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Comments (3)

fx-lange avatar fx-lange commented on July 23, 2024

hi @performlabrit - thanks for your report.

you are right that the current visualization is actually showing the hit point between gaze direction and environment and not the raw gaze vector.
using assumptions about the environment was intentional for the initial gaze demo and is a valid optimization depending on your use-case. but as we are now using this implementation as the default gaze visualization, it can indeed be misleading.
we will look into it for the next release (visualizing the sphere cast and maybe the hit point at the same time). thanks for pointing it out.

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gabrielDiaz-performlab avatar gabrielDiaz-performlab commented on July 23, 2024

Here is some representative code. Note that I also scale the size of the hit object so that it is constant in degrees of visual angle.

GazeDirectionCombined is the normalized gaze direction within the world frame.
objSizeDegs is the diameter of the object in degrees of visual angle.
objDefaultDist a default distance at which to cast the object when it does not collide with anything.


if (Physics.SphereCast(Camera.main.transform.position, sphereCastRadius, GazeDirectionCombined, out RaycastHit hit, Mathf.Infinity))
                    {

                        transform.position = Camera.main.transform.position + GazeDirectionCombined * hit.distance;

                        float diameterM = Mathf.Tan(Mathf.Deg2Rad * (objSizeDegs/2.0f)) * hit.distance * 2.0f;
                        transform.localScale = new Vector3(diameterM, diameterM, diameterM);
                    }
                    else
                    {
                        transform.position = Camera.main.transform.position + GazeDirectionCombined * objDefaultDist;
                        float diameterM = Mathf.Tan(Mathf.Deg2Rad * (objSizeDegs/2.0f)) * objDefaultDist * 2.0f;
                        transform.localScale = new Vector3(diameterM, diameterM, diameterM);
                    }

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fx-lange avatar fx-lange commented on July 23, 2024

thanks again @performlabrit.

updated + more detailed documentation in latest develop branch

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