transform.position = eyes.left.GetPoint(this.distanceFromEye) + ((eyes.right.GetPoint(this.distanceFromEye) - eyes.left.GetPoint(this.distanceFromEye)) / 2);
            break;

        case Fove.EFVR_Eye.Left:

            transform.position = eyes.right.GetPoint(this.distanceFromEye);
            break;

        case Fove.EFVR_Eye.Right:

            transform.position = eyes.left.GetPoint(this.distanceFromEye);
            break;
        }
    }
    private void Update()
    {
        RaycastHit hit;


        myEyeStruct = FoveInterface.CheckEyesClosed();
        gcd         = FoveInterface.GetGazeConvergence();



        if (!prevgcd.Equals(gcd) || prev == "")
        {
            Physics.Raycast(gcd.ray, out hit, Mathf.Infinity);
            transform.position = hit.point;
            prevgcd            = gcd;
            //Debug.Log("(accuracy,distance,ray) " + gcd.accuracy + "  " + gcd.distance + "  " + gcd.ray);
        }
        if (prev == "" || prev != myEyeStruct.ToString())
        {
            prev = myEyeStruct.ToString();
            //Debug.Log(prev);
        }
    }
    /// <summary>
    /// Update cursor position on screen based on the eye gaze ray from VRHMD (if using eyetracking as control method).
    /// This function is also called if RecordGazePosition is true, in which case the ray is still handled but the cursor position is not updated.
    /// This is in case we want to record gaze position regardless of using eyetracking as control method.
    /// </summary>
    private void TrackEyes()
    {
        List <Vector3> eyeDirections = new List <Vector3>();

        switch (TestController.Instance.TestBlockData.SelectedVRHMD)
        {
        case TestBlock.VRHMD.VIVE:
            Vector3 gaze = Pupil.values.GazePoint3D;
            //Transform and correct eye-tracking
            gaze = (transform.rotation * gaze).normalized;
            Vector3 delta = transform.forward.normalized - gaze;
            gaze = gaze + delta * 2;
            //float eyeConfidence = (Pupil.values.Confidences[0] + Pupil.values.Confidences[1]) / 2.0f;
            //if (eyeConfidence > 0.7f)
            //{
            eyeDirections.Add(gaze);
            //}
            break;

        case TestBlock.VRHMD.FOVE:
            FoveInterface.EyeRays rays = _foveInterface.GetGazeRays();
            EFVR_Eye eyeClosed         = FoveInterface.CheckEyesClosed();
            switch (eyeClosed)
            {
            case (EFVR_Eye.Neither):
                eyeDirections.Add(rays.left.direction);
                eyeDirections.Add(rays.right.direction);
                break;

            case (EFVR_Eye.Left):
                eyeDirections.Add(rays.right.direction);
                break;

            case (EFVR_Eye.Right):
                eyeDirections.Add(rays.left.direction);
                break;

            case (EFVR_Eye.Both):
                eyeDirections.Add(Vector3.zero);
                break;
            }
            break;
        }

        Vector3 direction = Vector3.zero;

        foreach (Vector3 eyeDirection in eyeDirections)
        {
            direction += eyeDirection;
        }
        direction = direction / eyeDirections.Count;
        Ray ray = new Ray(_rayOrigin, direction);

        ray = GetAverageEyeRay(ray);
        CurrentEyeGazeScreenPoint = VRCamera.WorldToScreenPoint(_rayOrigin + ray.direction * POINT_CALCULATION_DISTANCE);
        if (CurrentControlMethod == TestBlock.ControlMethod.Eyetracking)
        {
            HandleRay(ray);
        }
        else
        {
            HandleGazeTrackingRay(ray);
        }
        Debug.DrawRay(ray.origin, ray.direction * 100);
    }
示例#11
0
    // Update is called once per frame
    void Update()
    {
        FoveInterface.EyeRays eyes = FoveInterface.GetEyeRays();
        RaycastHit            hitLeft, hitRight;

        switch (FoveInterface.CheckEyesClosed())
        {
        case Fove.EFVR_Eye.Neither:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero && hitRight.point != Vector3.zero)
            {
                originhit = hitLeft.point + ((hitRight.point - hitLeft.point) / 2);    //視点座標を代入
                //眼球の中心座標を求める
                //視点の座標から眼球の中心座標を引いて、眼球から視点までのベクトルを求める
                origindirection  = originhit.x * originhit.x + originhit.y * originhit.y + originhit.z * originhit.z;                                                      //距離の2乗を計算
                origindirection2 = Mathf.Sqrt(origindirection);                                                                                                            //√計算
                origindirection3 = Mathf.Sqrt(origindirection2);                                                                                                           //√計算
                newtunnering     = new Vector3(originhit.x * root10 / origindirection3, originhit.y * root10 / origindirection3, originhit.z * root10 / origindirection3); //長さ10のベクトルに変換
                //眼球の座標にトンネリングまでの座標を足す
                transform.position = newtunnering;                                                                                                                         //トンネリングを移動
                kyori = newtunnering.x * newtunnering.x + newtunnering.y * newtunnering.y + newtunnering.z * newtunnering.z;
                Debug.Log(kyori.ToString());
            }
            else
            {
                originhit          = eyes.left.GetPoint(3.0f) + ((eyes.right.GetPoint(3.0f) - eyes.left.GetPoint(3.0f)) / 2); //視点を代入
                origindirection    = originhit.x * originhit.x + originhit.y * originhit.y + originhit.z * originhit.z;       //距離の2乗を計算
                origindirection2   = Mathf.Sqrt(origindirection);
                origindirection3   = Mathf.Sqrt(origindirection2);
                newtunnering       = new Vector3(originhit.x * root10 / origindirection3, originhit.y * root10 / origindirection3, originhit.z * root10 / origindirection3); //トンネリングの座標を計算して代入
                transform.position = newtunnering;                                                                                                                           //トンネリングを移動
            }
            break;

        case Fove.EFVR_Eye.Left:

            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitRight.point != Vector3.zero)                                                                         // Vector3 is non-nullable; comparing to null is always false
            {
                originhit          = hitRight.point;                                                                    //視点を代入
                origindirection    = originhit.x * originhit.x + originhit.y * originhit.y + originhit.z * originhit.z; //距離の2乗を計算
                origindirection2   = Mathf.Sqrt(origindirection);
                origindirection3   = Mathf.Sqrt(origindirection2);
                newtunnering       = new Vector3(originhit.x * root10 / origindirection3, originhit.y * root10 / origindirection3, originhit.z * root10 / origindirection3); //トンネリングの座標を計算して代入
                transform.position = newtunnering;                                                                                                                           //トンネリングを移動
            }
            else
            {
                originhit          = eyes.right.GetPoint(3.0f);                                                         //視点を代入
                origindirection    = originhit.x * originhit.x + originhit.y * originhit.y + originhit.z * originhit.z; //距離の2乗を計算
                origindirection2   = Mathf.Sqrt(origindirection);
                origindirection3   = Mathf.Sqrt(origindirection2);
                newtunnering       = new Vector3(originhit.x * root10 / origindirection3, originhit.y * root10 / origindirection3, originhit.z * root10 / origindirection3); //トンネリングの座標を計算して代入
                transform.position = newtunnering;                                                                                                                           //トンネリングを移動
            }
            break;

        case Fove.EFVR_Eye.Right:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero)                                                                          // Vector3 is non-nullable; comparing to null is always false
            {
                originhit          = hitLeft.point;                                                                     //視点を代入
                origindirection    = originhit.x * originhit.x + originhit.y * originhit.y + originhit.z * originhit.z; //距離の2乗を計算
                origindirection2   = Mathf.Sqrt(origindirection);
                origindirection3   = Mathf.Sqrt(origindirection2);
                newtunnering       = new Vector3(originhit.x * root10 / origindirection3, originhit.y * root10 / origindirection3, originhit.z * root10 / origindirection3); //トンネリングの座標を計算して代入
                transform.position = newtunnering;                                                                                                                           //トンネリングを移動
            }
            else
            {
                originhit          = eyes.left.GetPoint(3.0f);                                                          //視点を代入
                origindirection    = originhit.x * originhit.x + originhit.y * originhit.y + originhit.z * originhit.z; //距離の2乗を計算
                origindirection2   = Mathf.Sqrt(origindirection);
                origindirection3   = Mathf.Sqrt(origindirection2);
                newtunnering       = new Vector3(originhit.x * root10 / origindirection3, originhit.y * root10 / origindirection3, originhit.z * root10 / origindirection3); //トンネリングの座標を計算して代入
                transform.position = newtunnering;                                                                                                                           //トンネリングを移動
            }
            break;
        }
    }
示例#12
0
    // Update is called once per frame
    void Update()
    {
        FoveInterface.EyeRays eyes = FoveInterface.GetEyeRays();

        for (int i = 0; i < 9; i++)
        {
            _object[i].GetComponent <Renderer>().material = _material[0];
        }
        k             = 0;
        eyevector.x   = eyevector.y = eyevector.z = 0;
        truthvector.x = truthvector.y = truthvector.z = 0;

        //デフォルトの状態のとき
        if (k == 0)
        {
            if (Input.GetKey(KeyCode.Q))
            {
                k = 1;
            }
            if (Input.GetKey(KeyCode.W))
            {
                k = 2;
            }
            if (Input.GetKey(KeyCode.E))
            {
                k = 3;
            }
            if (Input.GetKey(KeyCode.A))
            {
                k = 4;
            }
            if (Input.GetKey(KeyCode.S))
            {
                k = 5;
            }
            if (Input.GetKey(KeyCode.D))
            {
                k = 6;
            }
            if (Input.GetKey(KeyCode.Z))
            {
                k = 7;
            }
            if (Input.GetKey(KeyCode.X))
            {
                k = 8;
            }
            if (Input.GetKey(KeyCode.C))
            {
                k = 9;
            }
        }

        if (k > 0)
        {
            _object[k - 1].GetComponent <Renderer>().material = _material[1];
            //ベクトルの取得
            switch (FoveInterface.CheckEyesClosed())
            {
            case Fove.EFVR_Eye.Neither:
                eyevector   = (FoveInterface.GetLeftEyeVector() + FoveInterface.GetLeftEyeVector()) / 2;
                truthvector = _object[k - 1].GetComponent <Transform>().position - ((eyes.left.origin + eyes.right.origin) / 2);

                break;

            case Fove.EFVR_Eye.Left:
                eyevector.x   = eyevector.y = eyevector.z = 0;
                truthvector.x = truthvector.y = truthvector.z = 0;
                //eyevector = FoveInterface.GetRightEyeVector();
                //truthvector = _object[k - 1].GetComponent<Transform>().position - eyes.right.origin;


                break;

            case Fove.EFVR_Eye.Right:
                eyevector.x   = eyevector.y = eyevector.z = 0;
                truthvector.x = truthvector.y = truthvector.z = 0;
                //eyevector = FoveInterface.GetLeftEyeVector();
                //truthvector = _object[k - 1].GetComponent<Transform>().position - eyes.left.origin;

                break;
            }
            //なす角の計算
            theta = Mathf.Acos(Vector3.Dot(eyevector, truthvector) / (eyevector.magnitude * truthvector.magnitude)) * Mathf.Rad2Deg;
            Debug.Log(theta);//誤差の表示
            streamWriter.Write(k.ToString() + ',' + theta.ToString() + ','
                               + eyevector.x.ToString() + ',' + eyevector.y.ToString() + ',' + eyevector.z.ToString() + ','
                               + truthvector.x.ToString() + ',' + truthvector.y.ToString() + ',' + truthvector.z.ToString());
            //csvに書き込むデータのリスト
            streamWriter.WriteLine();//改行
        }
        Debug.Log(k);
    }
示例#13
0
    // Update is called once per frame
    void Update()
    {
        FoveInterface.EyeRays eyes = FoveInterface.GetEyeRays();
        RaycastHit            hitLeft, hitRight;

        //pos = mousemove / new Vector2(Screen.width, Screen.height);

        switch (FoveInterface.CheckEyesClosed())
        {
        case Fove.EFVR_Eye.Neither:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero && hitRight.point != Vector3.zero)
            {
                //transform.position = hitLeft.point + ((hitRight.point - hitLeft.point) / 2);

                eyepos = hitLeft.point + ((hitRight.point - hitLeft.point) / 2);
                eyepos = eyepos / new Vector2(25, 14);
                //tunpos = eyepos / new Vector2(Screen.width, Screen.height);
                //マウスの座標をシェーダーに代入するために値を調整
                //1~0で表現するためにスクリーンの大きさで割る
                //tunpos -= new Vector2(0.5f, 0.5f);//中心座標のずれを修正
                //plane.SetFloat("_UX", tunpos.x);//マウスのx座標をシェーダーのx座標に代入
                //plane.SetFloat("_VY", tunpos.y);//マウスのy座標をシェーダーのx座標に代入
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            else
            {
                //transform.position = eyes.left.GetPoint(3.0f) + ((eyes.right.GetPoint(3.0f) - eyes.left.GetPoint(3.0f)) / 2);

                eyepos = eyes.left.GetPoint(3.0f) + ((eyes.right.GetPoint(3.0f) - eyes.left.GetPoint(3.0f)) / 2);;
                eyepos = eyepos / new Vector2(25, 14);
                //tunpos = eyepos / new Vector2(Screen.width, Screen.height);
                //マウスの座標をシェーダーに代入するために値を調整
                //1~0で表現するためにスクリーンの大きさで割る
                //tunpos -= new Vector2(0.5f, 0.5f);//中心座標のずれを修正
                //plane.SetFloat("_UX", tunpos.x);//マウスのx座標をシェーダーのx座標に代入
                //plane.SetFloat("_VY", tunpos.y);//マウスのy座標をシェーダーのx座標に代入
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }

            break;

        case Fove.EFVR_Eye.Left:

            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitRight.point != Vector3.zero)     // Vector3 is non-nullable; comparing to null is always false
            {
                //transform.position = hitRight.point;

                eyepos = hitRight.point;
                eyepos = eyepos / new Vector2(25, 14);
                //tunpos = eyepos / new Vector2(Screen.width, Screen.height);
                //マウスの座標をシェーダーに代入するために値を調整
                //1~0で表現するためにスクリーンの大きさで割る
                //tunpos -= new Vector2(0.5f, 0.5f);//中心座標のずれを修正
                //plane.SetFloat("_UX", tunpos.x);//マウスのx座標をシェーダーのx座標に代入
                //plane.SetFloat("_VY", tunpos.y);//マウスのy座標をシェーダーのx座標に代入
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            else
            {
                //transform.position = eyes.right.GetPoint(3.0f);

                eyepos = eyes.right.GetPoint(3.0f);
                eyepos = eyepos / new Vector2(26, 14);
                //tunpos = eyepos / new Vector2(Screen.width, Screen.height);
                //マウスの座標をシェーダーに代入するために値を調整
                //1~0で表現するためにスクリーンの大きさで割る
                //tunpos -= new Vector2(0.5f, 0.5f);//中心座標のずれを修正
                //plane.SetFloat("_UX", tunpos.x);//マウスのx座標をシェーダーのx座標に代入
                //plane.SetFloat("_VY", tunpos.y);//マウスのy座標をシェーダーのx座標に代入
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            break;

        case Fove.EFVR_Eye.Right:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero)     // Vector3 is non-nullable; comparing to null is always false
            {
                //transform.position = hitLeft.point;

                eyepos = hitLeft.point;
                eyepos = eyepos / new Vector2(25, 14);
                //tunpos = eyepos / new Vector2(Screen.width, Screen.height);
                //マウスの座標をシェーダーに代入するために値を調整
                //1~0で表現するためにスクリーンの大きさで割る
                //tunpos -= new Vector2(0.5f, 0.5f);//中心座標のずれを修正
                //plane.SetFloat("_UX", tunpos.x);//マウスのx座標をシェーダーのx座標に代入
                //plane.SetFloat("_VY", tunpos.y);//マウスのy座標をシェーダーのx座標に代入
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            else
            {
                //transform.position = eyes.left.GetPoint(3.0f);

                eyepos = eyes.left.GetPoint(3.0f);
                eyepos = eyepos / new Vector2(26, 14);
                //tunpos = eyepos / new Vector2(Screen.width, Screen.height);
                //マウスの座標をシェーダーに代入するために値を調整
                //1~0で表現するためにスクリーンの大きさで割る
                //tunpos -= new Vector2(0.5f, 0.5f);//中心座標のずれを修正
                //plane.SetFloat("_UX", tunpos.x);//マウスのx座標をシェーダーのx座標に代入
                //plane.SetFloat("_VY", tunpos.y);//マウスのy座標をシェーダーのx座標に代入
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            break;
        }

        //Debug.Log("Eyepos" + eyepos);
        //Debug.Log("Tunpos" + tunpos);
        //Debug.Log("Pos(" + pos.x + "," + pos.y + ")");
    }
示例#14
0
    // Update is called once per frame
    void Update()
    {
        FoveInterface.EyeRays eyes = FoveInterface.GetEyeRays();
        RaycastHit            hitLeft, hitRight;

        switch (FoveInterface.CheckEyesClosed())
        {
        case Fove.EFVR_Eye.Neither:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero && hitRight.point != Vector3.zero)
            {
                //origineye = (eyes.left.origin + eyes.right.origin) / 2;//眼球の中間の座標を求める
                //originvector = (FoveInterface.GetLeftEyeVector() + FoveInterface.GetRightEyeVector()) / 2;//両目のベクトルの平均を求める
                //origineye = eyes.right.origin;//右目の座標を求める
                //originvector = FoveInterface.GetRightEyeVector();//右目のベクトルの平均を求める
                //tunneringpos = root10 * originvector - origineye;//眼球の座標と大きさ10のベクトルでトンネリングの座標を求める



                tunneringpos = ((eyes.left.origin + FoveInterface.GetLeftEyeVector() * 10.0f) + (eyes.right.origin + FoveInterface.GetRightEyeVector() * 10.0f)) / 2;
                //tunneringpos = eyes.right.origin + FoveInterface.GetRightEyeVector() * 10.0f;
                transform.position =  tunneringpos;   //トンネリングを移動

                //kyori = tunneringpos.x * tunneringpos.x + tunneringpos.y * tunneringpos.y + tunneringpos.z * tunneringpos.z;

                /*Debug.Log(origineye.ToString());
                 * Debug.Log(originvector.ToString());
                 * Debug.Log(tunneringpos.ToString());*/
                //Debug.Log(tunneringpos.x.ToString() + ":" + tunneringpos.y.ToString() + ":" + tunneringpos.z.ToString() + ":" + kyori.ToString());
            }
            else
            {
                originhit          = eyes.left.GetPoint(3.0f) + ((eyes.right.GetPoint(3.0f) - eyes.left.GetPoint(3.0f)) / 2); //視点を代入
                origindirection    = originhit.x * originhit.x + originhit.y * originhit.y + originhit.z * originhit.z;       //距離の2乗を計算
                origindirection2   = Mathf.Sqrt(origindirection);
                origindirection3   = Mathf.Sqrt(origindirection2);
                newtunnering       = new Vector3(originhit.x * root10 / origindirection3, originhit.y * root10 / origindirection3, originhit.z * root10 / origindirection3); //トンネリングの座標を計算して代入
                transform.position = newtunnering;                                                                                                                           //トンネリングを移動
            }
            break;

        case Fove.EFVR_Eye.Left:

            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitRight.point != Vector3.zero)                         // Vector3 is non-nullable; comparing to null is always false
            {
                origineye          = eyes.right.origin;                 //右目の座標を求める
                originvector       = FoveInterface.GetRightEyeVector(); //右目のベクトルの平均を求める
                tunneringpos       = root10 * originvector - origineye; //眼球の座標と大きさ10のベクトルでトンネリングの座標を求める
                transform.position = tunneringpos;                      //トンネリングを移動

                //kyori = tunneringpos.x * tunneringpos.x + tunneringpos.y * tunneringpos.y + tunneringpos.z * tunneringpos.z;
                //Debug.Log(tunneringpos.x.ToString() + ":" + tunneringpos.y.ToString() + ":" + tunneringpos.z.ToString() + ":" + kyori.ToString());
            }
            else
            {
                originhit          = eyes.right.GetPoint(3.0f);                                                         //視点を代入
                origindirection    = originhit.x * originhit.x + originhit.y * originhit.y + originhit.z * originhit.z; //距離の2乗を計算
                origindirection2   = Mathf.Sqrt(origindirection);
                origindirection3   = Mathf.Sqrt(origindirection2);
                newtunnering       = new Vector3(originhit.x * root10 / origindirection3, originhit.y * root10 / origindirection3, originhit.z * root10 / origindirection3); //トンネリングの座標を計算して代入
                transform.position = newtunnering;                                                                                                                           //トンネリングを移動
            }
            break;

        case Fove.EFVR_Eye.Right:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero)                          // Vector3 is non-nullable; comparing to null is always false
            {
                origineye          = eyes.left.origin;                  //左目の座標を求める
                originvector       = FoveInterface.GetLeftEyeVector();  //左目のベクトルの平均を求める
                tunneringpos       = root10 * originvector - origineye; //眼球の座標と大きさ10のベクトルでトンネリングの座標を求める
                transform.position = tunneringpos;                      //トンネリングを移動

                //kyori = tunneringpos.x * tunneringpos.x + tunneringpos.y * tunneringpos.y + tunneringpos.z * tunneringpos.z;
                //Debug.Log(tunneringpos.x.ToString() + ":" + tunneringpos.y.ToString() + ":" + tunneringpos.z.ToString() + ":" + kyori.ToString());
            }
            else
            {
                originhit          = eyes.left.GetPoint(3.0f);                                                          //視点を代入
                origindirection    = originhit.x * originhit.x + originhit.y * originhit.y + originhit.z * originhit.z; //距離の2乗を計算
                origindirection2   = Mathf.Sqrt(origindirection);
                origindirection3   = Mathf.Sqrt(origindirection2);
                newtunnering       = new Vector3(originhit.x * root10 / origindirection3, originhit.y * root10 / origindirection3, originhit.z * root10 / origindirection3); //トンネリングの座標を計算して代入
                transform.position = newtunnering;                                                                                                                           //トンネリングを移動
            }
            break;
        }
    }
示例#15
0
    // Update is called once per frame
    void Update()
    {
        FoveInterface.EyeRays eyes = FoveInterface.GetEyeRays();
        RaycastHit            hitLeft, hitRight;

        switch (FoveInterface.CheckEyesClosed())
        {
        case Fove.EFVR_Eye.Neither:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero && hitRight.point != Vector3.zero)
            {
                eyepos = hitLeft.point + ((hitRight.point - hitLeft.point) / 2);
                //eyepos = eyepos / displaysize;
                eyepos.x = eyepos.x / displaysize.x;
                eyepos.y = eyepos.y / displaysize.y;
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            else
            {
                eyepos = eyes.left.GetPoint(3.0f) + ((eyes.right.GetPoint(3.0f) - eyes.left.GetPoint(3.0f)) / 2);;
                //eyepos = eyepos / displaysize;
                eyepos.x = eyepos.x / displaysize.x;
                eyepos.y = eyepos.y / displaysize.y;
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }

            break;

        case Fove.EFVR_Eye.Left:

            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity);
            if (hitRight.point != Vector3.zero)     // Vector3 is non-nullable; comparing to null is always false
            {
                eyepos = hitRight.point;
                //eyepos = eyepos / displaysize;
                eyepos.x = eyepos.x / displaysize.x;
                eyepos.y = eyepos.y / displaysize.y;
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            else
            {
                eyepos = eyes.right.GetPoint(3.0f);
                //eyepos = eyepos / displaysize;
                eyepos.x = eyepos.x / displaysize.x;
                eyepos.y = eyepos.y / displaysize.y;
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            break;

        case Fove.EFVR_Eye.Right:

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);
            if (hitLeft.point != Vector3.zero)     // Vector3 is non-nullable; comparing to null is always false
            {
                eyepos = hitLeft.point;
                //eyepos = eyepos / displaysize;
                eyepos.x = eyepos.x / displaysize.x;
                eyepos.y = eyepos.y / displaysize.y;
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            else
            {
                eyepos = eyes.left.GetPoint(3.0f);
                //eyepos = eyepos / displaysize;
                eyepos.x = eyepos.x / displaysize.x;
                eyepos.y = eyepos.y / displaysize.y;
                plane.SetFloat("_UX", eyepos.x);    //マウスのx座標をシェーダーのx座標に代入
                plane.SetFloat("_VY", eyepos.y);    //マウスのy座標をシェーダーのx座標に代入
            }
            break;
        }
    }
示例#16
0
    //Gets point where user is looking every frame and interacts with any intersecting gazeobjects if possible
    void Update()
    {
        if (!_initialized)
        {
            return;
        }
        if (Input.GetKeyDown(KeyCode.H))
        {
            CenterHead();
        }
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }


        Ray ray = new Ray();

        switch (_selectedControlType)
        {
        case StreamController.ControlType.Head:
            ray = new Ray(Head.position, Head.forward * 1000);
            break;

        case StreamController.ControlType.Eyes_Mouse:

        case StreamController.ControlType.Mouse:
            if (Input.GetMouseButtonDown(1))
            {
            }
            if (Input.GetMouseButton(1))
            {
                Head.Rotate(Vector3.up, Input.GetAxis("Mouse X") * _mouseRotationSpeed, Space.Self);
                Head.Rotate(Vector3.right, -Input.GetAxis("Mouse Y") * _mouseRotationSpeed, Space.Self);
                Head.localRotation = Quaternion.Euler(Head.localEulerAngles.x, Head.localEulerAngles.y, 0);
            }

            if (Input.GetMouseButton(0) || _selectedControlType == StreamController.ControlType.Eyes_Mouse)
            {
                ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            }
            else
            {
                ResetHoveredObject();
                return;
            }
            break;

        //both of the code for the two input cases was moved further down, since we want gaze data to be recorded for both inputs.
        case StreamController.ControlType.Eyes:

            //List<Vector3> eyeDirections = new List<Vector3>();
            //FoveInterfaceBase.EyeRays rays = _foveInterface.GetGazeRays();
            //EFVR_Eye eyeClosed = FoveInterface.CheckEyesClosed();
            //if (eyeClosed != EFVR_Eye.Both && eyeClosed != EFVR_Eye.Left)
            //    eyeDirections.Add(rays.left.direction);
            //if (eyeClosed != EFVR_Eye.Both && eyeClosed != EFVR_Eye.Right)
            //    eyeDirections.Add(rays.right.direction);
            //Vector3 direction = Vector3.zero;

            //foreach (Vector3 eyeDirection in eyeDirections)
            //{
            //    direction += eyeDirection;
            //}
            //direction = direction / eyeDirections.Count;

            //ray = new Ray(Head.transform.position, direction * 1000);
            break;

        case StreamController.ControlType.Joystick:
        {
            // //   Joystick input
            //Vector2 JoyInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));

            ////if the virtual environment is on, send the command to the VirtualUnityController
            //if (StreamController.Instance.VirtualEnvironment)
            //{
            //    if (VirtualUnityController.Instance.IsActive)
            //    {

            //        VirtualUnityController.Instance.JoystickCommand(JoyInput);
            //    }
            //}
            //// Othewise send it to the robotinterface
            //else
            //{
            //    if (RobotInterface.Instance.IsConnected)
            //    {
            //        RobotInterface.Instance.DirectCommandRobot(JoyInput);
            //    }

            //}

            break;
        }
        }

        //--Eye direction calculation for all occasions
        List <Vector3> eyeDirections = new List <Vector3>();


        FoveInterfaceBase.EyeRays rays = _foveInterface.GetGazeRays();
        EFVR_Eye eyeClosed             = FoveInterface.CheckEyesClosed();

        if (eyeClosed != EFVR_Eye.Both && eyeClosed != EFVR_Eye.Left)
        {
            eyeDirections.Add(rays.left.direction);
        }
        if (eyeClosed != EFVR_Eye.Both && eyeClosed != EFVR_Eye.Right)
        {
            eyeDirections.Add(rays.right.direction);
        }
        Vector3 direction = Vector3.zero;

        foreach (Vector3 eyeDirection in eyeDirections)
        {
            direction += eyeDirection;
        }
        direction = direction / eyeDirections.Count;

        ray = new Ray(Head.transform.position, direction * 1000);
        //---------------------------------------------------------

        //Positioning of the cursor
        _cursorCanvas.position = Head.position + ray.direction * _cursorDistance;

        Debug.DrawRay(ray.origin, ray.direction);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit))
        {
            GazeObject gazeObject = hit.collider.GetComponent <GazeObject>();
            if (gazeObject == null)
            {
                ResetHoveredObject();
                return;
            }

            // For this reason we also check if the tag of the gazeobject is the correct one
            RobotControlTrackPad robotControl = gazeObject.GetComponent <RobotControlTrackPad>();
            if (robotControl != null && gazeObject.CompareTag("EyeControlPanel"))
            {
                //Control result is provided on hit. This is updated for both cases of input
                controlResult = robotControl.GetControlResult(hit.point);

                //If the robotcontrols are activated and the eye tracking is used for motion then send the command to the appropriate controller
                if (robotControl.IsActivated & !robotControl.IsExternallyDisabled() &&
                    _selectedControlType == StreamController.ControlType.Eyes)
                {
                    if (StreamController.Instance.VirtualEnvironment)
                    {
                        if (VirtualUnityController.Instance.IsActive)
                        {
                            // Debug.Log("Sending gaze command to robot");
                            VirtualUnityController.Instance.GazeCommand(controlResult);
                        }
                        else
                        {
                            Debug.Log("VirtualUnityController is not connected");
                        }
                    }
                    // Othewise send it to the robotinterface
                    else
                    {
                        if (RobotInterface.Instance.IsConnected)
                        {
                            RobotInterface.Instance.SendCommand(controlResult);
                        }
                        else
                        {
                            Debug.Log("RobotInterface controller is not connected");
                        }
                    }
                    //Instead of robotinterface here
                }

                //---Joystick Input---
                else if (robotControl.IsActivated & !robotControl.IsExternallyDisabled() &&
                         _selectedControlType == StreamController.ControlType.Joystick)
                {
                    //   Joystick input
                    Vector2 JoyInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));

                    //if the virtual environment is on, send the command to the VirtualUnityController
                    if (StreamController.Instance.VirtualEnvironment)
                    {
                        if (VirtualUnityController.Instance.IsActive)
                        {
                            VirtualUnityController.Instance.JoystickCommand(JoyInput);
                        }
                    }
                    // Othewise send it to the robotinterface
                    else
                    {
                        if (RobotInterface.Instance.IsConnected)
                        {
                            RobotInterface.Instance.DirectCommandRobot(JoyInput);
                        }
                    }
                }
            }
            else
            {
                //this result means not staring at panel.
                controlResult = new Vector2(-2, -2);
                //TODO : SendStopCommandToRobot instead of a zero vector. The zero vector is filtered and still adds movemenet to the robot
                // RobotInterface.Instance.SendCommand(Vector2.zero);
            }
            if (gazeObject == _hoveredGazeObject)
            {
                return;
            }
            if (_hoveredGazeObject != null)
            {
                _hoveredGazeObject.OnUnhover();
            }
            gazeObject.OnHover();
            _hoveredGazeObject = gazeObject;
        }
        else
        {
            ResetHoveredObject();
        }
    }
示例#17
0
    // Update is called once per frame
    void Update()
    {
        FoveInterface.EyeRays eyes = FoveInterface.GetEyeRays();
        RaycastHit            hitLeft, hitRight;

        switch (FoveInterface.CheckEyesClosed())                       //瞬き検知
        {
        case Fove.EFVR_Eye.Neither:                                    //両目が開いているとき

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity);   //左目のraycastの取得
            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity); //右目のraycastの取得
            if (hitLeft.point != Vector3.zero && hitRight.point != Vector3.zero)
            {
                eyerightdistance   = eyes.right.direction * root10;              //右目から見たトンネリングの座標を計算
                eyerighttunnering  = eyes.right.origin + eyerightdistance;       //右目の座標と合わせることでトンネリングの正しい位置を出す
                eyeleftdistance    = eyes.left.direction * root10;               //右目から見たトンネリングの座標を計算
                eyelefttunnering   = eyes.left.origin + eyeleftdistance;         //右目の座標と合わせることでトンネリングの正しい位置を出す
                eyetunnering       = (eyerighttunnering + eyelefttunnering) / 2; //両目のトンネリング座標から、間の座標を出す
                transform.position = eyetunnering;                               //座標に移動
                //Debug.Log(eyetunnering.x.ToString() + '+' + eyetunnering.y.ToString() + '+' + eyetunnering.z.ToString());
                //kyori = eyetunnering.x * eyetunnering.x + eyetunnering.y * eyetunnering.y + eyetunnering.z * eyetunnering.z;
                //Debug.Log(kyori.ToString());
            }
            else
            {
                transform.position = eyes.left.GetPoint(3.0f) + ((eyes.right.GetPoint(3.0f) - eyes.left.GetPoint(3.0f)) / 2);
            }
            break;

        case Fove.EFVR_Eye.Left:                                       //左目が閉じているとき

            Physics.Raycast(eyes.right, out hitRight, Mathf.Infinity); //右目のraycastの取得
            if (hitRight.point != Vector3.zero)
            {
                eyerightdistance   = eyes.right.direction * root10;        //右目から見たトンネリングの座標を計算
                eyerighttunnering  = eyes.right.origin + eyerightdistance; //右目の座標と合わせることでトンネリングの正しい位置を出す
                transform.position = eyerighttunnering;                    //指定座標に移動
                //Debug.Log(eyerighttunnering.x.ToString() + '+' + eyerighttunnering.y.ToString() + '+' + eyerighttunnering.z.ToString());
            }
            else
            {
                transform.position = eyes.right.GetPoint(3.0f);
            }
            break;

        case Fove.EFVR_Eye.Right:                                    //右目閉じているとき

            Physics.Raycast(eyes.left, out hitLeft, Mathf.Infinity); //左目のraycastの取得
            if (hitLeft.point != Vector3.zero)
            {
                eyeleftdistance    = eyes.left.direction * root10;       //右目から見たトンネリングの座標を計算
                eyelefttunnering   = eyes.left.origin + eyeleftdistance; //右目の座標と合わせることでトンネリングの正しい位置を出す
                transform.position = eyelefttunnering;                   //指定座標に移動
                //Debug.Log(eyelefttunnering.x.ToString() + '+' + eyelefttunnering.y.ToString() + '+' + eyelefttunnering.z.ToString());
            }
            else
            {
                transform.position = eyes.left.GetPoint(3.0f);
            }
            break;
        }
    }
示例#18
0
    // Update is called once per frame. Figure out what the user is looking at
    void Update()
    {
        // Get the current time
        long          currentTimeTicks      = DateTime.Now.Ticks;
        List <string> currentLookAtItemPath = null;

        // Get a normalize ray of the direction the user's eye is looking at
        FoveInterfaceBase.GazeConvergenceData gazeConvergenceData = FoveInterface.GetGazeConvergence();

        // Determine where the ray hit if it does hit something
        RaycastHit eyeRayHit;

        Physics.Raycast(gazeConvergenceData.ray, out eyeRayHit, Mathf.Infinity);

        // If the ray does hit something, put the cursor at that location
        if (eyeRayHit.point != Vector3.zero)
        {
            transform.position    = eyeRayHit.point;
            currentLookAtItemPath = TransformToObjectPath(eyeRayHit.collider.transform);
        }

        // Else, just set it as a point 3 meters away in the direction of the ray
        // and determine what user is looking at in the skybox
        else
        {
            transform.position = gazeConvergenceData.ray.GetPoint(3.0f);
            Vector3 gazeDirection = gazeConvergenceData.ray.direction;

            // Convert from spherical coordinates to longitude and latitude
            float magnitude = gazeDirection.magnitude;
            float longitude = Mathf.PI - Mathf.Acos(gazeDirection.y / magnitude);       // 0 to PI
            float latitude  = Mathf.Atan2(gazeDirection.x, gazeDirection.z) + Mathf.PI; // 0 to 2 * PI

            // Map longitude/latitude over to UV coordinates
            float U = (latitude / (Mathf.PI * 2.0f)) % 1.0f;
            float V = (longitude / Mathf.PI) % 1.0f;

            // See if user is looking at a labeled area
            Color gazeItemColor = labelTexture.GetPixel((int)(U * labelTexture.width), (int)(V * labelTexture.height));

            // Fix any floating point rounding issues -- nearest 0.01
            gazeItemColor.r = (float)Math.Round(gazeItemColor.r, 2);
            gazeItemColor.g = (float)Math.Round(gazeItemColor.g, 2);
            gazeItemColor.b = (float)Math.Round(gazeItemColor.b, 2);

            // Keep track of what the user is looking at
            if (labelDictionary.ContainsKey(gazeItemColor))
            {
                currentLookAtItemPath = labelDictionary[gazeItemColor];
            }
            else
            {
                currentLookAtItemPath = null;
            }
        }

        // Keep track of eye blink
        Fove.Managed.EFVR_Eye eyeClosedStatus = FoveInterface.CheckEyesClosed();
        if ((lastEyeClosedStatus != Fove.Managed.EFVR_Eye.Neither) && (eyeClosedStatus == Fove.Managed.EFVR_Eye.Neither))
        {
            currentEyeBlinkCount++;
        }

        // Keep track of the duration we've looked at that item and blink count
        long totalLookAtDuration = eyeTrackingLogger.UpdateLabels(currentLookAtItemPath,
                                                                  currentTimeTicks - lastUpdateTimeTicks, currentEyeBlinkCount - lastEyeBlinkCount);

        // Make sure labeled text is facing user
        transform.LookAt(foveHeadset.transform);
        transform.RotateAround(transform.position, transform.up, 180.0f);

        // Set the labeler to how long we've looked at that item
        string itemName = (currentLookAtItemPath == null) ? "null" : currentLookAtItemPath[currentLookAtItemPath.Count - 1];

        ((TextMesh)eyeLabeler.GetComponent(typeof(TextMesh))).text = itemName +
                                                                     Environment.NewLine + (totalLookAtDuration / TimeSpan.TicksPerMillisecond) + " ms";

        // Only render if user specified
        eyeCursor.GetComponent <Renderer>().enabled  = renderCursor;
        eyeLabeler.GetComponent <Renderer>().enabled = renderCursor;

        // Update state
        lastUpdateTimeTicks = currentTimeTicks;
        lastEyeClosedStatus = eyeClosedStatus;
        lastEyeBlinkCount   = currentEyeBlinkCount;
    }