import { Face, Body, Hand, Gesture, Person } from './result'; export function join(faces: Array, bodies: Array, hands: Array, gestures: Array): Array { let id = 0; const persons: Array = []; for (const face of faces) { // person is defined primarily by face and then we append other objects as found const person: Person = { id: id++, face, body: null, hands: { left: null, right: null }, gestures: [], box: [0, 0, 0, 0] }; for (const body of bodies) { if (face.box[0] > body.box[0] // x within body && face.box[0] < body.box[0] + body.box[2] && face.box[1] + face.box[3] > body.box[1] // y within body && face.box[1] + face.box[3] < body.box[1] + body.box[3]) { person.body = body; } } if (person.body) { // only try to join hands if body is found for (const hand of hands) { if (hand.box[0] + hand.box[2] > person.body.box[0] // x within body for left hand && hand.box[0] + hand.box[2] < person.body.box[0] + person.body.box[2] && hand.box[1] + hand.box[3] > person.body.box[1] // x within body for left hand && hand.box[1] + hand.box[3] < person.body.box[1] + person.body.box[3]) { if (person.hands) person.hands.left = hand; } if (hand.box[0] < person.body.box[0] + person.body.box[2] // x within body for right hand && hand.box[0] > person.body.box[0] && hand.box[1] + hand.box[3] > person.body.box[1] // x within body for right hand && hand.box[1] + hand.box[3] < person.body.box[1] + person.body.box[3]) { if (person.hands) person.hands.right = hand; } } } for (const gesture of gestures) { // append all gestures according to ids if (gesture['face'] !== undefined && gesture['face'] === face.id) person.gestures?.push(gesture); else if (gesture['iris'] !== undefined && gesture['iris'] === face.id) person.gestures?.push(gesture); else if (gesture['body'] !== undefined && gesture['body'] === person.body?.id) person.gestures?.push(gesture); else if (gesture['hand'] !== undefined && gesture['hand'] === person.hands?.left?.id) person.gestures?.push(gesture); else if (gesture['hand'] !== undefined && gesture['hand'] === person.hands?.right?.id) person.gestures?.push(gesture); } person.box = [ // this is incorrect as should be a caclulated value Math.min(person.face?.box[0] || Number.MAX_SAFE_INTEGER, person.body?.box[0] || Number.MAX_SAFE_INTEGER, person.hands?.left?.box[0] || Number.MAX_SAFE_INTEGER, person.hands?.right?.box[0] || Number.MAX_SAFE_INTEGER), Math.min(person.face?.box[1] || Number.MAX_SAFE_INTEGER, person.body?.box[1] || Number.MAX_SAFE_INTEGER, person.hands?.left?.box[1] || Number.MAX_SAFE_INTEGER, person.hands?.right?.box[1] || Number.MAX_SAFE_INTEGER), Math.max(person.face?.box[2] || 0, person.body?.box[2] || 0, person.hands?.left?.box[2] || 0, person.hands?.right?.box[2] || 0), Math.max(person.face?.box[3] || 0, person.body?.box[3] || 0, person.hands?.left?.box[3] || 0, person.hands?.right?.box[3] || 0), ]; persons.push(person); } return persons; }