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https://github.com/litruv/TobiiEyetracking.git
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Added Tobii from 4.23 + updated
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/******************************************************************************
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* Copyright 2017- Tobii Technology AB. All rights reserved.
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*
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* @author Temaran | Fredrik Lindh | fredrik.lindh@tobii.com | https://github.com/Temaran
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******************************************************************************/
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#include "TobiiFireAtGazeComponent.h"
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#include "TobiiInteractionsBlueprintLibrary.h"
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#include "TobiiGTOMBlueprintLibrary.h"
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#include "../TobiiInteractionsInternalTypes.h"
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#include "Engine/Engine.h"
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#include "IEyeTracker.h"
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#include "Camera/CameraComponent.h"
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#include "Engine/World.h"
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#include "HAL/IConsoleManager.h"
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static TAutoConsoleVariable<int32> CVarFireAtGazeEnabled(TEXT("tobii.interaction.FireAtGazeEnabled"), 1, TEXT("Fire at gaze lets you fire where you look when not in ADS (Aim Down Sights) mode. 0 - Fire at gaze is disabled. 1 - Fire at gaze is enabled."));
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UTobiiFireAtGazeComponent::UTobiiFireAtGazeComponent()
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: CameraComponent(nullptr)
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, FireAtGazeTargetActor(nullptr)
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, FireAtGazeTargetComponent(nullptr)
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, FireAtGazeTargetLocation(0.0f, 0.0f, 0.0f)
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, MaxDistance(10000.0f)
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, NoTargetBehavior(ETobiiFireAtGazeNoTargetBehavior::PointGunToGaze)
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, TraceChannel(ECC_Visibility)
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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bool UTobiiFireAtGazeComponent::FireAtGazeAvailable()
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{
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return CameraComponent != nullptr
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&& UTobiiInteractionsBlueprintLibrary::IsFireAtGazeEnabled();
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}
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bool UTobiiFireAtGazeComponent::WantsCrosshair()
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{
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if (!FireAtGazeAvailable())
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{
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return false;
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}
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switch (NoTargetBehavior)
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{
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case ETobiiFireAtGazeNoTargetBehavior::PointGunForward:
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return !FireAtGazeTargetActor.IsValid();
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case ETobiiFireAtGazeNoTargetBehavior::PointGunToGaze:
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return true;
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default:
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return false;
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}
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}
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void UTobiiFireAtGazeComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (!FireAtGazeAvailable() || GEngine == nullptr || !GEngine->EyeTrackingDevice.IsValid())
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{
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return;
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}
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FTobiiGazeFocusData FocusData;
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UTobiiGTOMBlueprintLibrary::GetFilteredGazeFocusData(FocusLayerFilters, bIsWhiteList, true, false, FocusData);
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if (FocusData.FocusedPrimitiveComponent.IsValid())
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{
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FireAtGazeTargetActor = FocusData.FocusedActor;
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FireAtGazeTargetComponent = FocusData.FocusedPrimitiveComponent;
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FireAtGazeTargetLocation = FocusData.LastVisibleWorldLocation;
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}
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else
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{
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FVector GazeRayOrigin, GazeRayDirection;
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switch (NoTargetBehavior)
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{
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case ETobiiFireAtGazeNoTargetBehavior::PointGunForward:
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{
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GazeRayOrigin = CameraComponent->GetComponentLocation();
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GazeRayDirection = CameraComponent->GetForwardVector();
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break;
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}
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case ETobiiFireAtGazeNoTargetBehavior::PointGunToGaze:
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default:
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{
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FEyeTrackerGazeData CombinedGazeData;
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GEngine->EyeTrackingDevice->GetEyeTrackerGazeData(CombinedGazeData);
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GazeRayOrigin = CombinedGazeData.GazeOrigin;
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GazeRayDirection = CombinedGazeData.GazeDirection;
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break;
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}
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}
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FHitResult HitResult;
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UWorld* World = GetWorld();
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if (World != nullptr && World->LineTraceSingleByChannel(HitResult, GazeRayOrigin, GazeRayOrigin + GazeRayDirection * MaxDistance, TraceChannel)
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&& UTobiiGTOMBlueprintLibrary::IsPrimitiveComponentGazeFocusable(HitResult.GetComponent()))
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{
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FireAtGazeTargetActor = HitResult.GetActor();
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FireAtGazeTargetComponent = HitResult.GetComponent();
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FireAtGazeTargetLocation = HitResult.Location;
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}
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else
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{
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FireAtGazeTargetActor = nullptr;
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FireAtGazeTargetComponent = nullptr;
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FireAtGazeTargetLocation = GazeRayOrigin + GazeRayDirection * MaxDistance;
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}
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}
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}
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