Repository: virakri/eye-tracking-ios-prototype Branch: master Commit: bad1a54bf70b Files: 13 Total size: 53.3 KB Directory structure: gitextract_0_90zauk/ ├── Eyes Tracking/ │ ├── AppDelegate.swift │ ├── Assets.xcassets/ │ │ ├── AppIcon.appiconset/ │ │ │ └── Contents.json │ │ └── Contents.json │ ├── Base.lproj/ │ │ ├── LaunchScreen.storyboard │ │ └── Main.storyboard │ ├── Extensions.swift │ ├── Info.plist │ └── ViewController.swift ├── Eyes Tracking.xcodeproj/ │ ├── project.pbxproj │ ├── project.xcworkspace/ │ │ ├── contents.xcworkspacedata │ │ └── xcshareddata/ │ │ └── IDEWorkspaceChecks.plist │ └── xcuserdata/ │ └── virakri.xcuserdatad/ │ └── xcschemes/ │ └── xcschememanagement.plist └── LICENSE ================================================ FILE CONTENTS ================================================ ================================================ FILE: Eyes Tracking/AppDelegate.swift ================================================ // // AppDelegate.swift // Eyes Tracking // // Created by Virakri Jinangkul on 6/6/18. // Copyright © 2018 virakri. All rights reserved. // import UIKit @UIApplicationMain class AppDelegate: UIResponder, UIApplicationDelegate { var window: UIWindow? func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { // Override point for customization after application launch. return true } func applicationWillResignActive(_ application: UIApplication) { // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. // Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game. } func applicationDidEnterBackground(_ application: UIApplication) { // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later. // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits. } func applicationWillEnterForeground(_ application: UIApplication) { // Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background. } func applicationDidBecomeActive(_ application: UIApplication) { // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface. } func applicationWillTerminate(_ application: UIApplication) { // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:. } } ================================================ FILE: Eyes Tracking/Assets.xcassets/AppIcon.appiconset/Contents.json ================================================ { "images" : [ { "size" : "20x20", "idiom" : "iphone", "filename" : "Icon-20@2x.png", "scale" : "2x" }, { "size" : "20x20", "idiom" : "iphone", "filename" : "Icon-20@3x.png", "scale" : "3x" }, { "size" : "29x29", "idiom" : "iphone", "filename" : "Icon-29.png", "scale" : "1x" }, { "size" : "29x29", "idiom" : "iphone", "filename" : "Icon-29@2x.png", "scale" : "2x" }, { "size" : "29x29", "idiom" : "iphone", "filename" : "Icon-29@3x.png", "scale" : "3x" }, { "size" : "40x40", "idiom" : "iphone", "filename" : "Icon-40@2x.png", "scale" : "2x" }, { "size" : "40x40", "idiom" : "iphone", "filename" : "Icon-40@3x.png", "scale" : "3x" }, { "size" : "57x57", "idiom" : "iphone", "filename" : "Icon-57.png", "scale" : "1x" }, { "size" : "57x57", "idiom" : "iphone", "filename" : "Icon-57@2x.png", "scale" : "2x" }, { "size" : "60x60", "idiom" : "iphone", "filename" : "Icon-60@2x.png", "scale" : "2x" }, { "size" : "60x60", "idiom" : "iphone", "filename" : "Icon-60@3x.png", "scale" : "3x" }, { "size" : "20x20", "idiom" : "ipad", "filename" : "Icon-20.png", "scale" : "1x" }, { "size" : "20x20", "idiom" : "ipad", "filename" : "Icon-20@2x-1.png", "scale" : "2x" }, { "size" : "29x29", "idiom" : "ipad", "filename" : "Icon-30.png", "scale" : "1x" }, { "size" : "29x29", "idiom" : "ipad", "filename" : "Icon-29@2x-1.png", "scale" : "2x" }, { "size" : "40x40", "idiom" : "ipad", "filename" : "Icon-40.png", "scale" : "1x" }, { "size" : "40x40", "idiom" : "ipad", "filename" : "Icon-40@2x-1.png", "scale" : "2x" }, { "size" : "76x76", "idiom" : "ipad", "filename" : "Icon-76.png", "scale" : "1x" }, { "size" : "76x76", "idiom" : "ipad", "filename" : "Icon-76@2x.png", "scale" : "2x" }, { "size" : "83.5x83.5", "idiom" : "ipad", "filename" : "Icon-83-5@2x.png", "scale" : "2x" }, { "size" : "1024x1024", "idiom" : "ios-marketing", "filename" : "iTunesArtwork@2x-1.png", "scale" : "1x" }, { "size" : "512x512", "idiom" : "mac", "filename" : "iTunesArtwork.png", "scale" : "1x" }, { "size" : "512x512", "idiom" : "mac", "filename" : "iTunesArtwork@2x.png", "scale" : "2x" } ], "info" : { "version" : 1, "author" : "xcode" } } ================================================ FILE: Eyes Tracking/Assets.xcassets/Contents.json ================================================ { "info" : { "version" : 1, "author" : "xcode" } } ================================================ FILE: Eyes Tracking/Base.lproj/LaunchScreen.storyboard ================================================ ================================================ FILE: Eyes Tracking/Base.lproj/Main.storyboard ================================================ ================================================ FILE: Eyes Tracking/Extensions.swift ================================================ // // SCNVectorExtension.swift // Face-based Game Prototype // // Created by VIRAKRI JINANGKUL on 10/31/17. // Copyright © 2017 VIRAKRI JINANGKUL. All rights reserved. // import SceneKit extension SCNVector3 { func length() -> Float { return sqrtf(x * x + y * y + z * z) } } func - (l: SCNVector3, r: SCNVector3) -> SCNVector3 { return SCNVector3Make(l.x - r.x, l.y - r.y, l.z - r.z) } extension Collection where Element == CGFloat, Index == Int { /// Return the mean of a list of CGFloat. Used with `recentVirtualObjectDistances`. var average: CGFloat? { guard !isEmpty else { return nil } let sum = reduce(CGFloat(0)) { current, next -> CGFloat in return current + next } return sum / CGFloat(count) } } ================================================ FILE: Eyes Tracking/Info.plist ================================================ CFBundleDevelopmentRegion $(DEVELOPMENT_LANGUAGE) CFBundleDisplayName Eyes Tracking CFBundleExecutable $(EXECUTABLE_NAME) CFBundleIdentifier $(PRODUCT_BUNDLE_IDENTIFIER) CFBundleInfoDictionaryVersion 6.0 CFBundleName $(PRODUCT_NAME) CFBundlePackageType APPL CFBundleShortVersionString 1.0 CFBundleVersion 1 LSRequiresIPhoneOS NSCameraUsageDescription This application will use the camera for Augmented Reality. UILaunchStoryboardName LaunchScreen UIMainStoryboardFile Main UIRequiredDeviceCapabilities armv7 arkit UIStatusBarHidden UISupportedInterfaceOrientations UIInterfaceOrientationPortrait UISupportedInterfaceOrientations~ipad UIInterfaceOrientationPortrait UIInterfaceOrientationPortraitUpsideDown UIInterfaceOrientationLandscapeLeft UIInterfaceOrientationLandscapeRight ================================================ FILE: Eyes Tracking/ViewController.swift ================================================ // // ViewController.swift // Eyes Tracking // // Created by Virakri Jinangkul on 6/6/18. // Copyright © 2018 virakri. All rights reserved. // import UIKit import SceneKit import ARKit import WebKit class ViewController: UIViewController, ARSCNViewDelegate, ARSessionDelegate { @IBOutlet weak var webView: WKWebView! @IBOutlet var sceneView: ARSCNView! @IBOutlet weak var eyePositionIndicatorView: UIView! @IBOutlet weak var eyePositionIndicatorCenterView: UIView! @IBOutlet weak var blurBarView: UIVisualEffectView! @IBOutlet weak var lookAtPositionXLabel: UILabel! @IBOutlet weak var lookAtPositionYLabel: UILabel! @IBOutlet weak var distanceLabel: UILabel! var faceNode: SCNNode = SCNNode() var eyeLNode: SCNNode = { let geometry = SCNCone(topRadius: 0.005, bottomRadius: 0, height: 0.2) geometry.radialSegmentCount = 3 geometry.firstMaterial?.diffuse.contents = UIColor.blue let node = SCNNode() node.geometry = geometry node.eulerAngles.x = -.pi / 2 node.position.z = 0.1 let parentNode = SCNNode() parentNode.addChildNode(node) return parentNode }() var eyeRNode: SCNNode = { let geometry = SCNCone(topRadius: 0.005, bottomRadius: 0, height: 0.2) geometry.radialSegmentCount = 3 geometry.firstMaterial?.diffuse.contents = UIColor.blue let node = SCNNode() node.geometry = geometry node.eulerAngles.x = -.pi / 2 node.position.z = 0.1 let parentNode = SCNNode() parentNode.addChildNode(node) return parentNode }() var lookAtTargetEyeLNode: SCNNode = SCNNode() var lookAtTargetEyeRNode: SCNNode = SCNNode() // actual physical size of iPhoneX screen let phoneScreenSize = CGSize(width: 0.0623908297, height: 0.135096943231532) // actual point size of iPhoneX screen let phoneScreenPointSize = CGSize(width: 375, height: 812) var virtualPhoneNode: SCNNode = SCNNode() var virtualScreenNode: SCNNode = { let screenGeometry = SCNPlane(width: 1, height: 1) screenGeometry.firstMaterial?.isDoubleSided = true screenGeometry.firstMaterial?.diffuse.contents = UIColor.green return SCNNode(geometry: screenGeometry) }() var eyeLookAtPositionXs: [CGFloat] = [] var eyeLookAtPositionYs: [CGFloat] = [] override var preferredStatusBarStyle: UIStatusBarStyle { return UIStatusBarStyle.lightContent } override func viewDidLoad() { super.viewDidLoad() webView.load(URLRequest(url: URL(string: "https://www.apple.com")!)) // Setup Design Elements eyePositionIndicatorView.layer.cornerRadius = eyePositionIndicatorView.bounds.width / 2 sceneView.layer.cornerRadius = 28 eyePositionIndicatorCenterView.layer.cornerRadius = 4 blurBarView.layer.cornerRadius = 36 blurBarView.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner] webView.layer.cornerRadius = 16 webView.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner] // Set the view's delegate sceneView.delegate = self sceneView.session.delegate = self sceneView.automaticallyUpdatesLighting = true // Setup Scenegraph sceneView.scene.rootNode.addChildNode(faceNode) sceneView.scene.rootNode.addChildNode(virtualPhoneNode) virtualPhoneNode.addChildNode(virtualScreenNode) faceNode.addChildNode(eyeLNode) faceNode.addChildNode(eyeRNode) eyeLNode.addChildNode(lookAtTargetEyeLNode) eyeRNode.addChildNode(lookAtTargetEyeRNode) // Set LookAtTargetEye at 2 meters away from the center of eyeballs to create segment vector lookAtTargetEyeLNode.position.z = 2 lookAtTargetEyeRNode.position.z = 2 } override func viewWillAppear(_ animated: Bool) { super.viewWillAppear(animated) // Create a session configuration guard ARFaceTrackingConfiguration.isSupported else { return } let configuration = ARFaceTrackingConfiguration() configuration.isLightEstimationEnabled = true // Run the view's session sceneView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors]) } override func viewWillDisappear(_ animated: Bool) { super.viewWillDisappear(animated) // Pause the view's session sceneView.session.pause() } // MARK: - ARSCNViewDelegate func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) { faceNode.transform = node.transform guard let faceAnchor = anchor as? ARFaceAnchor else { return } update(withFaceAnchor: faceAnchor) } // MARK: - update(ARFaceAnchor) func update(withFaceAnchor anchor: ARFaceAnchor) { eyeRNode.simdTransform = anchor.rightEyeTransform eyeLNode.simdTransform = anchor.leftEyeTransform var eyeLLookAt = CGPoint() var eyeRLookAt = CGPoint() let heightCompensation: CGFloat = 312 DispatchQueue.main.async { // Perform Hit test using the ray segments that are drawn by the center of the eyeballs to somewhere two meters away at direction of where users look at to the virtual plane that place at the same orientation of the phone screen let phoneScreenEyeRHitTestResults = self.virtualPhoneNode.hitTestWithSegment(from: self.lookAtTargetEyeRNode.worldPosition, to: self.eyeRNode.worldPosition, options: nil) let phoneScreenEyeLHitTestResults = self.virtualPhoneNode.hitTestWithSegment(from: self.lookAtTargetEyeLNode.worldPosition, to: self.eyeLNode.worldPosition, options: nil) for result in phoneScreenEyeRHitTestResults { eyeRLookAt.x = CGFloat(result.localCoordinates.x) / (self.phoneScreenSize.width / 2) * self.phoneScreenPointSize.width eyeRLookAt.y = CGFloat(result.localCoordinates.y) / (self.phoneScreenSize.height / 2) * self.phoneScreenPointSize.height + heightCompensation } for result in phoneScreenEyeLHitTestResults { eyeLLookAt.x = CGFloat(result.localCoordinates.x) / (self.phoneScreenSize.width / 2) * self.phoneScreenPointSize.width eyeLLookAt.y = CGFloat(result.localCoordinates.y) / (self.phoneScreenSize.height / 2) * self.phoneScreenPointSize.height + heightCompensation } // Add the latest position and keep up to 8 recent position to smooth with. let smoothThresholdNumber: Int = 10 self.eyeLookAtPositionXs.append((eyeRLookAt.x + eyeLLookAt.x) / 2) self.eyeLookAtPositionYs.append(-(eyeRLookAt.y + eyeLLookAt.y) / 2) self.eyeLookAtPositionXs = Array(self.eyeLookAtPositionXs.suffix(smoothThresholdNumber)) self.eyeLookAtPositionYs = Array(self.eyeLookAtPositionYs.suffix(smoothThresholdNumber)) let smoothEyeLookAtPositionX = self.eyeLookAtPositionXs.average! let smoothEyeLookAtPositionY = self.eyeLookAtPositionYs.average! // update indicator position self.eyePositionIndicatorView.transform = CGAffineTransform(translationX: smoothEyeLookAtPositionX, y: smoothEyeLookAtPositionY) // update eye look at labels values self.lookAtPositionXLabel.text = "\(Int(round(smoothEyeLookAtPositionX + self.phoneScreenPointSize.width / 2)))" self.lookAtPositionYLabel.text = "\(Int(round(smoothEyeLookAtPositionY + self.phoneScreenPointSize.height / 2)))" // Calculate distance of the eyes to the camera let distanceL = self.eyeLNode.worldPosition - SCNVector3Zero let distanceR = self.eyeRNode.worldPosition - SCNVector3Zero // Average distance from two eyes let distance = (distanceL.length() + distanceR.length()) / 2 // Update distance label value self.distanceLabel.text = "\(Int(round(distance * 100))) cm" } } func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) { virtualPhoneNode.transform = (sceneView.pointOfView?.transform)! } func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) { faceNode.transform = node.transform guard let faceAnchor = anchor as? 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buildConfigurations = ( D0E5848820C806060052967A /* Debug */, D0E5848920C806060052967A /* Release */, ); defaultConfigurationIsVisible = 0; defaultConfigurationName = Release; }; D0E5848A20C806060052967A /* Build configuration list for PBXNativeTarget "Eyes Tracking" */ = { isa = XCConfigurationList; buildConfigurations = ( D0E5848B20C806060052967A /* Debug */, D0E5848C20C806060052967A /* Release */, ); defaultConfigurationIsVisible = 0; defaultConfigurationName = Release; }; /* End XCConfigurationList section */ }; rootObject = D0E5846E20C806050052967A /* Project object */; } ================================================ FILE: Eyes Tracking.xcodeproj/project.xcworkspace/contents.xcworkspacedata ================================================ ================================================ FILE: Eyes Tracking.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist ================================================ IDEDidComputeMac32BitWarning ================================================ FILE: Eyes Tracking.xcodeproj/xcuserdata/virakri.xcuserdatad/xcschemes/xcschememanagement.plist ================================================ SchemeUserState Eyes Tracking.xcscheme orderHint 0 ================================================ FILE: LICENSE ================================================ MIT License Copyright (c) 2018 V Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.