Annabell Posted October 24, 2019 Posted October 24, 2019 Data Structure Vive.SR.Eye.SingleEyeData: ulong eye_data_validata_bit_mask float eye_openness Unity.Engine.Vector3 gaze_direction_normalized Unity.Engine.Vector3 gaze_origin_mm float pupil diameter_mm Unity.Engine.Vector2 pupil_position_in_sensor_area Theoretically it should be possible to get the focused point by calculating the intersection point of the linear equation of each eye (left and right) using gaze_direction_normalized and gaze_origin_mm. When debugging the data, I recognized that the vector gaze_direction_normalized is the same for each eye, which doesn't make any sense. Do you have any explanations why this is so? did I misunderstood something during the calculation of the focused point? Debugged Values: Combined Left Right gaze_direction_normalized (0.0, -0.1, 1.0) (0.0, -0.1, 1.0) (0.0, -0.1, 1.0) gaze_origin_mm (3.0, 5.4, -44.3) (32.4, 5.3, -44.3) (-28,6, 5.6, -44.2) @Daniel_Y @Corvus
Brand Posted November 5, 2019 Posted November 5, 2019 Your debugger might be rounding your floats when representing a Vector3. I know Unity does this. 🙂 Expand the struct and look at the individual values and I believe you will see that they are not the same. @Annabell
Annabell Posted November 8, 2019 Author Posted November 8, 2019 Yeah you were right. Going into more deeper parts shows me that Unity basically just rounded the floats. Thanks 🙂 @Corvus @Daniel_Y
Somnath Posted February 24, 2020 Posted February 24, 2020 Hello Annabell can you please explain how are you getting gaze position from gaze direction and gaze origin. Gaze direction is normalized, how do i denormalize it
mrk88 Posted March 27, 2020 Posted March 27, 2020 On 2/24/2020 at 12:52 PM, Somnath said: Hello Annabell can you please explain how are you getting gaze position from gaze direction and gaze origin. Gaze direction is normalized, how do i denormalize it Hi Somnath I am also interested in knowing how to denormalize the gaze direction vector. Have you found out anything?
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