/** ==================================================================================================================** UnityVersion : 2021.3.6f1* Description : 眼部交互基类* Author: * CreateTime : 2023-10-11 09:43:20* Version : V1.0.0* * ==================================================================================================================*/using System.Collections.Generic;
using Microsoft.MixedReality.Toolkit.Input;
using UnityEngine;namespace MRTKExtend.EyeTracking
{[RequireComponent(typeof(Collider))]public abstract class BaseFocus : MonoBehaviour, IMixedRealityFocusHandler, IMixedRealityFocusChangedHandler{[SerializeField] [Tooltip("是否启用焦点?")] private bool focusEnabled = true;/// <summary>/// 是否为启用了焦点/// </summary>public virtual bool FocusEnabled{get => focusEnabled;set => focusEnabled = value;}/// <summary>/// 此对象当前是否有焦点/// </summary>public virtual bool HasFocus => FocusEnabled && Focusers.Count > 0;/// <summary>/// 当前聚焦此对象的列表/// </summary>public List<IMixedRealityPointer> Focusers { get; } = new(0);/// <summary>/// 焦点进入/// </summary>public virtual void OnFocusEnter(FocusEventData eventData){}/// <summary>/// 焦点退出/// </summary>public virtual void OnFocusExit(FocusEventData eventData){}public virtual void OnBeforeFocusChange(FocusEventData eventData){//如果是新的目标对象,将指针添加到焦点列表。if (eventData.NewFocusedObject == gameObject){eventData.Pointer.FocusTarget = this;Focusers.Add(eventData.Pointer);}//如果是旧的聚焦目标对象,从列表中删除指针。else if (eventData.OldFocusedObject == gameObject){Focusers.Remove(eventData.Pointer);//如果没有新的焦点目标,从指针中清除焦点目标。if (eventData.NewFocusedObject == null){eventData.Pointer.FocusTarget = null;}}}public virtual void OnFocusChanged(FocusEventData eventData){}}
}
/** ==================================================================================================================** UnityVersion : 2021.3.6f1* Description : 眼部交互* Author: * CreateTime : 2023-10-11 09:21:40* Version : V1.0.0* * ==================================================================================================================*/using System;
using Microsoft.MixedReality.Toolkit.Input;
using UnityEngine;namespace MRTKExtend.EyeTracking
{public abstract class BaseEyeFocus : BaseFocus{[Tooltip("可配置的持续时间,用于在用户查注释目标的时间超过此持续时间时触发事件。")] [SerializeField] [Range(0, 20)]private float timeToTriggerDwellInSec = 5;/// <summary>/// 停留时间/// </summary>private DateTime _dwellTimer;/// <summary>/// 是否持续注视/// </summary>private bool _isDwelling = false;/// <summary>/// 是否注视/// </summary>private bool _hadFocus = false;/// <summary>/// 处理光标进入目标时的突出显示目标。/// </summary>protected virtual void Update(){if (!HasFocus && _hadFocus){OnEyeFocusStop();_isDwelling = false;_hadFocus = false;}else if (HasFocus){if (!_hadFocus){OnEyeFocusStart();_dwellTimer = DateTime.UtcNow;_hadFocus = true;}else{OnEyeFocusStay();if (!_isDwelling && (DateTime.UtcNow - _dwellTimer).TotalSeconds > timeToTriggerDwellInSec){OnEyeFocusDwell();_isDwelling = true;}}}}/// <inheritdoc />public override void OnBeforeFocusChange(FocusEventData eventData){//如果注视新的目标对象,将指针添加到焦点列表。if (eventData.NewFocusedObject == gameObject &&eventData.Pointer.InputSourceParent.SourceType == InputSourceType.Eyes){eventData.Pointer.FocusTarget = this;Focusers.Add(eventData.Pointer);}//如果注视是旧的聚焦目标对象,从列表中删除指针。else if (eventData.OldFocusedObject == gameObject){Focusers.Remove(eventData.Pointer);// 如果没有新目标,从指针中清除焦点目标if (eventData.NewFocusedObject == null){eventData.Pointer.FocusTarget = null;}}}/// <summary>///一旦眼睛凝视射线开始与该目标的碰撞体接触,就会触发。/// </summary>protected virtual void OnEyeFocusStart(){}/// <summary>/// 在眼睛凝视射线与该目标的碰撞体持续接触时触发。/// </summary>protected virtual void OnEyeFocusStay(){}/// <summary>///一旦眼睛凝视射线停止与该目标的碰撞体,就会触发。/// </summary>protected virtual void OnEyeFocusStop(){}/// <summary>/// 一旦眼睛凝视射线与该目标的碰撞体接触指定时间后触发。/// </summary>protected virtual void OnEyeFocusDwell(){}}
}
/** ==================================================================================================================** UnityVersion : 2021.3.6f1* Description : 功能描述* Author: * CreateTime : 2023-10-10 16:09:27* Version : V1.0.0* * ==================================================================================================================*/using MRTKExtend.EyeTracking;
using UnityEngine;public class EyeTrackingTest : BaseEyeFocus
{protected override void OnEyeFocusStay(){Debug.Log("OnEyeFocusStay");//todo somethingRotateHitTarget();}protected override void OnEyeFocusStart(){Debug.Log("OnEyeFocusStart");//todo something}protected override void OnEyeFocusStop(){Debug.Log("OnEyeFocusStop");//todo something}protected override void OnEyeFocusDwell(){Debug.Log("OnEyeFocusDwell");//todo something}private void RotateHitTarget(){transform.localEulerAngles += new Vector3(0, 0.1f, 0);}
}
在场景中新建一个物体,将EyeTrackingTest组件挂载到新建的物体上就可以了