general: progress on eye tracking
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@@ -123,6 +123,8 @@ class EnforceModeService: ObservableObject {
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do {
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try await eyeTrackingService.startEyeTracking()
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isCameraActive = true
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lastFaceDetectionTime = Date() // Reset grace period
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startFaceDetectionTimer()
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print("✓ Camera active")
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} catch {
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print("⚠️ Failed to start camera: \(error.localizedDescription)")
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@@ -137,9 +139,7 @@ class EnforceModeService: ObservableObject {
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isCameraActive = false
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userCompliedWithBreak = false
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// Invalidate the face detection timer when stopping camera
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faceDetectionTimer?.invalidate()
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faceDetectionTimer = nil
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stopFaceDetectionTimer()
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}
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func checkUserCompliance() {
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@@ -159,32 +159,39 @@ class EnforceModeService: ObservableObject {
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}
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private func handleFaceDetectionChange(faceDetected: Bool) {
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// Update the last face detection time
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// Update the last face detection time only when a face is actively detected
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if faceDetected {
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lastFaceDetectionTime = Date()
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}
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}
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// If we are in enforce mode and camera is active, start checking for person presence
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if isEnforceModeEnabled && isCameraActive {
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// Cancel any existing timer and restart it
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private func startFaceDetectionTimer() {
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stopFaceDetectionTimer()
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// Check every 1 second
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faceDetectionTimer = Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true) { [weak self] _ in
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Task { @MainActor [weak self] in
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self?.checkFaceDetectionTimeout()
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}
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}
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}
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private func stopFaceDetectionTimer() {
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faceDetectionTimer?.invalidate()
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faceDetectionTimer = nil
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}
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// Create a new timer to check for extended periods without face detection
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faceDetectionTimer = Timer.scheduledTimer(withTimeInterval: 0.5, repeats: true) { [weak self] _ in
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guard let self = self else { return }
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private func checkFaceDetectionTimeout() {
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guard isEnforceModeEnabled && isCameraActive else {
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stopFaceDetectionTimer()
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return
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}
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// Dispatch to main actor to safely access main actor-isolated properties and methods
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Task { @MainActor in
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let timeSinceLastDetection = Date().timeIntervalSince(self.lastFaceDetectionTime)
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let timeSinceLastDetection = Date().timeIntervalSince(lastFaceDetectionTime)
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// If person has not been detected for too long, temporarily disable enforce mode
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if timeSinceLastDetection > self.faceDetectionTimeout {
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print("⏰ Person not detected for \(self.faceDetectionTimeout)s. Temporarily disabling enforce mode.")
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self.isEnforceModeEnabled = false
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self.stopCamera()
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}
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}
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}
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if timeSinceLastDetection > faceDetectionTimeout {
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print("⏰ Person not detected for \(faceDetectionTimeout)s. Temporarily disabling enforce mode.")
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disableEnforceMode()
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}
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}
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@@ -206,6 +213,8 @@ class EnforceModeService: ObservableObject {
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do {
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try await eyeTrackingService.startEyeTracking()
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isCameraActive = true
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lastFaceDetectionTime = Date() // Reset grace period
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startFaceDetectionTimer()
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print("✓ Test mode camera active")
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} catch {
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print("⚠️ Failed to start test mode camera: \(error.localizedDescription)")
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@@ -23,6 +23,10 @@ class EyeTrackingService: NSObject, ObservableObject {
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private let videoDataOutputQueue = DispatchQueue(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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var previewLayer: AVCaptureVideoPreviewLayer? {
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guard let session = captureSession else {
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_previewLayer = nil
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@@ -114,9 +118,16 @@ class EyeTrackingService: NSObject, ObservableObject {
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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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@@ -125,60 +136,58 @@ class EyeTrackingService: NSObject, ObservableObject {
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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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// Log eye landmarks
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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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print("👁️ Left eye landmarks: \(leftEye.pointCount) points")
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print("👁️ Right eye landmarks: \(rightEye.pointCount) points")
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let leftEyeHeight = calculateEyeHeight(leftEye)
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let rightEyeHeight = calculateEyeHeight(rightEye)
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print("👁️ Left eye height: \(leftEyeHeight)")
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print("👁️ Right eye height: \(rightEyeHeight)")
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let eyesClosed = detectEyesClosed(leftEye: leftEye, rightEye: rightEye)
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let eyesClosed = detectEyesClosed(leftEye: leftEye, rightEye: rightEye, shouldLog: shouldLog)
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self.isEyesClosed = eyesClosed
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print("👁️ Eyes closed: \(eyesClosed)")
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}
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// Log gaze detection
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let lookingAway = detectLookingAway(face: face, landmarks: landmarks)
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// Check gaze direction
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let lookingAway = detectLookingAway(face: face, landmarks: landmarks, shouldLog: shouldLog)
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userLookingAtScreen = !lookingAway
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print("📊 Gaze angle - Yaw: \(face.yaw?.doubleValue ?? 0.0), Roll: \(face.roll?.doubleValue ?? 0.0)")
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print("🎯 Looking away: \(lookingAway)")
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print("👀 User looking at screen: \(userLookingAtScreen)")
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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) -> Bool {
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private func detectEyesClosed(leftEye: VNFaceLandmarkRegion2D, rightEye: VNFaceLandmarkRegion2D, shouldLog: Bool) -> 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)
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let rightEyeHeight = calculateEyeHeight(rightEye)
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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 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) -> CGFloat {
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private func calculateEyeHeight(_ eye: VNFaceLandmarkRegion2D, shouldLog: Bool) -> CGFloat {
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let points = eye.normalizedPoints
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print("📏 Eye points count: \(points.count)")
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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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@@ -186,26 +195,89 @@ class EyeTrackingService: NSObject, ObservableObject {
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let minY = yValues.min() ?? 0
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let height = abs(maxY - minY)
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print("📏 Eye height calculation: max(\(maxY)) - min(\(minY)) = \(height)")
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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) -> Bool {
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private func detectLookingAway(face: VNFaceObservation, landmarks: VNFaceLandmarks2D, shouldLog: Bool) -> 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 roll = face.roll?.doubleValue ?? 0.0
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let pitch = face.pitch?.doubleValue ?? 0.0
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let yawThreshold = 0.35
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let rollThreshold = 0.4
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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 isLookingAway = abs(yaw) > yawThreshold || abs(roll) > rollThreshold
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let poseLookingAway = abs(yaw) > yawThreshold || abs(pitch) > pitchThreshold
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print("📊 Gaze detection - Yaw: \(yaw), Roll: \(roll)")
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print("📉 Thresholds - Yaw: \(yawThreshold), Roll: \(rollThreshold)")
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print("🎯 Looking away result: \(isLookingAway)")
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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 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 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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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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// MARK: - AVCaptureVideoDataOutputSampleBufferDelegate
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