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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
Hello. I want to calculate the gaze point in Unreal Engine. I have some questions about EyeData. (I'm using Unreal Engine 4.22.3, SRanipal_Runtime 184.108.40.206, SRanipalSDK 220.127.116.11) 1. Shouldn't gaze_origin_mm be used to calculate the gaze point? Why EyeFocusSample doesn't use gaze_origin_mm? 2. Is eye_data_validata_bit_mask a value that is set a bit corresponding to SingleEyeDataValidity? For example, if only gaze_origin_mm and gaze_direction_normalized are valid, eye_data_validata_bit_mask is ((1<<SINGLE_EYE_DATA_GAZE_ORIGIN_VALIDITY) | (1<<SINGLE_EYE_DATA_GAZE_DIRECTION_VALIDITY))? (SingleEyeData::GetValidity() seems to be wrong.) 3. The convergence_distance_validity seems to be always FALSE. Is convergence_distance_mm supported now? Thank you. @Corvus @Daniel_Y