Eye Tracking¶
VIVE Wave™ plugin supports the Eye Tracking feature. By following this guide you can retrieve the tracking data of left, right and combined eyes. The Eye Tracking data contains:
- Gaze origin
- Gaze direction
- Eye openness
- Pupil diameter
- Pupil position
You can use Eye Tracking data to implementing the Gaze feature. VIVE Wave™ plugin also provides an Actor component of Eye Tracking Gaze named WaveVRGazePointer.
Modify AndroidManifest.xml¶
To enable the Eye Tracking feature, you have to add below content to your AndroidManifest.xml.
<uses-feature android:name="wave.feature.eyetracking" android:required="true" />
Or you can go to Project Settings > Plugins > Wave VR > Render and select the Enable Eye Tracking option.
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Eye Tracking API¶
VIVE Wave™ plugin supports the Unreal UEyeTrackerFunctionLibrary and VIVE Wave™ plugin uses Unreal UEyeTrackerFunctionLibrary in Plugins > WaveVR > Source > WaveVR > Private > InputModule > WaveVRGazePointer.cpp.
Instead of using the Unreal UEyeTrackerFunctionLibrary, VIVE Wave™ plugin provides the Eye Blueprint Function Library in Plugins > WaveVR > Source > WaveVR > Public > Eye > WaveVREyeBPLibrary.h listed as below.
#include "Eye/WaveVREyeBPLibrary.h"
UENUM(BlueprintType, Category = "WaveVR|Eye")
enum class EWaveVREyeTrackingStatus : uint8
{
// Initial, can call Start API in this state.
NOT_START,
START_FAILURE,
// Processing, should NOT call API in this state.
STARTING,
STOPPING,
// Running, can call Stop API in this state.
AVAILABLE,
// Do nothing.
UNSUPPORT
};
void UWaveVREyeBPLibrary::StartEyeTracking(EWVR_CoordinateSystem coordinate)
void UWaveVREyeBPLibrary::StopEyeTracking()
void UWaveVREyeBPLibrary::RestartEyeTracking()
EWaveVREyeTrackingStatus UWaveVREyeBPLibrary::GetEyeTrackingStatus()
bool UWaveVREyeBPLibrary::IsEyeTrackingAvailable()
bool UWaveVREyeBPLibrary::IsStereoEyeDataAvailable()
EWVR_CoordinateSystem UWaveVREyeBPLibrary::GetEyeSpace()
// Combined eye data
bool UWaveVREyeBPLibrary::GetCombinedEyeOrigin(FVector& origin)
bool UWaveVREyeBPLibrary::GetCombindedEyeDirectionNormalized(FVector& direction)
// Left eye data
bool UWaveVREyeBPLibrary::GetLeftEyeOrigin(FVector& origin)
bool UWaveVREyeBPLibrary::GetLeftEyeDirectionNormalized(FVector& direction)
bool UWaveVREyeBPLibrary::GetLeftEyeOpenness(float& openness)
bool UWaveVREyeBPLibrary::GetLeftEyePupilDiameter(float& diameter)
bool UWaveVREyeBPLibrary::GetLeftEyePupilPositionInSensorArea(FVector2D& position)
// Right eye data
bool UWaveVREyeBPLibrary::GetRightEyeOrigin(FVector& origin)
bool UWaveVREyeBPLibrary::GetRightEyeDirectionNormalized(FVector& direction)
bool UWaveVREyeBPLibrary::GetRightEyeOpenness(float& openness)
bool UWaveVREyeBPLibrary::GetRightEyePupilDiameter(float& diameter)
bool UWaveVREyeBPLibrary::GetRightEyePupilPositionInSensorArea(FVector2D& position)
You can refer to Plugins > WaveVR > Source > WaveVREyeTracker > Private > FWaveVREyeTracker.cpp about the usage of Wave Eye Blueprint Function Library.
We recommend that you use the Unreal UEyeTrackerFunctionLibrary since it’s easier understanding.
WaveVRGazePointer¶
You can refer to Input - Adding a WaveVRGazePointer component about the usage of WaveVRGazePointer.
For Eye Tracking, WaveVRGazePointer provides an additional option as below photo.
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When Eye Tracking
is selected, the Gaze pointer moves following your sight if you already enabled the Eye Tracking feature. (refer to Modify AndroidManifest.xml)