Acompanhamento ocular estendido no Unity
Para acessar o repositório GitHub para o exemplo de acompanhamento ocular estendido:
O acompanhamento ocular estendido é uma nova funcionalidade em HoloLens 2. É um superconjunto do acompanhamento ocular padrão, que fornece apenas dados combinados de foco ocular. O acompanhamento ocular estendido também fornece dados individuais de foco ocular e permite que os aplicativos definam taxas de quadros diferentes para os dados de foco, como 30, 60 e 90fps. Outros recursos, como abertura ocular e vergence ocular, não são suportados por HoloLens 2 no momento.
O SDK de Acompanhamento Ocular Estendido permite que os aplicativos acessem dados e recursos de acompanhamento ocular estendido. Ele pode ser usado junto com APIs OpenXR ou APIs herdadas do WinRT.
Este artigo aborda as maneiras de usar o SDK de acompanhamento ocular estendido no Unity junto com o plug-in Realidade Misturada OpenXR.
Configuração do projeto
-
Configure o projeto do Unity para desenvolvimento do HoloLens.
- Selecione a funcionalidade Entrada de Foco
- Importe o plug-in Realidade Misturada OpenXR da ferramenta de recurso MRTK.
- Importe o pacote NuGet do SDK de Acompanhamento Ocular para seu projeto do Unity.
- Baixe e instale o pacote NuGetForUnity .
- No editor do Unity, acesse
NuGet
->Manage NuGet Packages
e pesquise porMicrosoft.MixedReality.EyeTracking
- Clique no botão Instalar para importar a versão mais recente do pacote NuGet.
- Adicione os scripts auxiliares do Unity.
- Adicione o
ExtendedEyeGazeDataProvider.cs
script aqui ao seu projeto do Unity. - Crie uma cena e anexe o
ExtendedEyeGazeDataProvider.cs
script a qualquer GameObject.
- Adicione o
- Consuma as funções de
ExtendedEyeGazeDataProvider.cs
e implemente suas lógicas. - Compilar e implantar no HoloLens.
Consumir funções de ExtendedEyeGazeDataProvider
Observação
O ExtendedEyeGazeDataProvider
script depende de algumas APIs do Realidade Misturada Plug-in OpenXR para converter as coordenadas dos dados de foco. Ele não poderá funcionar se o projeto do Unity usar o plug-in do Windows XR preterido ou o XR interno herdado na versão mais antiga do Unity. Para fazer com que o acompanhamento ocular estendido também funcione nesses cenários:
- Se você só precisar acessar as configurações de taxa de quadros, o Realidade Misturada Plug-in OpenXR não será necessário e você poderá modificar o
ExtendedEyeGazeDataProvider
para manter apenas a lógica relacionada à taxa de quadros. - Se você ainda precisar acessar dados individuais de foco ocular, precisará usar APIs do WinRT no Unity. Para ver como usar o SDK de acompanhamento ocular estendido com APIs do WinRT, consulte a seção "Veja também".
A ExtendedEyeGazeDataProvider
classe encapsula as APIs do SDK de acompanhamento ocular estendido. Ele fornece funções para obter a leitura de foco no espaço do mundo do Unity ou em relação à câmera main.
Aqui estão exemplos de código a serem consumidos ExtendedEyeGazeDataProvider
para obter os dados de foco.
ExtendedEyeGazeDataProvider extendedEyeGazeDataProvider;
void Update() {
timestamp = DateTime.Now;
var leftGazeReadingInWorldSpace = extendedEyeGazeDataProvider.GetWorldSpaceGazeReading(extendedEyeGazeDataProvider.GazeType.Left, timestamp);
var rightGazeReadingInWorldSpace = extendedEyeGazeDataProvider.GetWorldSpaceGazeReading(extendedEyeGazeDataProvider.GazeType.Right, timestamp);
var combinedGazeReadingInWorldSpace = extendedEyeGazeDataProvider.GetWorldSpaceGazeReading(extendedEyeGazeDataProvider.GazeType.Combined, timestamp);
var combinedGazeReadingInCameraSpace = extendedEyeGazeDataProvider.GetCameraSpaceGazeReading(extendedEyeGazeDataProvider.GazeType.Combined, timestamp);
}
Quando o ExtendedEyeGazeDataProvider
script é executado, ele define a taxa de quadros de dados de foco como a opção mais alta, que atualmente é de 90fps.
Referência de API do SDK de acompanhamento ocular estendido
Além de usar o ExtendedEyeGazeDataProvider
script, você também pode criar seu próprio script para consumir as APIs do SDK a seguir diretamente.
namespace Microsoft.MixedReality.EyeTracking
{
/// <summary>
/// Allow discovery of Eye Gaze Trackers connected to the system
/// This is the only class from the Extended Eye Tracking SDK that the application will instantiate,
/// other classes' instances will be returned by method calls or properties.
/// </summary>
public class EyeGazeTrackerWatcher
{
/// <summary>
/// Constructs an instance of the watcher
/// </summary>
public EyeGazeTrackerWatcher();
/// <summary>
/// Starts trackers enumeration.
/// </summary>
/// <returns>Task representing async action; completes when the initial enumeration is completed</returns>
public System.Threading.Tasks.Task StartAsync();
/// <summary>
/// Stop listening to trackers additions and removal
/// </summary>
public void Stop();
/// <summary>
/// Raised when an Eye Gaze tracker is connected
/// </summary>
public event System.EventHandler<EyeGazeTracker> EyeGazeTrackerAdded;
/// <summary>
/// Raised when an Eye Gaze tracker is disconnected
/// </summary>
public event System.EventHandler<EyeGazeTracker> EyeGazeTrackerRemoved;
}
/// <summary>
/// Represents an Eye Tracker device
/// </summary>
public class EyeGazeTracker
{
/// <summary>
/// True if Restricted mode is supported, which means the driver supports providing individual
/// eye gaze vector and frame rate
/// </summary>
public bool IsRestrictedModeSupported;
/// <summary>
/// True if Vergence Distance is supported by tracker
/// </summary>
public bool IsVergenceDistanceSupported;
/// <summary>
/// True if Eye Openness is supported by the driver
/// </summary>
public bool IsEyeOpennessSupported;
/// <summary>
/// True if individual gazes are supported
/// </summary>
public bool AreLeftAndRightGazesSupported;
/// <summary>
/// Get the supported target frame rates of the tracker
/// </summary>
public System.Collections.Generic.IReadOnlyList<EyeGazeTrackerFrameRate> SupportedTargetFrameRates;
/// <summary>
/// NodeId of the tracker, used to retrieve a SpatialLocator or SpatialGraphNode to locate the tracker in the scene
/// for the Perception API, use SpatialGraphInteropPreview.CreateLocatorForNode
/// for the Mixed Reality OpenXR API, use SpatialGraphNode.FromDynamicNodeId
/// </summary>
public Guid TrackerSpaceLocatorNodeId;
/// <summary>
/// Opens the tracker
/// </summary>
/// <param name="restrictedMode">True if restricted mode active</param>
/// <returns>Task representing async action; completes when the initial enumeration is completed</returns>
public System.Threading.Tasks.Task OpenAsync(bool restrictedMode);
/// <summary>
/// Closes the tracker
/// </summary>
public void Close();
/// <summary>
/// Changes the target frame rate of the tracker
/// </summary>
/// <param name="newFrameRate">Target frame rate</param>
public void SetTargetFrameRate(EyeGazeTrackerFrameRate newFrameRate);
/// <summary>
/// Try to get tracker state at a given timestamp
/// </summary>
/// <param name="timestamp">timestamp</param>
/// <returns>State if available, null otherwise</returns>
public EyeGazeTrackerReading TryGetReadingAtTimestamp(DateTime timestamp);
/// <summary>
/// Try to get tracker state at a system relative time
/// </summary>
/// <param name="time">time</param>
/// <returns>State if available, null otherwise</returns>
public EyeGazeTrackerReading TryGetReadingAtSystemRelativeTime(TimeSpan time);
/// <summary>
/// Try to get first first tracker state after a given timestamp
/// </summary>
/// <param name="timestamp">timestamp</param>
/// <returns>State if available, null otherwise</returns>
public EyeGazeTrackerReading TryGetReadingAfterTimestamp(DateTime timestamp);
/// <summary>
/// Try to get the first tracker state after a system relative time
/// </summary>
/// <param name="time">time</param>
/// <returns>State if available, null otherwise</returns>
public EyeGazeTrackerReading TryGetReadingAfterSystemRelativeTime(TimeSpan time);
}
/// <summary>
/// Represents a frame rate supported by an Eye Tracker
/// </summary>
public class EyeGazeTrackerFrameRate
{
/// <summary>
/// Frames per second of the frame rate
/// </summary>
public UInt32 FramesPerSecond;
}
/// <summary>
/// Snapshot of Gaze Tracker state
/// </summary>
public class EyeGazeTrackerReading
{
/// <summary>
/// Timestamp of state
/// </summary>
public DateTime Timestamp;
/// <summary>
/// Timestamp of state as system relative time
/// Its SystemRelativeTime.Ticks could provide the QPC time to locate tracker pose
/// </summary>
public TimeSpan SystemRelativeTime;
/// <summary>
/// Indicates of user calibration is valid
/// </summary>
public bool IsCalibrationValid;
/// <summary>
/// Tries to get a vector representing the combined gaze related to the tracker's node
/// </summary>
/// <param name="origin">Origin of the gaze vector</param>
/// <param name="direction">Direction of the gaze vector</param>
/// <returns></returns>
public bool TryGetCombinedEyeGazeInTrackerSpace(out System.Numerics.Vector3 origin, out System.Numerics.Vector3 direction);
/// <summary>
/// Tries to get a vector representing the left eye gaze related to the tracker's node
/// </summary>
/// <param name="origin">Origin of the gaze vector</param>
/// <param name="direction">Direction of the gaze vector</param>
/// <returns></returns>
public bool TryGetLeftEyeGazeInTrackerSpace(out System.Numerics.Vector3 origin, out System.Numerics.Vector3 direction);
/// <summary>
/// Tries to get a vector representing the right eye gaze related to the tracker's node position
/// </summary>
/// <param name="origin">Origin of the gaze vector</param>
/// <param name="direction">Direction of the gaze vector</param>
/// <returns></returns>
public bool TryGetRightEyeGazeInTrackerSpace(out System.Numerics.Vector3 origin, out System.Numerics.Vector3 direction);
/// <summary>
/// Tries to read vergence distance
/// </summary>
/// <param name="value">Vergence distance if available</param>
/// <returns>bool if value is valid</returns>
public bool TryGetVergenceDistance(out float value);
/// <summary>
/// Tries to get left Eye openness information
/// </summary>
/// <param name="value">Eye Openness if valid</param>
/// <returns>bool if value is valid</returns>
public bool TryGetLeftEyeOpenness(out float value);
/// <summary>
/// Tries to get right Eye openness information
/// </summary>
/// <param name="value">Eye openness if valid</param>
/// <returns>bool if value is valid</returns>
public bool TryGetRightEyeOpenness(out float value);
}
}