Files
MidnightControls/src/main/java/eu/midnightdust/midnightcontrols/client/mouse/EyeTrackerHandler.java
Kabliz 60bd283c4c Eye Tracking Support, Minecraft Without Hands
Add support for eye tracking hardware, eg the Tobii 5.
Add settings to toggle eye tracking in the settings menu.
Add settings to adjust the deadzone while looking at the crosshair.
Disable mouse raw input while eye tracking is in use, as these two modes are not compatible.
2023-06-11 14:53:36 -07:00

77 lines
3.9 KiB
Java

package eu.midnightdust.midnightcontrols.client.mouse;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.util.GlfwUtil;
import net.minecraft.client.util.SmoothUtil;
import eu.midnightdust.midnightcontrols.client.MidnightControlsConfig;
public class EyeTrackerHandler {
/**
* Based on the updateMouse method in the Mouse.class, this changes the mouse algorithm to suit eye tracking.
* This requires the cursor to not be locked, and the raw input setting to be turned off.
*/
public static void updateMouseWithEyeTracking(double mouseX, double mouseY,
MinecraftClient client,
double lastMouseUpdateTime,
boolean holdingLeftMouseButton,
SmoothUtil smoothX,
SmoothUtil smoothY
) {
// The player wants objects of interest to be moved under the crosshair that is always center of screen.
// Normal mouse controls operate with the delta values from the direction of mouse movement,
// but in eye tracking we want to use the cursor's actual x,y values (their point of gaze), relative to
// the screen center (where the crosshair is). This new eye tracking delta creates a vector that points
// from the crosshair to the gaze point. As the player keeps their eyes on the object of interest, we pull
// that object into the center until the object is underneath the crosshair.
double timestamp = GlfwUtil.getTime();
double deltaTime = timestamp - lastMouseUpdateTime;
// The center of screen is the new (0,0)
double centerX = client.getWindow().getWidth() / 2.0;
double centerY = client.getWindow().getHeight() / 2.0;
double gazeRawX = mouseX - centerX;
double gazeRawY = mouseY - centerY;
//This part follows the original mouse.java somewhat closely, with different constants
double feeling = 2.5;
double sensitivity = client.options.getMouseSensitivity().getValue() * feeling;
double spyglass = sensitivity * sensitivity * sensitivity;
double moveScalar = spyglass * 8.0;
double frameScalar;
if(client.options.getPerspective().isFirstPerson() && client.player.isUsingSpyglass()) {
frameScalar = spyglass;
} else {
frameScalar = moveScalar;
}
if(holdingLeftMouseButton){
frameScalar *= 0.5; //Don't move the camera so much while mining. It's annoying.
}
// The longest vector connects the center to the corner of the screen, so that is our maximum magnitude for
// normalization. We use normalized screen size vector for resolution independent control
double magnitudeMax = Math.sqrt(centerX*centerX + centerY*centerY);
double normalizedX = gazeRawX / magnitudeMax;
double normalizedY = gazeRawY / magnitudeMax;
double moveX = normalizedX * frameScalar;
double moveY = normalizedY * frameScalar;
if (client.options.smoothCameraEnabled) {
moveX = smoothX.smooth(moveX, moveScalar*deltaTime);
moveY = smoothY.smooth(moveY, moveScalar*deltaTime);
}
// The player entity's needs their facing rotated.
double invertY = 1.0;
double moveMagnitude = Math.sqrt(normalizedX*normalizedX + normalizedY*normalizedY);
if (client.options.getInvertYMouse().getValue()) {
invertY = -1.0;
}
if (client.player != null && moveMagnitude > MidnightControlsConfig.eyeTrackerDeadzone) {
client.player.changeLookDirection(moveX, moveY * invertY);
client.getTutorialManager().onUpdateMouse(moveX, moveY);
}
}
}