general: cleanup for manual var tuning
This commit is contained in:
44
Gaze/Constants/EyeTrackingConstants.swift
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44
Gaze/Constants/EyeTrackingConstants.swift
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@@ -0,0 +1,44 @@
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//
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// EyeTrackingConstants.swift
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// Gaze
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//
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// Created by Mike Freno on 1/14/26.
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//
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import Foundation
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enum EyeTrackingConstants {
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// MARK: - Logging
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/// Interval between log messages in seconds
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static let logInterval: TimeInterval = 0.5
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// MARK: - Eye Closure Detection
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/// Threshold for eye closure (smaller value means eye must be more closed to trigger)
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/// Range: 0.0 to 1.0 (approximate eye opening ratio)
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static let eyeClosedThreshold: CGFloat = 0.02
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// MARK: - Face Pose Thresholds
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/// Maximum yaw (left/right head turn) in radians before considering user looking away
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/// 0.20 radians ≈ 11.5 degrees (Tightened from 0.35)
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static let yawThreshold: Double = 0.20
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/// Pitch threshold for looking UP (above screen).
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/// Since camera is at top, looking at screen is negative pitch.
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/// Values > 0.1 imply looking straight ahead or up (away from screen).
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static let pitchUpThreshold: Double = 0.1
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/// Pitch threshold for looking DOWN (at keyboard/lap).
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/// Values < -0.45 imply looking too far down.
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static let pitchDownThreshold: Double = -0.45
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// MARK: - Pupil Tracking Thresholds
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/// Minimum horizontal pupil ratio (0.0 = right edge, 1.0 = left edge)
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/// Values below this are considered looking right (camera view)
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/// Tightened from 0.25 to 0.35
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static let minPupilRatio: Double = 0.35
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/// Maximum horizontal pupil ratio
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/// Values above this are considered looking left (camera view)
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/// Tightened from 0.75 to 0.65
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static let maxPupilRatio: Double = 0.65
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}
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@@ -12,72 +12,73 @@ import Vision
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@MainActor
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class EyeTrackingService: NSObject, ObservableObject {
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static let shared = EyeTrackingService()
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@Published var isEyeTrackingActive = false
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@Published var isEyesClosed = false
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@Published var userLookingAtScreen = true
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@Published var faceDetected = false
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private var captureSession: AVCaptureSession?
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private var videoOutput: AVCaptureVideoDataOutput?
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private let videoDataOutputQueue = DispatchQueue(label: "com.gaze.videoDataOutput", qos: .userInitiated)
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private let videoDataOutputQueue = DispatchQueue(
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label: "com.gaze.videoDataOutput", qos: .userInitiated)
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private var _previewLayer: AVCaptureVideoPreviewLayer?
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// Logging throttle
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private var lastLogTime: Date = .distantPast
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private let logInterval: TimeInterval = 0.5 // Log every 0.5 seconds
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private let logInterval: TimeInterval = EyeTrackingConstants.logInterval
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var previewLayer: AVCaptureVideoPreviewLayer? {
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guard let session = captureSession else {
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guard let session = captureSession else {
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_previewLayer = nil
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return nil
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return nil
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}
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// Reuse existing layer if session hasn't changed
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if let existing = _previewLayer, existing.session === session {
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return existing
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}
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// Create new layer only when session changes
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let layer = AVCaptureVideoPreviewLayer(session: session)
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layer.videoGravity = .resizeAspectFill
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_previewLayer = layer
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return layer
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}
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private override init() {
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super.init()
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}
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func startEyeTracking() async throws {
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print("👁️ startEyeTracking called")
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guard !isEyeTrackingActive else {
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print("⚠️ Eye tracking already active")
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return
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}
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let cameraService = CameraAccessService.shared
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print("👁️ Camera authorized: \(cameraService.isCameraAuthorized)")
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if !cameraService.isCameraAuthorized {
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print("👁️ Requesting camera access...")
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try await cameraService.requestCameraAccess()
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}
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guard cameraService.isCameraAuthorized else {
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print("❌ Camera access denied")
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throw CameraAccessError.accessDenied
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}
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print("👁️ Setting up capture session...")
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try await setupCaptureSession()
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print("👁️ Starting capture session...")
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captureSession?.startRunning()
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isEyeTrackingActive = true
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print("✓ Eye tracking active")
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}
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func stopEyeTracking() {
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captureSession?.stopRunning()
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captureSession = nil
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@@ -88,194 +89,165 @@ class EyeTrackingService: NSObject, ObservableObject {
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userLookingAtScreen = true
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faceDetected = false
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}
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private func setupCaptureSession() async throws {
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let session = AVCaptureSession()
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session.sessionPreset = .vga640x480
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guard let videoDevice = AVCaptureDevice.default(for: .video) else {
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throw EyeTrackingError.noCamera
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}
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let videoInput = try AVCaptureDeviceInput(device: videoDevice)
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guard session.canAddInput(videoInput) else {
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throw EyeTrackingError.cannotAddInput
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}
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session.addInput(videoInput)
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let output = AVCaptureVideoDataOutput()
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output.videoSettings = [kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_32BGRA]
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output.videoSettings = [
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kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_32BGRA
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]
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output.setSampleBufferDelegate(self, queue: videoDataOutputQueue)
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output.alwaysDiscardsLateVideoFrames = true
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guard session.canAddOutput(output) else {
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throw EyeTrackingError.cannotAddOutput
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}
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session.addOutput(output)
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self.captureSession = session
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self.videoOutput = output
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}
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private func processFaceObservations(_ observations: [VNFaceObservation]?) {
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let shouldLog = Date().timeIntervalSince(lastLogTime) >= logInterval
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if shouldLog {
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print("🔍 Processing face observations...")
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}
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guard let observations = observations, !observations.isEmpty else {
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if shouldLog {
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print("❌ No faces detected")
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}
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faceDetected = false
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userLookingAtScreen = false
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return
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}
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faceDetected = true
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let face = observations.first!
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if shouldLog {
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print("✅ Face detected. Bounding box: \(face.boundingBox)")
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}
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guard let landmarks = face.landmarks else {
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if shouldLog {
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print("❌ No face landmarks detected")
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}
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return
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}
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// Check eye closure
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if let leftEye = landmarks.leftEye,
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let rightEye = landmarks.rightEye {
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let eyesClosed = detectEyesClosed(leftEye: leftEye, rightEye: rightEye, shouldLog: shouldLog)
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let rightEye = landmarks.rightEye
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{
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let eyesClosed = detectEyesClosed(
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leftEye: leftEye, rightEye: rightEye, shouldLog: false)
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self.isEyesClosed = eyesClosed
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}
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// Check gaze direction
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let lookingAway = detectLookingAway(face: face, landmarks: landmarks, shouldLog: shouldLog)
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let lookingAway = detectLookingAway(face: face, landmarks: landmarks, shouldLog: false)
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userLookingAtScreen = !lookingAway
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if shouldLog {
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lastLogTime = Date()
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}
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}
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private func detectEyesClosed(leftEye: VNFaceLandmarkRegion2D, rightEye: VNFaceLandmarkRegion2D, shouldLog: Bool) -> Bool {
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private func detectEyesClosed(
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leftEye: VNFaceLandmarkRegion2D, rightEye: VNFaceLandmarkRegion2D, shouldLog: Bool
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) -> Bool {
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guard leftEye.pointCount >= 2, rightEye.pointCount >= 2 else {
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if shouldLog {
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print("⚠️ Eye landmarks insufficient for eye closure detection")
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}
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return false
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}
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let leftEyeHeight = calculateEyeHeight(leftEye, shouldLog: shouldLog)
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let rightEyeHeight = calculateEyeHeight(rightEye, shouldLog: shouldLog)
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let closedThreshold: CGFloat = 0.02
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let closedThreshold = EyeTrackingConstants.eyeClosedThreshold
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let isClosed = leftEyeHeight < closedThreshold && rightEyeHeight < closedThreshold
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if shouldLog {
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print("👁️ Eye closure detection - Left: \(leftEyeHeight) < \(closedThreshold) = \(leftEyeHeight < closedThreshold), Right: \(rightEyeHeight) < \(closedThreshold) = \(rightEyeHeight < closedThreshold)")
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print("👁️ Eyes closed: \(isClosed)")
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}
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return isClosed
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}
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private func calculateEyeHeight(_ eye: VNFaceLandmarkRegion2D, shouldLog: Bool) -> CGFloat {
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let points = eye.normalizedPoints
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guard points.count >= 2 else { return 0 }
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let yValues = points.map { $0.y }
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let maxY = yValues.max() ?? 0
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let minY = yValues.min() ?? 0
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let height = abs(maxY - minY)
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if shouldLog {
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print("📏 Eye height: \(height)")
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}
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return height
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}
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private func detectLookingAway(face: VNFaceObservation, landmarks: VNFaceLandmarks2D, shouldLog: Bool) -> Bool {
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private func detectLookingAway(
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face: VNFaceObservation, landmarks: VNFaceLandmarks2D, shouldLog: Bool
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) -> Bool {
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// 1. Face Pose Check (Yaw & Pitch)
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let yaw = face.yaw?.doubleValue ?? 0.0
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let pitch = face.pitch?.doubleValue ?? 0.0
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let yawThreshold = 0.35 // ~20 degrees
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let pitchThreshold = 0.4 // ~23 degrees
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let poseLookingAway = abs(yaw) > yawThreshold || abs(pitch) > pitchThreshold
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let yawThreshold = EyeTrackingConstants.yawThreshold
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// Pitch check:
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// - Camera at top = looking at screen is negative pitch
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// - Looking above screen (straight ahead) is ~0 or positive -> Look Away
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// - Looking at keyboard/lap is very negative -> Look Away
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let pitchLookingAway = pitch > EyeTrackingConstants.pitchUpThreshold || pitch < EyeTrackingConstants.pitchDownThreshold
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let poseLookingAway = abs(yaw) > yawThreshold || pitchLookingAway
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// 2. Eye Gaze Check (Pupil Position)
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var eyesLookingAway = false
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if let leftEye = landmarks.leftEye,
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let rightEye = landmarks.rightEye,
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let leftPupil = landmarks.leftPupil,
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let rightPupil = landmarks.rightPupil {
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let rightEye = landmarks.rightEye,
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let leftPupil = landmarks.leftPupil,
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let rightPupil = landmarks.rightPupil
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{
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let leftRatio = calculatePupilHorizontalRatio(eye: leftEye, pupil: leftPupil)
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let rightRatio = calculatePupilHorizontalRatio(eye: rightEye, pupil: rightPupil)
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// Normal range for "looking center" is roughly 0.3 to 0.7
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// (0.0 = extreme right, 1.0 = extreme left relative to face)
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// Note: Camera is mirrored, so logic might be inverted
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let minRatio = 0.25
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let maxRatio = 0.75
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let minRatio = EyeTrackingConstants.minPupilRatio
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let maxRatio = EyeTrackingConstants.maxPupilRatio
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let leftLookingAway = leftRatio < minRatio || leftRatio > maxRatio
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let rightLookingAway = rightRatio < minRatio || rightRatio > maxRatio
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// Consider looking away if BOTH eyes are off-center
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eyesLookingAway = leftLookingAway && rightLookingAway
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if shouldLog {
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print("👁️ Pupil Ratios - Left: \(String(format: "%.2f", leftRatio)), Right: \(String(format: "%.2f", rightRatio))")
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print("👁️ Eyes Looking Away: \(eyesLookingAway)")
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}
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}
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let isLookingAway = poseLookingAway || eyesLookingAway
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if shouldLog {
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print("📊 Gaze detection - Yaw: \(yaw), Pitch: \(pitch)")
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print("📉 Thresholds - Yaw: \(yawThreshold), Pitch: \(pitchThreshold)")
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print("🎯 Looking away: \(isLookingAway) (Pose: \(poseLookingAway), Eyes: \(eyesLookingAway))")
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print("👀 User looking at screen: \(!isLookingAway)")
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}
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return isLookingAway
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}
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private func calculatePupilHorizontalRatio(eye: VNFaceLandmarkRegion2D, pupil: VNFaceLandmarkRegion2D) -> Double {
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private func calculatePupilHorizontalRatio(
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eye: VNFaceLandmarkRegion2D, pupil: VNFaceLandmarkRegion2D
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) -> Double {
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let eyePoints = eye.normalizedPoints
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let pupilPoints = pupil.normalizedPoints
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guard !eyePoints.isEmpty, !pupilPoints.isEmpty else { return 0.5 }
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// Get eye horizontal bounds
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let eyeMinX = eyePoints.map { $0.x }.min() ?? 0
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let eyeMaxX = eyePoints.map { $0.x }.max() ?? 0
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let eyeWidth = eyeMaxX - eyeMinX
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guard eyeWidth > 0 else { return 0.5 }
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// Get pupil center X
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let pupilCenterX = pupilPoints.map { $0.x }.reduce(0, +) / Double(pupilPoints.count)
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// Calculate ratio (0.0 to 1.0)
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// 0.0 = Right side of eye (camera view)
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// 1.0 = Left side of eye (camera view)
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let ratio = (pupilCenterX - eyeMinX) / eyeWidth
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return ratio
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}
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}
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@@ -291,28 +263,28 @@ extension EyeTrackingService: AVCaptureVideoDataOutputSampleBufferDelegate {
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guard let pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else {
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return
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}
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let request = VNDetectFaceLandmarksRequest { [weak self] request, error in
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guard let self = self else { return }
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if let error = error {
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print("Face detection error: \(error)")
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return
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}
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Task { @MainActor in
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self.processFaceObservations(request.results as? [VNFaceObservation])
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}
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}
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request.revision = VNDetectFaceLandmarksRequestRevision3
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let imageRequestHandler = VNImageRequestHandler(
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cvPixelBuffer: pixelBuffer,
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orientation: .leftMirrored,
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options: [:]
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)
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do {
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try imageRequestHandler.perform([request])
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} catch {
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@@ -328,7 +300,7 @@ enum EyeTrackingError: Error, LocalizedError {
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case cannotAddInput
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case cannotAddOutput
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case visionRequestFailed
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var errorDescription: String? {
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switch self {
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case .noCamera:
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Reference in New Issue
Block a user