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raycasting hit not returning value


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Hello.

I'm trying to use raycasting as extract data from the hit mesh collider.

I tried using 

private void Update()
    {
        
        if (SRanipal_Eye_Framework.Status != SRanipal_Eye_Framework.FrameworkStatus.WORKING &&
                SRanipal_Eye_Framework.Status != SRanipal_Eye_Framework.FrameworkStatus.NOT_SUPPORT) return;

            

        if (SRanipal_Eye_Framework.Instance.EnableEyeDataCallback == true && eye_callback_registered == false)
        {
            SRanipal_Eye_v2.WrapperRegisterEyeDataCallback(Marshal.GetFunctionPointerForDelegate((SRanipal_Eye_v2.CallbackBasic)EyeCallback));
            eye_callback_registered = true;
        }
        else if (SRanipal_Eye_Framework.Instance.EnableEyeDataCallback == false && eye_callback_registered == true)
        {
            SRanipal_Eye_v2.WrapperUnRegisterEyeDataCallback(Marshal.GetFunctionPointerForDelegate((SRanipal_Eye_v2.CallbackBasic)EyeCallback));
            eye_callback_registered = false;
        }

        Vector3 GazeOriginCombinedLocal, GazeDirectionCombinedLocal;

        if (eye_callback_registered)
        {
            if (SRanipal_Eye_v2.GetGazeRay(GazeIndex.COMBINE, out GazeOriginCombinedLocal, out GazeDirectionCombinedLocal, eyeData)) { }
            else if (SRanipal_Eye_v2.GetGazeRay(GazeIndex.LEFT, out GazeOriginCombinedLocal, out GazeDirectionCombinedLocal, eyeData)) { }
            else if (SRanipal_Eye_v2.GetGazeRay(GazeIndex.RIGHT, out GazeOriginCombinedLocal, out GazeDirectionCombinedLocal, eyeData)) { }
            else return;
        }
        else
        {
            if (SRanipal_Eye_v2.GetGazeRay(GazeIndex.COMBINE, out GazeOriginCombinedLocal, out GazeDirectionCombinedLocal)) { }
            else if (SRanipal_Eye_v2.GetGazeRay(GazeIndex.LEFT, out GazeOriginCombinedLocal, out GazeDirectionCombinedLocal)) { }
            else if (SRanipal_Eye_v2.GetGazeRay(GazeIndex.RIGHT, out GazeOriginCombinedLocal, out GazeDirectionCombinedLocal)) { }
            else return;
        }

        Vector3 GazeDirectionCombined;
        GazeDirectionCombined = Camera.main.transform.TransformDirection(GazeDirectionCombinedLocal);
        GazeRayRenderer.SetPosition(0, Camera.main.transform.position - Camera.main.transform.up * 0.05f);
        GazeRayRenderer.SetPosition(1, Camera.main.transform.position + GazeDirectionCombined * LengthOfRay);


        RaycastHit hit;
        if (!Physics.Raycast(Camera.main.transform.position, GazeDirectionCombined, out hit))
            return;
        Debug.Log(hit.collider);
}

but the project just comes to a halt when I run this code. 

 

I also tried 

 

private void Update()
    {
        
 		gaze_direct_combine = eyeData.verbose_data.combined.eye_data.gaze_direction_normalized;

        RaycastHit hit;
        if (!Physics.Raycast(Camera.main.transform.position, gaze_direct_combine, out hit))
            return;
        Debug.Log(hit.collider);

	}

but it does not seem to work. 

 

The rest of the code runs fine without this snippet, so I did not share it for the sake of clarity. 

 

maybe I'm putting the wrong values into the physics.raycast() ?? 

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