// eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars const rad2deg = (theta) => Math.round((theta * 180) / Math.PI); const calculateGaze = (face): { bearing: number, strength: number } => { const radians = (pt1, pt2) => Math.atan2(pt1[1] - pt2[1], pt1[0] - pt2[0]); // function to calculate angle between any two points if (!face.annotations['rightEyeIris'] || !face.annotations['leftEyeIris']) return { bearing: 0, strength: 0 }; const offsetIris = [0, -0.1]; // iris center may not align with average of eye extremes const eyeRatio = 1; // factor to normalize changes x vs y const left = face.mesh[33][2] > face.mesh[263][2]; // pick left or right eye depending which one is closer bazed on outsize point z axis const irisCenter = left ? face.mesh[473] : face.mesh[468]; const eyeCenter = left // eye center is average of extreme points on x axis for both x and y, ignoring y extreme points as eyelids naturally open/close more when gazing up/down so relative point is less precise ? [(face.mesh[133][0] + face.mesh[33][0]) / 2, (face.mesh[133][1] + face.mesh[33][1]) / 2] : [(face.mesh[263][0] + face.mesh[362][0]) / 2, (face.mesh[263][1] + face.mesh[362][1]) / 2]; const eyeSize = left // eye size is difference between extreme points for both x and y, used to normalize & squarify eye dimensions ? [face.mesh[133][0] - face.mesh[33][0], face.mesh[23][1] - face.mesh[27][1]] : [face.mesh[263][0] - face.mesh[362][0], face.mesh[253][1] - face.mesh[257][1]]; const eyeDiff = [ // x distance between extreme point and center point normalized with eye size (eyeCenter[0] - irisCenter[0]) / eyeSize[0] - offsetIris[0], eyeRatio * (irisCenter[1] - eyeCenter[1]) / eyeSize[1] - offsetIris[1], ]; let strength = Math.sqrt((eyeDiff[0] ** 2) + (eyeDiff[1] ** 2)); // vector length is a diagonal between two differences strength = Math.min(strength, face.boxRaw[2] / 2, face.boxRaw[3] / 2); // limit strength to half of box size to avoid clipping due to low precision const bearing = (radians([0, 0], eyeDiff) + (Math.PI / 2)) % Math.PI; // using eyeDiff instead eyeCenter/irisCenter combo due to manual adjustments and rotate clockwise 90degrees return { bearing, strength }; }; export const calculateFaceAngle = (face, imageSize): { angle: { pitch: number, yaw: number, roll: number }, matrix: [number, number, number, number, number, number, number, number, number], gaze: { bearing: number, strength: number }, } => { // const degrees = (theta) => Math.abs(((theta * 180) / Math.PI) % 360); const normalize = (v) => { // normalize vector 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; }; const subVectors = (a, b) => { // vector subtraction (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) => { // vector cross product (a x 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]; }; // 3x3 rotation matrix to Euler angles based on https://www.geometrictools.com/Documentation/EulerAngles.pdf const rotationMatrixToEulerAngle = (r) => { // eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars const [r00, r01, r02, r10, r11, r12, r20, r21, r22] = r; let thetaX: number; let thetaY: number; let thetaZ: number; if (r10 < 1) { // YZX calculation if (r10 > -1) { thetaZ = Math.asin(r10); thetaY = Math.atan2(-r20, r00); thetaX = Math.atan2(-r12, r11); } else { thetaZ = -Math.PI / 2; thetaY = -Math.atan2(r21, r22); thetaX = 0; } } else { thetaZ = Math.PI / 2; thetaY = Math.atan2(r21, r22); thetaX = 0; } if (isNaN(thetaX)) thetaX = 0; if (isNaN(thetaY)) thetaY = 0; if (isNaN(thetaZ)) thetaZ = 0; return { pitch: 2 * -thetaX, yaw: 2 * -thetaY, roll: 2 * -thetaZ }; }; // simple Euler angle calculation based existing 3D mesh // eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars const meshToEulerAngle = (mesh) => { 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 angle = { // values are in radians in range of -pi/2 to pi/2 which is -90 to +90 degrees, value of 0 means center // 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 // 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 // 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 }; return angle; }; // initialize gaze and mesh const mesh = face.meshRaw; if (!mesh || mesh.length < 300) return { angle: { pitch: 0, yaw: 0, roll: 0 }, matrix: [1, 0, 0, 0, 1, 0, 0, 0, 1], gaze: { bearing: 0, strength: 0 } }; const size = Math.max(face.boxRaw[2] * imageSize[0], face.boxRaw[3] * imageSize[1]) / 1.5; // top, bottom, left, right const pts = [mesh[10], mesh[152], mesh[234], mesh[454]].map((pt) => [ // make the xyz coordinates proportional, independent of the image/box size pt[0] * imageSize[0] / size, pt[1] * imageSize[1] / size, pt[2], ]); const y_axis = normalize(subVectors(pts[1], pts[0])); let x_axis = normalize(subVectors(pts[3], pts[2])); 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 // 3x3 rotation matrix is flatten to array in row-major order. Note that the rotation represented by this matrix is inverted. const matrix: [number, number, number, number, number, number, number, number, number] = [ x_axis[0], x_axis[1], x_axis[2], y_axis[0], y_axis[1], y_axis[2], z_axis[0], z_axis[1], z_axis[2], ]; const angle = rotationMatrixToEulerAngle(matrix); // const angle = meshToEulerAngle(mesh); // we have iris keypoints so we can calculate gaze direction const gaze = mesh.length === 478 ? calculateGaze(face) : { bearing: 0, strength: 0 }; return { angle, matrix, gaze }; };