general: cleanup for manual var tuning

This commit is contained in:
Michael Freno
2026-01-14 19:47:21 -05:00
parent 832d0ca93e
commit 2aaffd5df0
2 changed files with 139 additions and 123 deletions

View File

@@ -0,0 +1,44 @@
//
// EyeTrackingConstants.swift
// Gaze
//
// Created by Mike Freno on 1/14/26.
//
import Foundation
enum EyeTrackingConstants {
// MARK: - Logging
/// Interval between log messages in seconds
static let logInterval: TimeInterval = 0.5
// MARK: - Eye Closure Detection
/// Threshold for eye closure (smaller value means eye must be more closed to trigger)
/// Range: 0.0 to 1.0 (approximate eye opening ratio)
static let eyeClosedThreshold: CGFloat = 0.02
// MARK: - Face Pose Thresholds
/// Maximum yaw (left/right head turn) in radians before considering user looking away
/// 0.20 radians 11.5 degrees (Tightened from 0.35)
static let yawThreshold: Double = 0.20
/// Pitch threshold for looking UP (above screen).
/// Since camera is at top, looking at screen is negative pitch.
/// Values > 0.1 imply looking straight ahead or up (away from screen).
static let pitchUpThreshold: Double = 0.1
/// Pitch threshold for looking DOWN (at keyboard/lap).
/// Values < -0.45 imply looking too far down.
static let pitchDownThreshold: Double = -0.45
// MARK: - Pupil Tracking Thresholds
/// Minimum horizontal pupil ratio (0.0 = right edge, 1.0 = left edge)
/// Values below this are considered looking right (camera view)
/// Tightened from 0.25 to 0.35
static let minPupilRatio: Double = 0.35
/// Maximum horizontal pupil ratio
/// Values above this are considered looking left (camera view)
/// Tightened from 0.75 to 0.65
static let maxPupilRatio: Double = 0.65
}

View File

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