示例#1
0
        void Update()
        {
            if (!Application.isPlaying)
            {
                return;
            }

            if (!VRMode.IsRunningInVRMode && !_IsOff)
            {
                if (!GazeManager.Instance.IsCalibrating)
                {
                    // If running in 'remote' mode and not calibrating, we position eyes
                    // and set size based on distance

                    _EyesDistance = GazeFrameCache.Instance.GetLastUserPosition().Z;

                    _DepthMod = (1 - _EyesDistance) * .25f;
                    Vector3 scaleVec = new Vector3((float)(_DepthMod), (float)(_DepthMod), (float)_EyeBaseScale.z);

                    Eye left  = GazeFrameCache.Instance.GetLastLeftEye();
                    Eye right = GazeFrameCache.Instance.GetLastRightEye();

                    double angle = GazeFrameCache.Instance.GetLastEyesAngle();

                    if (null != left)
                    {
                        if (!left.Equals(_LastLeftEye))
                        {
                            _LastLeftEye = left;

                            if (!_LeftEye.IsRendererEnabled())
                            {
                                _LeftEye.SetRendererEnabled(true);
                            }

                            //position GO based on screen coordinates
                            Point2D gp = UnityGazeUtils.GetRelativeToScreenSpace(left.PupilCenterCoordinates);
                            _LeftEye.SetWorldPositionFromGaze(_Camera, gp, _LeftEye.transform.localPosition.z);
                            _LeftEye.transform.localScale       = scaleVec * _EyeScaleInitSize;
                            _LeftEye.transform.localEulerAngles = new Vector3(_LeftEye.transform.localEulerAngles.x, _LeftEye.transform.localEulerAngles.y, (float)-angle);
                        }
                    }
                    else
                    {
                        if (_LeftEye.IsRendererEnabled())
                        {
                            _LeftEye.SetRendererEnabled(false);
                        }
                    }

                    if (null != right)
                    {
                        if (!right.Equals(_LastRightEye))
                        {
                            _LastRightEye = right;

                            if (!_RightEye.IsRendererEnabled())
                            {
                                _RightEye.SetRendererEnabled(true);
                            }

                            //position GO based on screen coordinates
                            Point2D gp = UnityGazeUtils.GetRelativeToScreenSpace(right.PupilCenterCoordinates);
                            _RightEye.SetWorldPositionFromGaze(_Camera, gp, _RightEye.transform.localPosition.z);
                            _RightEye.transform.localScale       = scaleVec * _EyeScaleInitSize;
                            _RightEye.transform.localEulerAngles = new Vector3(_RightEye.transform.localEulerAngles.x, _RightEye.transform.localEulerAngles.y, (float)-angle);
                        }
                    }
                    else
                    {
                        if (_RightEye.IsRendererEnabled())
                        {
                            _RightEye.SetRendererEnabled(false);
                        }
                    }
                }
            }
            else
            {
                if (_LeftEye.IsRendererEnabled())
                {
                    _LeftEye.SetRendererEnabled(false);
                }
                if (_RightEye.IsRendererEnabled())
                {
                    _RightEye.SetRendererEnabled(false);
                }
            }
        }
    void Update()
    {
        if (!GazeManager.Instance.IsCalibrating)
        {
            //Set eyes size based on distance
            _EyesDistance = GazeDataValidator.Instance.GetLastValidUserPosition().Z;
            _DepthMod     = (1 - _EyesDistance) * .25f;
            Vector3 scaleVec = new Vector3((float)(_DepthMod), (float)(_DepthMod), (float)_EyeBaseScale.z);

            Eye left  = GazeDataValidator.Instance.GetLastValidLeftEye();
            Eye right = GazeDataValidator.Instance.GetLastValidRightEye();

            double angle = -GazeDataValidator.Instance.GetLastValidEyesAngle();

            if (null != left)
            {
                if (!_LeftEye.GetComponent <Renderer>().enabled)
                {
                    _LeftEye.GetComponent <Renderer>().enabled = true;
                }

                //position GO based on screen coordinates
                Point2D gp = UnityGazeUtils.GetRelativeToScreenSpace(left.PupilCenterCoordinates);
                PositionGOFromScreenCoords(_LeftEye, gp);
                _LeftEye.transform.localScale  = scaleVec;
                _LeftEye.transform.eulerAngles = new Vector3(_LeftEye.transform.eulerAngles.x, _LeftEye.transform.eulerAngles.y, (float)angle);
            }
            else
            {
                if (_LeftEye.GetComponent <Renderer>().enabled)
                {
                    _LeftEye.GetComponent <Renderer>().enabled = false;
                }
            }

            if (null != right)
            {
                if (!_RightEye.GetComponent <Renderer>().enabled)
                {
                    _RightEye.GetComponent <Renderer>().enabled = true;
                }

                //position GO based on screen coordinates
                Point2D gp = UnityGazeUtils.GetRelativeToScreenSpace(right.PupilCenterCoordinates);
                PositionGOFromScreenCoords(_RightEye, gp);
                _RightEye.transform.localScale  = scaleVec;
                _RightEye.transform.eulerAngles = new Vector3(_RightEye.transform.eulerAngles.x, _RightEye.transform.eulerAngles.y, (float)angle);
            }
            else
            {
                if (_RightEye.GetComponent <Renderer>().enabled)
                {
                    _RightEye.GetComponent <Renderer>().enabled = false;
                }
            }
        }
        else
        {
            _LeftEye.GetComponent <Renderer>().enabled  = false;
            _RightEye.GetComponent <Renderer>().enabled = false;
        }

        if (GazeManager.Instance.IsCalibrated)
        {
            if (!_GazeIndicator.GetComponent <Renderer>().enabled)
            {
                _GazeIndicator.GetComponent <Renderer>().enabled = true;
            }

            Point2D gazeCoords = GazeDataValidator.Instance.GetLastValidSmoothedGazeCoordinates();
            if (null != gazeCoords)
            {
                // Map gaze indicator
                Point2D gp = UnityGazeUtils.GetGazeCoordsToUnityWindowCoords(gazeCoords);

                Vector3 screenPoint = new Vector3((float)gp.X, (float)gp.Y, _Camera.nearClipPlane + .1f);

                Vector3 planeCoord = _Camera.ScreenToWorldPoint(screenPoint);
                _GazeIndicator.transform.position = planeCoord;
            }
        }
        else
        {
            if (_GazeIndicator.GetComponent <Renderer>().enabled)
            {
                _GazeIndicator.GetComponent <Renderer>().enabled = false;
            }
        }


        lock (_CallbackQueue)
        {
            //we handle queued callback in the update loop
            while (_CallbackQueue.Count > 0)
            {
                _CallbackQueue.Dequeue()();
            }
        }

        //handle keypress
        if (Input.GetKey(KeyCode.Escape))
        {
            Application.Quit();
        }
    }
示例#3
0
        void Update()
        {
            if (!Application.isPlaying)
            {
                return;
            }

            if (!VRMode.IsRunningInVRMode && !_IsOff)
            {
                if (!GazeManager.Instance.IsCalibrating)
                {
                    // If running in 'remote' mode and not calibrating, we position eyes
                    // and set size based on distance

                    _EyesDistance = GazeFrameCache.Instance.GetLastUserPosition().Z;

                    _DepthMod = (1 - _EyesDistance) * .25f;
                    Vector3 scaleVec = new Vector3((float)(_DepthMod), (float)(_DepthMod), (float)_EyeBaseScale.z);

                    Eye left  = GazeFrameCache.Instance.GetLastLeftEye();
                    Eye right = GazeFrameCache.Instance.GetLastRightEye();

                    double angle = GazeFrameCache.Instance.GetLastEyesAngle();

                    if (null != left)
                    {
                        if (!left.Equals(_LastLeftEye))
                        {
                            _LastLeftEye = left;

                            if (!_LeftEye.IsRendererEnabled())
                            {
                                _LeftEye.SetRendererEnabled(true);
                            }

                            //position GO based on screen coordinates
                            Point2D gp = UnityGazeUtils.GetRelativeToScreenSpace(left.PupilCenterCoordinates);

                            ////////////////
                            // normalize coordinates to top right corner
                            //float xMin = 0, xMax = Screen.width, yMin = 0, yMax = Screen.height;
                            float xMin = 0, xMax = xScreen, yMin = 0, yMax = yScreen;
                            float xOffset = xMax * (1 - _ResizeMultiplier), yOffset = yMax * (1 - _ResizeMultiplier);
                            gp.X = (((gp.X - xMin) / (xMax - xMin)) * _ResizeMultiplier * xMax + xOffset);
                            gp.Y = (((gp.Y - yMin) / (yMax - yMin)) * _ResizeMultiplier * yMax + yOffset) - yMax * (1 - _ResizeMultiplier);
                            ////////////////

                            _LeftEye.SetWorldPositionFromGaze(_Camera, gp, _LeftEye.transform.localPosition.z);
                            _LeftEye.transform.localScale       = scaleVec * _EyeScaleInitSize;
                            _LeftEye.transform.localEulerAngles = new Vector3(_LeftEye.transform.localEulerAngles.x, _LeftEye.transform.localEulerAngles.y, (float)-angle);
                        }
                    }
                    else
                    {
                        if (_LeftEye.IsRendererEnabled())
                        {
                            _LeftEye.SetRendererEnabled(false);
                        }
                    }

                    if (null != right)
                    {
                        if (!right.Equals(_LastRightEye))
                        {
                            _LastRightEye = right;

                            if (!_RightEye.IsRendererEnabled())
                            {
                                _RightEye.SetRendererEnabled(true);
                            }

                            //position GO based on screen coordinates
                            Point2D gp = UnityGazeUtils.GetRelativeToScreenSpace(right.PupilCenterCoordinates);

                            ////////////////
                            // normalize coordinates to top right corner
                            //float xMin = 0, xMax = Screen.width, yMin = 0, yMax = Screen.height;
                            float xMin = 0, xMax = xScreen, yMin = 0, yMax = yScreen;
                            float xOffset = xMax * (1 - _ResizeMultiplier), yOffset = yMax * (1 - _ResizeMultiplier);
                            gp.X = (((gp.X - xMin) / (xMax - xMin)) * _ResizeMultiplier * xMax + xOffset);
                            gp.Y = (((gp.Y - yMin) / (yMax - yMin)) * _ResizeMultiplier * yMax + yOffset) - yMax * (1 - _ResizeMultiplier);
                            ////////////////

                            _RightEye.SetWorldPositionFromGaze(_Camera, gp, _RightEye.transform.localPosition.z);
                            _RightEye.transform.localScale       = scaleVec * _EyeScaleInitSize;
                            _RightEye.transform.localEulerAngles = new Vector3(_RightEye.transform.localEulerAngles.x, _RightEye.transform.localEulerAngles.y, (float)-angle);
                        }
                    }
                    else
                    {
                        if (_RightEye.IsRendererEnabled())
                        {
                            _RightEye.SetRendererEnabled(false);
                        }
                    }
                }
            }
            else
            {
                if (_LeftEye.IsRendererEnabled())
                {
                    _LeftEye.SetRendererEnabled(false);
                }
                if (_RightEye.IsRendererEnabled())
                {
                    _RightEye.SetRendererEnabled(false);
                }
            }
        }