Skip to content

Missing documentation for new eye tracking component API #1916

@risa2000

Description

@risa2000

The latest release added few new things related to eye tracking support in OpenXR (via SteamVR runtime), which are part of IVRDriverInput interface:

struct VREyeTrackingData_t
{
	bool bActive;
	bool bValid;
	bool bTracked;

	vr::HmdVector3_t vGazeOrigin;  // Ray origin
	vr::HmdVector3_t vGazeTarget;  // Gaze target (fixation point)
};

for the "eye pose" and

/** Creates an eye tracking component **/
virtual EVRInputError CreateEyeTrackingComponent( PropertyContainerHandle_t ulContainer, const char *pchName, VRInputComponentHandle_t *pHandle ) = 0;

/** Updates an eye tracking component. */
virtual EVRInputError UpdateEyeTrackingComponent( VRInputComponentHandle_t ulComponent, const VREyeTrackingData_t *pEyeTrackingData, double fTimeOffset ) = 0;

for the API.

Please add a documentation on the eye pose structure:

  • What is difference between all different bool flags?
  • To which "tracking space" are the two vectors related (world space, headpose space, something else)?

For IVRDriverInput API, explain:

  • What are the expected/allowed component names in CreateEyeTrackingComponent and how many components are supported?
  • What is the purpose of fTimeOffset - which time unit, which time domain?

So far, some essential information, but not all, is only available here:
https://github.com/mbucchia/Pimax-EyeTracker-SteamVR

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions