face rotation matrix

pull/280/head
ButzYung 2021-03-27 16:50:33 +08:00 committed by Vladimir Mandic
parent 5653b4577d
commit 749fc56646
1 changed files with 40 additions and 17 deletions

View File

@ -8,22 +8,45 @@ import * as faceres from './faceres/faceres';
type Tensor = typeof tf.Tensor;
const calculateFaceAngle = (mesh): { roll: number | null, yaw: number | null, pitch: number | null } => {
if (!mesh || mesh.length < 300) return { roll: null, yaw: null, pitch: null };
const radians = (a1, a2, b1, b2) => Math.atan2(b2 - a2, b1 - a1);
// eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars
const degrees = (theta) => Math.abs(((theta * 180) / Math.PI) % 360);
const angle = {
// values are in radians in range of -pi/2 to pi/2 which is -90 to +90 degrees
// value of 0 means center
// roll is face lean left/right
roll: radians(mesh[33][0], mesh[33][1], mesh[263][0], mesh[263][1]), // looking at x,y of outside corners of leftEye and rightEye
// yaw is face turn left/right
yaw: radians(mesh[33][0], mesh[33][2], mesh[263][0], mesh[263][2]), // looking at x,z of outside corners of leftEye and rightEye
// pitch is face move up/down
pitch: radians(mesh[10][1], mesh[10][2], mesh[152][1], mesh[152][2]), // looking at y,z of top and bottom points of the face
const calculateFaceAngle = (mesh): { matrix: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] } => {
if (!mesh || mesh.length < 300) return { matrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1] };
const normalize = (v) => {
const length = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] /= length;
v[1] /= length;
v[2] /= length;
return v;
};
return angle;
const subVectors = (a, b) => {
const x = a[0] - b[0];
const y = a[1] - b[1];
const z = a[2] - b[2];
return [x, y, z];
};
const crossVectors = (a, b) => {
const x = a[1] * b[2] - a[2] * b[1];
const y = a[2] * b[0] - a[0] * b[2];
const z = a[0] * b[1] - a[1] * b[0];
return [x, y, z];
};
const y_axis = normalize(subVectors(mesh[152], mesh[10]));
let x_axis = normalize(subVectors(mesh[454], mesh[234]));
const z_axis = normalize(crossVectors(x_axis, y_axis));
// adjust x_axis to make sure that all axes are perpendicular to each other
x_axis = crossVectors(y_axis, z_axis);
// Rotation Matrix from Axis Vectors - http://renderdan.blogspot.com/2006/05/rotation-matrix-from-axis-vectors.html
// note that the rotation matrix is flatten to array in column-major order (instead of row-major order), which directly fits three.js Matrix4.fromArray function
return { matrix: [
x_axis[0], y_axis[0], z_axis[0], 0,
x_axis[1], y_axis[1], z_axis[1], 0,
x_axis[2], y_axis[2], z_axis[2], 0,
0, 0, 0, 1,
] };
};
export const detectFace = async (parent, input): Promise<any> => {
@ -50,7 +73,7 @@ export const detectFace = async (parent, input): Promise<any> => {
emotion: string,
embedding: number[],
iris: number,
angle: { roll: number | null, yaw: number | null, pitch: number | null },
angle: { matrix:[number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] },
tensor: Tensor,
}> = [];
parent.state = 'run:face';
@ -67,7 +90,7 @@ export const detectFace = async (parent, input): Promise<any> => {
continue;
}
const angle = calculateFaceAngle(face.mesh);
const angle = calculateFaceAngle(face.meshRaw);
// run age, inherits face from blazeface
parent.analyze('Start Age:');