using System;
using System.Collections.Generic;
using UnityEngine;
namespace Streamingle.Gaze.Editor
{
///
/// Result of an editor-only gaze-origin estimation pass.
///
internal readonly struct GazeOriginEstimate
{
internal GazeOriginEstimate(
Vector3 worldPosition,
Vector3 leftEyeWorldPosition,
Vector3 rightEyeWorldPosition,
bool usedEyeBlendShapes,
int leftVertexCount,
int rightVertexCount,
string message)
{
WorldPosition = worldPosition;
LeftEyeWorldPosition = leftEyeWorldPosition;
RightEyeWorldPosition = rightEyeWorldPosition;
UsedEyeBlendShapes = usedEyeBlendShapes;
LeftVertexCount = leftVertexCount;
RightVertexCount = rightVertexCount;
Message = message;
}
internal Vector3 WorldPosition { get; }
internal Vector3 LeftEyeWorldPosition { get; }
internal Vector3 RightEyeWorldPosition { get; }
internal bool UsedEyeBlendShapes { get; }
internal int LeftVertexCount { get; }
internal int RightVertexCount { get; }
internal string Message { get; }
}
///
/// Estimates the midpoint between the eyes from the vertices influenced by the configured
/// ARKit eyeLook blend shapes. This is deliberately editor-only: BakeMesh is never used by
/// the runtime gaze driver.
///
internal static class GazeOriginEstimator
{
private const float MinimumDelta = 1e-7f;
private const int MinimumVerticesPerEye = 3;
internal static GazeOriginEstimate Estimate(
SkinnedMeshRenderer renderer,
IReadOnlyList configuredChannelNames)
{
if (renderer == null)
{
return new GazeOriginEstimate(
Vector3.zero,
Vector3.zero,
Vector3.zero,
false,
0,
0,
"Target Renderer is not assigned.");
}
Mesh sourceMesh = renderer.sharedMesh;
if (sourceMesh == null || sourceMesh.vertexCount == 0)
{
return Fallback(renderer, "The renderer has no readable shared mesh.");
}
var leftShapeIndices = new HashSet();
var rightShapeIndices = new HashSet();
CollectShapeIndices(sourceMesh, configuredChannelNames, leftShapeIndices, rightShapeIndices);
if (leftShapeIndices.Count == 0 || rightShapeIndices.Count == 0)
{
return Fallback(
renderer,
"Could not find configured eyeLook blend shapes for both eyes. Used Renderer bounds center.");
}
int vertexCount = sourceMesh.vertexCount;
var leftMaximumDeltas = new float[vertexCount];
var rightMaximumDeltas = new float[vertexCount];
var deltaVertices = new Vector3[vertexCount];
var deltaNormals = new Vector3[vertexCount];
var deltaTangents = new Vector3[vertexCount];
AccumulateMaximumDeltas(
sourceMesh,
leftShapeIndices,
leftMaximumDeltas,
deltaVertices,
deltaNormals,
deltaTangents);
AccumulateMaximumDeltas(
sourceMesh,
rightShapeIndices,
rightMaximumDeltas,
deltaVertices,
deltaNormals,
deltaTangents);
Mesh bakedMesh = null;
try
{
bakedMesh = new Mesh { name = "GazeOriginEstimator_TemporaryMesh" };
renderer.BakeMesh(bakedMesh);
Vector3[] neutralVertices = bakedMesh.vertices;
if (neutralVertices == null || neutralVertices.Length != vertexCount)
{
return Fallback(renderer, "BakeMesh vertex count did not match the source mesh.");
}
bool hasLeft = TryCalculateWeightedCentroid(
renderer.transform,
neutralVertices,
leftMaximumDeltas,
out Vector3 leftCenter,
out int leftVertexCount);
bool hasRight = TryCalculateWeightedCentroid(
renderer.transform,
neutralVertices,
rightMaximumDeltas,
out Vector3 rightCenter,
out int rightVertexCount);
if (!hasLeft || !hasRight)
{
return Fallback(
renderer,
"Eye blend shapes did not contain enough significant vertices. Used Renderer bounds center.",
leftVertexCount,
rightVertexCount);
}
// Deliberately give both eyes equal influence. A larger or stronger blend shape on one
// side must not pull the gaze origin away from the center of the face.
Vector3 midpoint = (leftCenter + rightCenter) * 0.5f;
return new GazeOriginEstimate(
midpoint,
leftCenter,
rightCenter,
true,
leftVertexCount,
rightVertexCount,
$"Estimated from {leftVertexCount} left-eye and {rightVertexCount} right-eye vertices.");
}
catch (Exception exception)
{
return Fallback(renderer, $"Eye vertex estimation failed: {exception.Message}");
}
finally
{
if (bakedMesh != null)
{
UnityEngine.Object.DestroyImmediate(bakedMesh);
}
}
}
internal static int FindBlendShapeIndex(Mesh mesh, string configuredName)
{
if (mesh == null || string.IsNullOrWhiteSpace(configuredName))
{
return -1;
}
string normalizedConfiguredName = Normalize(configuredName);
int suffixMatch = -1;
for (int index = 0; index < mesh.blendShapeCount; index++)
{
string meshName = mesh.GetBlendShapeName(index);
if (string.Equals(meshName, configuredName, StringComparison.OrdinalIgnoreCase))
{
return index;
}
if (meshName.EndsWith(configuredName, StringComparison.OrdinalIgnoreCase))
{
suffixMatch = index;
continue;
}
string normalizedMeshName = Normalize(meshName);
if (normalizedMeshName == normalizedConfiguredName)
{
return index;
}
if (normalizedMeshName.EndsWith(normalizedConfiguredName, StringComparison.Ordinal))
{
suffixMatch = index;
}
}
return suffixMatch;
}
private static void CollectShapeIndices(
Mesh mesh,
IReadOnlyList configuredChannelNames,
ISet leftShapeIndices,
ISet rightShapeIndices)
{
if (configuredChannelNames != null)
{
for (int index = 0; index < configuredChannelNames.Count; index++)
{
string channelName = configuredChannelNames[index];
int blendShapeIndex = FindBlendShapeIndex(mesh, channelName);
if (blendShapeIndex < 0)
{
continue;
}
string sideName = string.IsNullOrWhiteSpace(channelName)
? mesh.GetBlendShapeName(blendShapeIndex)
: channelName;
if (IsLeftChannel(sideName))
{
leftShapeIndices.Add(blendShapeIndex);
}
else if (IsRightChannel(sideName))
{
rightShapeIndices.Add(blendShapeIndex);
}
}
}
// A newly created profile has no bindings yet. Scanning the mesh for the standard suffixes
// still gives Auto Create a useful result before the user presses Sync Channels.
if (leftShapeIndices.Count > 0 && rightShapeIndices.Count > 0)
{
return;
}
for (int index = 0; index < mesh.blendShapeCount; index++)
{
string name = mesh.GetBlendShapeName(index);
string normalizedName = Normalize(name);
if (!normalizedName.Contains("eyelook"))
{
continue;
}
if (IsLeftChannel(name))
{
leftShapeIndices.Add(index);
}
else if (IsRightChannel(name))
{
rightShapeIndices.Add(index);
}
}
}
private static void AccumulateMaximumDeltas(
Mesh mesh,
IEnumerable shapeIndices,
float[] maximumDeltas,
Vector3[] deltaVertices,
Vector3[] deltaNormals,
Vector3[] deltaTangents)
{
foreach (int shapeIndex in shapeIndices)
{
int frameCount = mesh.GetBlendShapeFrameCount(shapeIndex);
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
{
mesh.GetBlendShapeFrameVertices(
shapeIndex,
frameIndex,
deltaVertices,
deltaNormals,
deltaTangents);
for (int vertexIndex = 0; vertexIndex < deltaVertices.Length; vertexIndex++)
{
float magnitude = deltaVertices[vertexIndex].magnitude;
if (magnitude > maximumDeltas[vertexIndex])
{
maximumDeltas[vertexIndex] = magnitude;
}
}
}
}
}
private static bool TryCalculateWeightedCentroid(
Transform rendererTransform,
IReadOnlyList neutralVertices,
IReadOnlyList maximumDeltas,
out Vector3 worldCentroid,
out int includedVertexCount)
{
var positiveDeltas = new List();
for (int index = 0; index < maximumDeltas.Count; index++)
{
float delta = maximumDeltas[index];
if (delta > MinimumDelta && IsFinite(delta))
{
positiveDeltas.Add(delta);
}
}
if (positiveDeltas.Count < MinimumVerticesPerEye)
{
worldCentroid = Vector3.zero;
includedVertexCount = 0;
return false;
}
positiveDeltas.Sort();
float median = Percentile(positiveDeltas, 0.5f);
float percentile95 = Percentile(positiveDeltas, 0.95f);
float percentile99 = Percentile(positiveDeltas, 0.99f);
// Remove tiny cross-face noise and reject pathological spikes. Valid high-motion eye
// vertices are retained and winsorized so one vertex cannot dominate the centroid.
float lowerThreshold = Mathf.Max(MinimumDelta, Mathf.Max(median * 0.05f, percentile95 * 0.015f));
float upperThreshold = Mathf.Max(percentile99 * 4f, lowerThreshold);
float maximumWeight = Mathf.Max(percentile95 * 2f, lowerThreshold);
Vector3 weightedPosition = Vector3.zero;
float weightSum = 0f;
includedVertexCount = 0;
for (int index = 0; index < maximumDeltas.Count; index++)
{
float delta = maximumDeltas[index];
if (!IsFinite(delta) || delta < lowerThreshold || delta > upperThreshold)
{
continue;
}
float weight = Mathf.Min(delta, maximumWeight);
weightedPosition += rendererTransform.TransformPoint(neutralVertices[index]) * weight;
weightSum += weight;
includedVertexCount++;
}
if (includedVertexCount < MinimumVerticesPerEye || weightSum <= Mathf.Epsilon)
{
worldCentroid = Vector3.zero;
return false;
}
worldCentroid = weightedPosition / weightSum;
return IsFinite(worldCentroid);
}
private static float Percentile(IReadOnlyList sortedValues, float percentile)
{
if (sortedValues.Count == 0)
{
return 0f;
}
float position = Mathf.Clamp01(percentile) * (sortedValues.Count - 1);
int lowerIndex = Mathf.FloorToInt(position);
int upperIndex = Mathf.CeilToInt(position);
return Mathf.Lerp(sortedValues[lowerIndex], sortedValues[upperIndex], position - lowerIndex);
}
private static GazeOriginEstimate Fallback(
SkinnedMeshRenderer renderer,
string message,
int leftVertexCount = 0,
int rightVertexCount = 0)
{
Vector3 center = renderer != null ? renderer.bounds.center : Vector3.zero;
return new GazeOriginEstimate(
center,
center,
center,
false,
leftVertexCount,
rightVertexCount,
message);
}
private static bool IsLeftChannel(string name)
{
return Normalize(name).EndsWith("left", StringComparison.Ordinal);
}
private static bool IsRightChannel(string name)
{
return Normalize(name).EndsWith("right", StringComparison.Ordinal);
}
private static string Normalize(string value)
{
if (string.IsNullOrEmpty(value))
{
return string.Empty;
}
var characters = new char[value.Length];
int count = 0;
for (int index = 0; index < value.Length; index++)
{
char character = value[index];
if (!char.IsLetterOrDigit(character))
{
continue;
}
characters[count++] = char.ToLowerInvariant(character);
}
return new string(characters, 0, count);
}
private static bool IsFinite(Vector3 value)
{
return IsFinite(value.x) && IsFinite(value.y) && IsFinite(value.z);
}
private static bool IsFinite(float value)
{
return !float.IsNaN(value) && !float.IsInfinity(value);
}
}
}