├── .babelrc
├── .editorconfig
├── .gitattributes
├── .gitignore
├── CONTRIBUTING.md
├── LICENSE.txt
├── README.md
├── package-lock.json
├── package.json
├── src
├── core.ts
├── helper
│ ├── basis.ts
│ ├── canvas.ts
│ ├── clock.ts
│ ├── debug.ts
│ ├── filter.ts
│ ├── landmark.ts
│ ├── quaternion.ts
│ ├── test.ts
│ └── utils.ts
├── index.ts
├── mediapipe.ts
├── types.d.ts
├── v3d-web.ts
└── worker
│ └── pose-processing.ts
├── test
├── css
│ ├── control_utils.css
│ ├── main.css
│ └── normalize.css
├── img
│ ├── .gitignore
│ └── icon.png
└── index.html
├── tracking.md
├── tsconfig.json
├── webpack.config.js
└── webpack.test.config.js
/.babelrc:
--------------------------------------------------------------------------------
1 | {"presets": ["@babel/preset-env"]}
2 |
--------------------------------------------------------------------------------
/.editorconfig:
--------------------------------------------------------------------------------
1 | # editorconfig.org
2 |
3 | root = true
4 |
5 | [*]
6 | charset = utf-8
7 | indent_size = 4
8 | indent_style = space
9 | insert_final_newline = true
10 | trim_trailing_whitespace = true
11 |
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | ## GITATTRIBUTES FOR WEB PROJECTS
2 | #
3 | # These settings are for any web project.
4 | #
5 | # Details per file setting:
6 | # text These files should be normalized (i.e. convert CRLF to LF).
7 | # binary These files are binary and should be left untouched.
8 | #
9 | # Note that binary is a macro for -text -diff.
10 | ######################################################################
11 |
12 | ## AUTO-DETECT
13 | ## Handle line endings automatically for files detected as
14 | ## text and leave all files detected as binary untouched.
15 | ## This will handle all files NOT defined below.
16 | * text=auto
17 |
18 | ## SOURCE CODE
19 | *.bat text eol=crlf
20 | *.coffee text
21 | *.css text
22 | *.htm text
23 | *.html text
24 | *.inc text
25 | *.ini text
26 | *.js text
27 | *.json text
28 | *.jsx text
29 | *.less text
30 | *.od text
31 | *.onlydata text
32 | *.php text
33 | *.pl text
34 | *.py text
35 | *.rb text
36 | *.sass text
37 | *.scm text
38 | *.scss text
39 | *.sh text eol=lf
40 | *.sql text
41 | *.styl text
42 | *.tag text
43 | *.ts text
44 | *.tsx text
45 | *.xml text
46 | *.xhtml text
47 |
48 | ## DOCKER
49 | *.dockerignore text
50 | Dockerfile text
51 |
52 | ## DOCUMENTATION
53 | *.markdown text
54 | *.md text
55 | *.mdwn text
56 | *.mdown text
57 | *.mkd text
58 | *.mkdn text
59 | *.mdtxt text
60 | *.mdtext text
61 | *.txt text
62 | AUTHORS text
63 | CHANGELOG text
64 | CHANGES text
65 | CONTRIBUTING text
66 | COPYING text
67 | copyright text
68 | *COPYRIGHT* text
69 | INSTALL text
70 | license text
71 | LICENSE text
72 | NEWS text
73 | readme text
74 | *README* text
75 | TODO text
76 |
77 | ## TEMPLATES
78 | *.dot text
79 | *.ejs text
80 | *.haml text
81 | *.handlebars text
82 | *.hbs text
83 | *.hbt text
84 | *.jade text
85 | *.latte text
86 | *.mustache text
87 | *.njk text
88 | *.phtml text
89 | *.tmpl text
90 | *.tpl text
91 | *.twig text
92 |
93 | ## LINTERS
94 | .babelrc text
95 | .csslintrc text
96 | .eslintrc text
97 | .htmlhintrc text
98 | .jscsrc text
99 | .jshintrc text
100 | .jshintignore text
101 | .prettierrc text
102 | .stylelintrc text
103 |
104 | ## CONFIGS
105 | *.bowerrc text
106 | *.cnf text
107 | *.conf text
108 | *.config text
109 | .browserslistrc text
110 | .editorconfig text
111 | .gitattributes text
112 | .gitconfig text
113 | .gitignore text
114 | .htaccess text
115 | *.npmignore text
116 | *.yaml text
117 | *.yml text
118 | browserslist text
119 | Makefile text
120 | makefile text
121 |
122 | ## HEROKU
123 | Procfile text
124 | .slugignore text
125 |
126 | ## GRAPHICS
127 | *.ai binary
128 | *.bmp binary
129 | *.eps binary
130 | *.gif binary
131 | *.ico binary
132 | *.jng binary
133 | *.jp2 binary
134 | *.jpg binary
135 | *.jpeg binary
136 | *.jpx binary
137 | *.jxr binary
138 | *.pdf binary
139 | *.png binary
140 | *.psb binary
141 | *.psd binary
142 | *.svg text
143 | *.svgz binary
144 | *.tif binary
145 | *.tiff binary
146 | *.wbmp binary
147 | *.webp binary
148 |
149 | ## AUDIO
150 | *.kar binary
151 | *.m4a binary
152 | *.mid binary
153 | *.midi binary
154 | *.mp3 binary
155 | *.ogg binary
156 | *.ra binary
157 |
158 | ## VIDEO
159 | *.3gpp binary
160 | *.3gp binary
161 | *.as binary
162 | *.asf binary
163 | *.asx binary
164 | *.fla binary
165 | *.flv binary
166 | *.m4v binary
167 | *.mng binary
168 | *.mov binary
169 | *.mp4 binary
170 | *.mpeg binary
171 | *.mpg binary
172 | *.ogv binary
173 | *.swc binary
174 | *.swf binary
175 | *.webm binary
176 |
177 | ## ARCHIVES
178 | *.7z binary
179 | *.gz binary
180 | *.jar binary
181 | *.rar binary
182 | *.tar binary
183 | *.zip binary
184 |
185 | ## FONTS
186 | *.ttf binary
187 | *.eot binary
188 | *.otf binary
189 | *.woff binary
190 | *.woff2 binary
191 |
192 | ## EXECUTABLES
193 | *.exe binary
194 | *.pyc binary
195 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # Include your project-specific ignores in this file
2 | # Read about how to use .gitignore: https://help.github.com/articles/ignoring-files
3 | # Useful .gitignore templates: https://github.com/github/gitignore
4 | /.idea/
5 |
6 | # Logs
7 | logs
8 | *.log
9 | npm-debug.log*
10 | yarn-debug.log*
11 | yarn-error.log*
12 | lerna-debug.log*
13 |
14 | # Diagnostic reports (https://nodejs.org/api/report.html)
15 | report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json
16 |
17 | # Runtime data
18 | pids
19 | *.pid
20 | *.seed
21 | *.pid.lock
22 |
23 | # Directory for instrumented libs generated by jscoverage/JSCover
24 | lib-cov
25 |
26 | # Coverage directory used by tools like istanbul
27 | coverage
28 | *.lcov
29 |
30 | # nyc test coverage
31 | .nyc_output
32 |
33 | # Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files)
34 | .grunt
35 |
36 | # Bower dependency directory (https://bower.io/)
37 | bower_components
38 |
39 | # node-waf configuration
40 | .lock-wscript
41 |
42 | # Compiled binary addons (https://nodejs.org/api/addons.html)
43 | build/
44 | build/Release
45 |
46 | # Dependency directories
47 | node_modules/
48 | jspm_packages/
49 |
50 | # TypeScript v1 declaration files
51 | typings/
52 |
53 | # TypeScript cache
54 | *.tsbuildinfo
55 |
56 | # Optional npm cache directory
57 | .npm
58 |
59 | # Optional eslint cache
60 | .eslintcache
61 |
62 | # Microbundle cache
63 | .rpt2_cache/
64 | .rts2_cache_cjs/
65 | .rts2_cache_es/
66 | .rts2_cache_umd/
67 |
68 | # Optional REPL history
69 | .node_repl_history
70 |
71 | # Output of 'npm pack'
72 | *.tgz
73 |
74 | # Yarn Integrity file
75 | .yarn-integrity
76 |
77 | # dotenv environment variables file
78 | .env
79 | .env.test
80 |
81 | # parcel-bundler cache (https://parceljs.org/)
82 | .cache
83 |
84 | # Next.js build output
85 | .next
86 |
87 | # Nuxt.js build / generate output
88 | .nuxt
89 |
90 | # Gatsby files
91 | .cache/
92 | # Comment in the public line in if your project uses Gatsby and *not* Next.js
93 | # https://nextjs.org/blog/next-9-1#public-directory-support
94 | # public
95 |
96 | # vuepress build output
97 | .vuepress/dist
98 |
99 | # Serverless directories
100 | .serverless/
101 |
102 | # FuseBox cache
103 | .fusebox/
104 |
105 | # DynamoDB Local files
106 | .dynamodb/
107 |
108 | # TernJS port file
109 | .tern-port
110 |
111 | # exclude working directories
112 | dist/
113 | test/testfiles/
114 | /src/index-*.ts
115 |
--------------------------------------------------------------------------------
/CONTRIBUTING.md:
--------------------------------------------------------------------------------
1 | # Contributing guidelines
2 |
3 | ## What type of pull request do we accept?
4 |
5 | * Bug fixes
6 | * Documentation fixes
7 |
8 | For new feature additions, please open an issue first to discuss the feature.
9 |
10 | ## Submit your own code
11 |
12 | We'd love to accept your patches! However,
13 |
14 | ***Please note that*** only original source code from you and other people can be accepted into this repository.
15 |
16 | ## Contributing code
17 |
18 | If you have bug fixes and documentation fixes to v3d-web, send us your pull requests! For those just getting started, GitHub has a [howto](https://help.github.com/articles/using-pull-requests/).
19 |
20 | Once you create your pull request, we will review the bug/documentation fixes as soon as possible. Once verified, we will acknowledge your contribution in the pull request comments, manually merge the fixes into our codebase, and close the pull request.
21 |
--------------------------------------------------------------------------------
/LICENSE.txt:
--------------------------------------------------------------------------------
1 | GNU AFFERO GENERAL PUBLIC LICENSE
2 | Version 3, 19 November 2007
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662 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # v3d-web
2 |
3 | Single camera motion capture/humanoid rigging in browser.
4 |
5 | ## Objectives
6 |
7 | v3d-web is a project aiming to bridge the gap between our reality and the virtual world. With the power of latest XR and web technologies, you can render and rig your favorite 3D humanoid avatars right inside your browser. Try it out now!
8 |
9 | ## Features
10 |
11 | - Contains a complete solution from image capturing to model rendering, all inside browsers.
12 | - Thanks to the latest machine learning technologies, we can achieve a fairly accurate facial and pose estimation from a single camera video stream.
13 | - It also comes with a complete WebGL rendering engine, in which VRM models can be present with highly complicated backgrounds. VRM model rendering is done with [v3d-core](https://github.com/phantom-software-AZ/v3d-core).
14 | - There is a [demo site](https://www.phantom-dev.com) showing how this project can be seamlessly embedded into a modern UI framework like React.js.
15 |
16 | ## Usage
17 |
18 | ### Install from NPM
19 |
20 | ```s
21 | npm install v3d-web
22 | ```
23 |
24 | ### In browser
25 |
26 | *Only latest FireFox, Chrome/Chromium, Edge and Safari are supported. WebGL and WebAssembly are necessary for this project to work correctly.*
27 |
28 | In the simplest case, all you need is:
29 | ```s
30 | const vrmFile = 'testfile.vrm';
31 | try {
32 | this.v3DWeb = new V3DWeb(vrmFile);
33 | } catch (e: any) {
34 | console.error(e);
35 | }
36 | ```
37 |
38 | You will need HTML elements with certain `id`s. See [index.html](test/index.html).
39 |
40 | A more complicated example can be found at the [repo for our demo site](https://github.com/phantom-software-AZ/v3d-web-demo).
41 |
42 | ## Contributing
43 |
44 | See [CONTRIBUTING.md](./CONTRIBUTING.md).
45 |
46 | ## Build
47 |
48 | 1. Clone this repo and submodules:
49 |
50 | ```s
51 | git clone https://github.com/phantom-software-AZ/v3d-web.git
52 | ```
53 |
54 | 2. Build v3d-web
55 |
56 | ```s
57 | npm install
58 | npm run build && tsc
59 | ```
60 |
61 | ## Debugging
62 |
63 | Go to root folder of this repository and run:
64 |
65 | ```s
66 | $ npm run debug
67 | ```
68 |
69 | The debug page can be opened in any browser with `http://localhost:8080/`.
70 |
71 | ## Demo Site
72 |
73 | See [this demo site](https://www.phantom-dev.com/demo) for a live example.
74 |
75 | ## Credits
76 |
77 | - [MediaPipe](https://mediapipe.dev/)
78 | - [babylon.js](https://github.com/BabylonJS/Babylon.js)
79 | - [babylon-vrm-loader](https://github.com/virtual-cast/babylon-vrm-loader)
80 | - [babylon-mtoon-material](https://github.com/virtual-cast/babylon-mtoon-material)
81 | - [VRM Consortium](https://vrm.dev/en/)
82 | - Demo model used: `Kaori/ Kaori` by `ClaValLuis` From VRoid Hub. Used according to [VRM PUBLIC LICENSE 1.0](https://vrm.dev/licenses/1.0/en/).
83 |
84 | ## Acknowledgement
85 |
86 | An adorable and perseverant individual who keeps on pursuing dreams.
87 |
88 | ## Licenses
89 |
90 | see [LICENSE](./LICENSE).
91 |
--------------------------------------------------------------------------------
/package.json:
--------------------------------------------------------------------------------
1 | {
2 | "name": "v3d-web",
3 | "version": "0.1.0",
4 | "description": "Single camera motion-tracking in browser",
5 | "keywords": [
6 | "babylon.js",
7 | "VRM",
8 | "MediaPipe",
9 | "WebGL"
10 | ],
11 | "files": [
12 | "dist",
13 | "dist/src/index.d.ts",
14 | "dist/src/index.js",
15 | "dist/src/index.js.map",
16 | "dist/src/core.d.ts",
17 | "dist/src/core.js",
18 | "dist/src/core.js.map",
19 | "dist/src/mediapipe.d.ts",
20 | "dist/src/mediapipe.js",
21 | "dist/src/mediapipe.js.map",
22 | "dist/src/v3d-web.d.ts",
23 | "dist/src/v3d-web.js",
24 | "dist/src/v3d-web.js.map",
25 | "dist/src/helper",
26 | "dist/src/worker"
27 | ],
28 | "license": "AGPL-3.0-only",
29 | "author": "Phantom Development",
30 | "scripts": {
31 | "build": "webpack --config webpack.config.js",
32 | "debug": "webpack-dev-server --config webpack.test.config.js",
33 | "start": "npm run build && npm run dev",
34 | "test": "echo \"Error: no test specified\" && exit 1"
35 | },
36 | "devDependencies": {
37 | "@types/chroma-js": "^2.1.3",
38 | "@types/node": "^16.11.9",
39 | "@types/webpack": "^5.28.0",
40 | "chroma-js": "^2.1.2",
41 | "copy-webpack-plugin": "^10.0.0",
42 | "kalmanjs": "^1.1.0",
43 | "ts-loader": "^9.2.6",
44 | "typescript": "^4.5.2",
45 | "webpack": "^5.64.2",
46 | "webpack-cli": "^4.9.1",
47 | "webpack-dev-server": "^4.5.0"
48 | },
49 | "dependencies": {
50 | "@mediapipe/camera_utils": "^0.3.1632432234",
51 | "@mediapipe/control_utils": "^0.6.1629159505",
52 | "@mediapipe/drawing_utils": "^0.3.1620248257",
53 | "@mediapipe/holistic": "^0.5.1635989137",
54 | "comlink": "^4.3.1",
55 | "v3d-core": "^1.0.15"
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/src/core.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2021 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | import {V3DCore} from "v3d-core/dist/src";
18 | import {ArcRotateCamera, Nullable, Quaternion, Scene} from "@babylonjs/core";
19 | import {Color3, Vector3} from "@babylonjs/core/Maths";
20 | import {Engine} from "@babylonjs/core/Engines";
21 | import {Camera} from "@babylonjs/core";
22 | import {DebugInfo} from "./helper/debug";
23 |
24 | // Debug
25 | import "@babylonjs/core/Debug";
26 | import "@babylonjs/gui";
27 | import "@babylonjs/inspector";
28 |
29 | import * as Comlink from "comlink";
30 | import {Poses} from "./worker/pose-processing";
31 | import {Clock} from "./helper/clock";
32 | import {VRMManager} from "v3d-core/dist/src/importer/babylon-vrm-loader/src";
33 | import {HAND_LANDMARKS_BONE_MAPPING} from "./helper/landmark";
34 | import {HumanoidBone} from "v3d-core/dist/src/importer/babylon-vrm-loader/src/humanoid-bone";
35 | import {KeysMatching, LR} from "./helper/utils";
36 | import {
37 | CloneableQuaternionMap,
38 | cloneableQuaternionToQuaternion,
39 | } from "./helper/quaternion";
40 | import {Holistic} from "@mediapipe/holistic";
41 | import {BoneOptions, BoneState, HolisticState} from "./v3d-web";
42 |
43 | const IS_DEBUG = false;
44 | const clock = new Clock(), textDecode = new TextDecoder();
45 | export let debugInfo: Nullable;
46 |
47 | // Can only have one VRM model at this time
48 | export async function createScene(
49 | engine: Engine,
50 | workerPose: Nullable>,
51 | boneState: BoneState,
52 | boneOptions: BoneOptions,
53 | holistic: Holistic,
54 | holisticState: HolisticState,
55 | vrmFile: File | string,
56 | videoElement: HTMLVideoElement): Promise> {
57 |
58 | if (!workerPose) return null;
59 |
60 | // Create v3d core
61 | const v3DCore = new V3DCore(engine, new Scene(engine));
62 | await v3DCore.AppendAsync('', vrmFile);
63 |
64 | // Get managers
65 | const vrmManager = v3DCore.getVRMManagerByURI((vrmFile as File).name ? (vrmFile as File).name : (vrmFile as string));
66 |
67 | // Camera
68 | // v3DCore.attachCameraTo(vrmManager);
69 | const mainCamera = (v3DCore.mainCamera as ArcRotateCamera);
70 | mainCamera.setPosition(new Vector3(0, 1.05, 4.5));
71 | mainCamera.setTarget(
72 | vrmManager.rootMesh.getWorldMatrix().getTranslation().subtractFromFloats(0, -1.25, 0));
73 | mainCamera.fovMode = Camera.FOVMODE_HORIZONTAL_FIXED;
74 |
75 | // Lights and Skybox
76 | v3DCore.addAmbientLight(new Color3(1, 1, 1));
77 | v3DCore.setBackgroundColor(Color3.FromHexString('#e7a2ff'));
78 |
79 | v3DCore.renderingPipeline.depthOfFieldEnabled = false;
80 |
81 | // Pose web worker
82 | await workerPose.setBonesHierarchyTree(vrmManager.transformNodeTree);
83 |
84 | // Disable auto animation
85 | v3DCore.springBonesAutoUpdate = false;
86 |
87 | // Update functions
88 | v3DCore.updateBeforeRenderFunction(
89 | () => {
90 | // Half input fps. This version of Holistic is heavy on CPU time.
91 | // Wait until they fix web worker (https://github.com/google/mediapipe/issues/2506).
92 | if (holisticState.holisticUpdate && holisticState.ready && !videoElement.paused && videoElement.readyState > 2) {
93 | holistic.send({image: videoElement})
94 | }
95 | holisticState.holisticUpdate = !holisticState.holisticUpdate;
96 | }
97 | );
98 | v3DCore.updateAfterRenderFunction(
99 | () => {
100 | if (boneState.bonesNeedUpdate) {
101 | updatePose(vrmManager, boneState, boneOptions);
102 | updateSpringBones(vrmManager);
103 | boneState.bonesNeedUpdate = false;
104 | }
105 | }
106 | );
107 |
108 | // Render loop
109 | engine.runRenderLoop(() => {
110 | v3DCore.scene?.render();
111 | });
112 |
113 | // Model Transformation
114 | vrmManager.rootMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(0, 0, 0);
115 |
116 | // Debug
117 | if (IS_DEBUG && v3DCore.scene) {
118 | debugInfo = new DebugInfo(v3DCore.scene);
119 | }
120 |
121 | engine.hideLoadingUI();
122 |
123 | return [v3DCore, vrmManager];
124 | }
125 |
126 | export function updateSpringBones(vrmManager: VRMManager) {
127 | const deltaTime = clock.getDelta() * 1000;
128 | vrmManager.update(deltaTime);
129 | }
130 |
131 | export function updateBuffer(data: Uint8Array, boneState: BoneState) {
132 | let jsonStr = textDecode.decode(data);
133 | let boneRotationsData: CloneableQuaternionMap = JSON.parse(jsonStr);
134 | boneState.boneRotations = boneRotationsData;
135 | boneState.bonesNeedUpdate = true;
136 | (data as any) = null;
137 | (jsonStr as any) = null;
138 | }
139 |
140 | export function updatePose(
141 | vrmManager: VRMManager,
142 | boneState: BoneState,
143 | boneOptions: BoneOptions
144 | ) {
145 | // Wait for buffer to fill
146 | if (!boneState.boneRotations) return;
147 |
148 | const resultBoneRotations = boneState.boneRotations;
149 |
150 | vrmManager.morphing('A', resultBoneRotations['mouth'].x);
151 |
152 | const resetExpressions = () => {
153 | vrmManager.morphing('Neutral', 0);
154 | vrmManager.morphing('Happy', 0);
155 | vrmManager.morphing('Joy', 0);
156 | vrmManager.morphing('Angry', 0);
157 | vrmManager.morphing('Sad', 0);
158 | vrmManager.morphing('Sorrow', 0);
159 | vrmManager.morphing('Relaxed', 0);
160 | vrmManager.morphing('Fun', 0);
161 | vrmManager.morphing('Surprised', 0);
162 | }
163 |
164 | // Update expression
165 | resetExpressions();
166 | switch (boneOptions.expression) {
167 | case "Angry":
168 | vrmManager.morphing('Angry', 1);
169 | break;
170 | case "Happy":
171 | vrmManager.morphing('Happy', 1);
172 | vrmManager.morphing('Joy', 1);
173 | break;
174 | case "Relaxed":
175 | vrmManager.morphing('Relaxed', 1);
176 | vrmManager.morphing('Fun', 1);
177 | break;
178 | case "Sad":
179 | vrmManager.morphing('Sad', 1);
180 | vrmManager.morphing('Sorrow', 1);
181 | break;
182 | case "Surprised":
183 | vrmManager.morphing('Surprised', 1);
184 | break;
185 | case "Neutral": // fall through
186 | default:
187 | vrmManager.morphing('Neutral', 1);
188 | break;
189 | }
190 |
191 | if (boneOptions.blinkLinkLR) {
192 | vrmManager.morphing('Blink', resultBoneRotations['blink'].z)
193 | } else {
194 | vrmManager.morphing('Blink_L', resultBoneRotations['blink'].x)
195 | vrmManager.morphing('Blink_R', resultBoneRotations['blink'].y)
196 | }
197 |
198 | if (vrmManager.humanoidBone.leftEye)
199 | vrmManager.humanoidBone.leftEye.rotationQuaternion = cloneableQuaternionToQuaternion(
200 | resultBoneRotations['iris']);
201 | if (vrmManager.humanoidBone.rightEye)
202 | vrmManager.humanoidBone.rightEye.rotationQuaternion = cloneableQuaternionToQuaternion(
203 | resultBoneRotations['iris']);
204 |
205 | for (const d of LR) {
206 | for (const k of Object.keys(HAND_LANDMARKS_BONE_MAPPING)) {
207 | const key = d + k as keyof Omit>;
208 | if (vrmManager.humanoidBone[key]) {
209 | vrmManager.humanoidBone[key]!.rotationQuaternion = cloneableQuaternionToQuaternion(
210 | resultBoneRotations[key]);
211 | }
212 | }
213 | }
214 |
215 | vrmManager.humanoidBone.hips.rotationQuaternion = cloneableQuaternionToQuaternion(
216 | resultBoneRotations['hips']);
217 | vrmManager.humanoidBone.spine.rotationQuaternion = cloneableQuaternionToQuaternion(
218 | resultBoneRotations['spine']);
219 | vrmManager.humanoidBone.neck.rotationQuaternion = cloneableQuaternionToQuaternion(
220 | resultBoneRotations['neck']);
221 | vrmManager.humanoidBone.head.rotationQuaternion = cloneableQuaternionToQuaternion(
222 | resultBoneRotations['head']);
223 |
224 | // Arms
225 | for (const k of LR) {
226 | const upperArmKey = `${k}UpperArm` as unknown as keyof Omit>;
227 | const lowerArmKey = `${k}LowerArm` as unknown as keyof Omit>;
228 | vrmManager.humanoidBone[upperArmKey]!.rotationQuaternion = cloneableQuaternionToQuaternion(
229 | resultBoneRotations[upperArmKey]);
230 | vrmManager.humanoidBone[lowerArmKey]!.rotationQuaternion = cloneableQuaternionToQuaternion(
231 | resultBoneRotations[lowerArmKey]);
232 | // Legs
233 | const upperLegKey = `${k}UpperLeg` as unknown as keyof Omit>;
234 | const lowerLegKey = `${k}LowerLeg` as unknown as keyof Omit>;
235 | vrmManager.humanoidBone[upperLegKey]!.rotationQuaternion = cloneableQuaternionToQuaternion(
236 | resultBoneRotations[upperLegKey]);
237 | vrmManager.humanoidBone[lowerLegKey]!.rotationQuaternion = cloneableQuaternionToQuaternion(
238 | resultBoneRotations[lowerLegKey]);
239 | // Feet
240 | const footKey = `${k}Foot` as unknown as keyof Omit>;
241 | vrmManager.humanoidBone[footKey]!.rotationQuaternion = cloneableQuaternionToQuaternion(
242 | resultBoneRotations[footKey]);
243 | }
244 | }
245 |
--------------------------------------------------------------------------------
/src/helper/basis.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2022 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | // Calculate 3D rotations
18 | import {Nullable, Plane, Quaternion, Vector3} from "@babylonjs/core";
19 | import {AXIS, vectorsSameDirWithinEps} from "./quaternion";
20 | import {setEqual, validVector3} from "./utils";
21 |
22 | export type Vector33 = [Vector3, Vector3, Vector3];
23 |
24 | export class Basis {
25 | private static readonly ORIGINAL_CARTESIAN_BASIS_VECTORS: Vector33 = [
26 | new Vector3(1, 0, 0),
27 | new Vector3(0, 1, 0),
28 | new Vector3(0, 0, 1),
29 | ];
30 |
31 | private readonly _data: Vector33 = Basis.getOriginalCoordVectors();
32 |
33 | get x(): Vector3 {
34 | return this._data[0];
35 | }
36 |
37 | get y(): Vector3 {
38 | return this._data[1];
39 | }
40 |
41 | get z(): Vector3 {
42 | return this._data[2];
43 | }
44 |
45 | constructor(
46 | v33: Nullable,
47 | private readonly leftHanded = true,
48 | private eps = 1e-6
49 | ) {
50 | if (v33 && v33.every((v) => validVector3(v)))
51 | this.set(v33);
52 | this._data.forEach((v) => {
53 | Object.freeze(v);
54 | })
55 | }
56 |
57 | public get() {
58 | return this._data;
59 | }
60 |
61 | private set(v33: Vector33) {
62 | this.x.copyFrom(v33[0]);
63 | this.y.copyFrom(v33[1]);
64 | this.z.copyFrom(v33[2]);
65 |
66 | this.verifyBasis();
67 | }
68 |
69 | public verifyBasis() {
70 | const z = this.leftHanded ? this.z : this.z.negate();
71 | if (!vectorsSameDirWithinEps(this.x.cross(this.y), z, this.eps))
72 | throw Error("Basis is not correct!");
73 | }
74 |
75 | public rotateByQuaternion(q: Quaternion): Basis {
76 | const newBasisVectors: Vector33 = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];
77 | this._data.map((v, i) => {
78 | v.rotateByQuaternionToRef(q, newBasisVectors[i]);
79 | });
80 | return new Basis(newBasisVectors);
81 | }
82 |
83 | // Basis validity is not checked!
84 | public negateAxes(axis: AXIS) {
85 | const x = this.x.clone();
86 | const y = this.y.clone();
87 | const z = this.z.clone();
88 | switch (axis) {
89 | case AXIS.x:
90 | x.negateInPlace();
91 | break;
92 | case AXIS.y:
93 | y.negateInPlace();
94 | break;
95 | case AXIS.z:
96 | z.negateInPlace();
97 | break;
98 | case AXIS.xy:
99 | x.negateInPlace();
100 | y.negateInPlace();
101 | break;
102 | case AXIS.yz:
103 | y.negateInPlace();
104 | z.negateInPlace();
105 | break;
106 | case AXIS.xz:
107 | x.negateInPlace();
108 | z.negateInPlace();
109 | break;
110 | case AXIS.xyz:
111 | x.negateInPlace();
112 | y.negateInPlace();
113 | z.negateInPlace();
114 | break;
115 | default:
116 | throw Error("Unknown axis!");
117 | }
118 |
119 | return new Basis([x, y, z]);
120 | }
121 |
122 | public transpose(order: [number, number, number]) {
123 | // Sanity check
124 | if (!setEqual(new Set(order), new Set([0, 1, 2]))) {
125 | console.error("Basis transpose failed: wrong input.");
126 | return this;
127 | }
128 |
129 | const data = [this.x.clone(), this.y.clone(), this.z.clone()];
130 | const newData = order.map(i => data[i]) as Vector33;
131 |
132 | return new Basis(newData);
133 | }
134 |
135 | private static getOriginalCoordVectors(): Vector33 {
136 | return Basis.ORIGINAL_CARTESIAN_BASIS_VECTORS.map(v => v.clone()) as Vector33;
137 | }
138 | }
139 |
140 | export function quaternionBetweenBases(
141 | basis1: Basis,
142 | basis2: Basis,
143 | prevQuaternion?: Quaternion
144 | ) {
145 | let thisBasis1 = basis1, thisBasis2 = basis2;
146 | if (prevQuaternion !== undefined) {
147 | const extraQuaternionR = Quaternion.Inverse(prevQuaternion);
148 | thisBasis1 = basis1.rotateByQuaternion(extraQuaternionR);
149 | thisBasis2 = basis2.rotateByQuaternion(extraQuaternionR);
150 | }
151 | const rotationBasis1 = Quaternion.RotationQuaternionFromAxis(
152 | thisBasis1.x.clone(),
153 | thisBasis1.y.clone(),
154 | thisBasis1.z.clone());
155 | const rotationBasis2 = Quaternion.RotationQuaternionFromAxis(
156 | thisBasis2.x.clone(),
157 | thisBasis2.y.clone(),
158 | thisBasis2.z.clone());
159 |
160 | const quaternion31 = rotationBasis1.clone().normalize();
161 | const quaternion31R = Quaternion.Inverse(quaternion31);
162 | const quaternion32 = rotationBasis2.clone().normalize();
163 | return quaternion32.multiply(quaternion31R);
164 | }
165 |
166 | /*
167 | * Left handed for BJS.
168 | * Each object is defined by 3 points.
169 | * Assume a is origin, b points to +x, abc forms XY plane.
170 | */
171 | export function getBasis(obj: Vector33): Basis {
172 | const [a, b, c] = obj;
173 | const planeXY = Plane.FromPoints(a, b, c).normalize();
174 | const axisX = b.subtract(a).normalize();
175 | const axisZ = planeXY.normal;
176 | // Project c onto ab
177 | const cp = a.add(
178 | axisX.scale(Vector3.Dot(c.subtract(a), axisX) / Vector3.Dot(axisX, axisX))
179 | );
180 | const axisY = c.subtract(cp).normalize();
181 | return new Basis([axisX, axisY, axisZ]);
182 | }
183 |
184 | // Project points to an average plane
185 | export function calcAvgPlane(pts: Vector3[], normal: Vector3): Vector3[] {
186 | if (pts.length === 0) return [Vector3.Zero()];
187 | const avgPt = pts.reduce((prev, curr) => {
188 | return prev.add(curr);
189 | }).scale(1 / pts.length);
190 |
191 | const ret = pts.map((v) => {
192 | return v.subtract(normal.scale(Vector3.Dot(normal, v.subtract(avgPt))))
193 | });
194 |
195 | return ret;
196 | }
197 |
--------------------------------------------------------------------------------
/src/helper/canvas.ts:
--------------------------------------------------------------------------------
1 | function fit(contains: boolean) {
2 | return (parentWidth: number, parentHeight: number, childWidth: number, childHeight: number,
3 | scale: number = 1, offsetX: number = 0.5, offsetY: number = 0.5) => {
4 | const childRatio = childWidth / childHeight
5 | const parentRatio = parentWidth / parentHeight
6 | let width = parentWidth * scale
7 | let height = parentHeight * scale
8 |
9 | if (contains ? (childRatio > parentRatio) : (childRatio < parentRatio)) {
10 | height = width / childRatio
11 | } else {
12 | width = height * childRatio
13 | }
14 |
15 | return {
16 | width,
17 | height,
18 | offsetX: (parentWidth - width) * offsetX,
19 | offsetY: (parentHeight - height) * offsetY
20 | }
21 | }
22 | }
23 |
24 | export const contain = fit(true)
25 | export const cover = fit(false)
26 |
--------------------------------------------------------------------------------
/src/helper/clock.ts:
--------------------------------------------------------------------------------
1 | /**
2 | * Adapted from three.js Clock class
3 | */
4 | export class Clock {
5 | private _autoStart: boolean;
6 | get autoStart(): boolean {
7 | return this._autoStart;
8 | }
9 |
10 | private _startTime: number;
11 | get startTime(): number {
12 | return this._startTime;
13 | }
14 |
15 | private _oldTime: number;
16 | get oldTime(): number {
17 | return this._oldTime;
18 | }
19 |
20 | private _elapsedTime: number;
21 | get elapsedTime(): number {
22 | return this._elapsedTime;
23 | }
24 |
25 | private _running: boolean;
26 | get running(): boolean {
27 | return this._running;
28 | }
29 |
30 | constructor(autoStart = true) {
31 | this._autoStart = autoStart;
32 |
33 | this._startTime = 0;
34 | this._oldTime = 0;
35 | this._elapsedTime = 0;
36 |
37 | this._running = false;
38 | }
39 |
40 | public start() {
41 | this._startTime = now();
42 |
43 | this._oldTime = this._startTime;
44 | this._elapsedTime = 0;
45 | this._running = true;
46 | }
47 |
48 | public stop() {
49 | this.getElapsedTime();
50 | this._running = false;
51 | this._autoStart = false;
52 | }
53 |
54 | /**
55 | * Calculate how much time has passed from Clock start to input timestamp.
56 | * Unlike getElapsedTime, this method does not tick oldTime.
57 | * @param time input time
58 | */
59 | public getElapsedTimeAny(time: number) {
60 | return (time - this._startTime) / 1000;
61 | }
62 |
63 | public getElapsedTime() {
64 | this.getDelta();
65 | return this._elapsedTime;
66 | }
67 |
68 | public getDelta() {
69 | let diff = 0;
70 |
71 | if (this._autoStart && !this._running) {
72 | this.start();
73 | return 0;
74 | }
75 |
76 | if (this._running) {
77 | const newTime = now();
78 | diff = (newTime - this._oldTime) / 1000;
79 | this._oldTime = newTime;
80 | this._elapsedTime += diff;
81 | }
82 |
83 | return diff;
84 | }
85 | }
86 |
87 | function now() {
88 | return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
89 | }
90 |
--------------------------------------------------------------------------------
/src/helper/debug.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2021 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | import {Mesh, MeshBuilder, Nullable, Scene, StandardMaterial, Vector3} from "@babylonjs/core";
18 | import {Color3, Vector4} from "@babylonjs/core/Maths";
19 | import {
20 | initArray,
21 | } from "./utils";
22 | import chroma from "chroma-js";
23 | import {NormalizedLandmark, NormalizedLandmarkList, POSE_LANDMARKS} from "@mediapipe/holistic";
24 | import {Poses} from "../worker/pose-processing";
25 | import {CloneableQuaternion, CloneableQuaternionList, cloneableQuaternionToQuaternion} from "./quaternion";
26 | import {HAND_LANDMARK_LENGTH, HAND_LANDMARKS, normalizedLandmarkToVector, POSE_LANDMARK_LENGTH} from "./landmark";
27 |
28 | type createSphereOptions = {
29 | segments?: number;
30 | diameter?: number;
31 | diameterX?: number;
32 | diameterY?: number;
33 | diameterZ?: number;
34 | arc?: number;
35 | slice?: number;
36 | sideOrientation?: number;
37 | frontUVs?: Vector4;
38 | backUVs?: Vector4;
39 | updatable?: boolean;
40 | };
41 |
42 | export class Arrow3D {
43 | //Shape profile in XY plane
44 | private readonly myShape: Vector3[] = [];
45 | private readonly myPath: Vector3[] = [];
46 | private arrowInstance: Nullable = null;
47 |
48 | private _arrowRadius: number;
49 | get arrowRadius(): number {
50 | return this._arrowRadius;
51 | }
52 |
53 | set arrowRadius(value: number) {
54 | this._arrowRadius = value;
55 | this.updateTopShape();
56 | }
57 |
58 | private _n: number;
59 | get n(): number {
60 | return this._n;
61 | }
62 |
63 | set n(value: number) {
64 | this._n = value;
65 | this.updateTopShape();
66 | }
67 |
68 | private _arrowHeadLength: number;
69 | get arrowHeadLength(): number {
70 | return this._arrowHeadLength;
71 | }
72 |
73 | set arrowHeadLength(value: number) {
74 | this._arrowHeadLength = value;
75 | this.updatePath();
76 | }
77 |
78 | private _arrowHeadMaxSize: number;
79 |
80 | get arrowStart(): Vector3 {
81 | return this._arrowStart;
82 | }
83 |
84 | set arrowStart(value: Vector3) {
85 | this._arrowStart = value;
86 | this.updatePath();
87 | }
88 |
89 | private _arrowLength: number;
90 | get arrowLength(): number {
91 | return this._arrowLength;
92 | }
93 |
94 | set arrowLength(value: number) {
95 | this._arrowLength = value;
96 | this.updatePath();
97 | }
98 |
99 | private _arrowStart: Vector3;
100 |
101 | get arrowHeadMaxSize(): number {
102 | return this._arrowHeadMaxSize;
103 | }
104 |
105 | set arrowHeadMaxSize(value: number) {
106 | this._arrowHeadMaxSize = value;
107 | this.updatePath();
108 | }
109 |
110 | private _arrowDirection: Vector3;
111 | get arrowDirection(): Vector3 {
112 | return this._arrowDirection;
113 | }
114 |
115 | set arrowDirection(value: Vector3) {
116 | this._arrowDirection = value;
117 | this.updatePath();
118 | }
119 |
120 | private _material: StandardMaterial;
121 | get material(): StandardMaterial {
122 | return this._material;
123 | }
124 |
125 | constructor(
126 | private scene: Scene,
127 | arrowRadius = 0.5,
128 | n = 30,
129 | arrowHeadLength = 1.5,
130 | arrowHeadMaxSize = 1.5,
131 | arrowLength = 10,
132 | arrowStart: Vector3,
133 | arrowDirection: Vector3,
134 | color?: number | string,
135 | ) {
136 | this._arrowRadius = arrowRadius;
137 | this._n = n;
138 | this._arrowHeadLength = arrowHeadLength;
139 | this._arrowHeadMaxSize = arrowHeadMaxSize;
140 | this._arrowLength = arrowLength;
141 | this._arrowStart = arrowStart;
142 | this._arrowDirection = arrowDirection;
143 | this.updateTopShape();
144 | this.updatePath();
145 | this._material = new StandardMaterial("sphereMaterial", scene);
146 | if (color) {
147 | if (typeof color === 'number') color = `#${color.toString(16)}`;
148 | this._material.diffuseColor = Color3.FromHexString(color);
149 | }
150 | }
151 |
152 | private updateTopShape() {
153 | const deltaAngle = 2 * Math.PI / this.n;
154 | this.myShape.length = 0;
155 | for (let i = 0; i <= this.n; i++) {
156 | this.myShape.push(new Vector3(
157 | this.arrowRadius * Math.cos(i * deltaAngle),
158 | this.arrowRadius * Math.sin(i * deltaAngle),
159 | 0))
160 | }
161 | this.myShape.push(this.myShape[0]); //close profile
162 | }
163 |
164 | private updatePath() {
165 | const arrowBodyLength = this.arrowLength - this.arrowHeadLength;
166 | this.arrowDirection.normalize();
167 | const arrowBodyEnd = this.arrowStart.add(this.arrowDirection.scale(arrowBodyLength));
168 | const arrowHeadEnd = arrowBodyEnd.add(this.arrowDirection.scale(this.arrowHeadLength));
169 |
170 | this.myPath.length = 0;
171 | this.myPath.push(this.arrowStart);
172 | this.myPath.push(arrowBodyEnd);
173 | this.myPath.push(arrowBodyEnd);
174 | this.myPath.push(arrowHeadEnd);
175 |
176 | if (!this.arrowInstance)
177 | this.arrowInstance = MeshBuilder.ExtrudeShapeCustom(
178 | "arrow",
179 | {
180 | shape: this.myShape,
181 | path: this.myPath,
182 | updatable: true,
183 | scaleFunction: this.scaling.bind(this),
184 | sideOrientation: Mesh.DOUBLESIDE
185 | }, this.scene);
186 | else
187 | this.arrowInstance = MeshBuilder.ExtrudeShapeCustom(
188 | "arrow",
189 | {
190 | shape: this.myShape,
191 | path: this.myPath,
192 | scaleFunction: this.scaling.bind(this),
193 | instance: this.arrowInstance
194 | }, this.scene);
195 | this.arrowInstance.material = this.material;
196 | }
197 |
198 | private scaling(index: number, distance: number): number {
199 | switch (index) {
200 | case 0:
201 | case 1:
202 | return 1;
203 | case 2:
204 | return this.arrowHeadMaxSize / this.arrowRadius;
205 | case 3:
206 | return 0;
207 | default:
208 | return 1;
209 | }
210 | }
211 |
212 | public updateStartAndDirection(arrowStart: Vector3, arrowDirection: Vector3) {
213 | this._arrowStart = arrowStart;
214 | this._arrowDirection = arrowDirection.length() === 0 ?
215 | Vector3.One() : arrowDirection;
216 | this.updatePath();
217 | }
218 | }
219 |
220 | export function makeSphere(
221 | scene: Scene,
222 | pos?: Vector3,
223 | color?: number | string,
224 | options?: createSphereOptions): Mesh {
225 | const sphere = MeshBuilder.CreateSphere("sphere",
226 | options || {
227 | diameterX: 1, diameterY: 0.5, diameterZ: 0.5
228 | }, scene);
229 | const material = new StandardMaterial("sphereMaterial", scene);
230 | if (color) {
231 | if (typeof color === 'number') color = `#${color.toString(16)}`;
232 | material.diffuseColor = Color3.FromHexString(color);
233 | }
234 | sphere.material = material;
235 |
236 | if (pos)
237 | sphere.position = pos;
238 |
239 | return sphere;
240 | }
241 |
242 | export function quaternionToDirectionVector(
243 | base: Vector3,
244 | resultQuaternion: CloneableQuaternion
245 | ): Vector3 {
246 | const quaternion = cloneableQuaternionToQuaternion(resultQuaternion);
247 | const result = Vector3.Zero();
248 | base.rotateByQuaternionToRef(quaternion, result);
249 | return result.normalize();
250 | }
251 |
252 | export class DebugInfo {
253 | private readonly poseLandmarkSpheres: Mesh[];
254 | private readonly faceNormalArrows: Arrow3D[];
255 | private faceMeshLandmarkSpheres: Nullable = null;
256 | private readonly leftHandLandmarkSpheres: Mesh[];
257 | private readonly rightHandLandmarkSpheres: Mesh[];
258 | private readonly irisNormalArrows: Arrow3D[];
259 | private readonly leftHandNormalArrow: Arrow3D;
260 | private readonly rightHandNormalArrow: Arrow3D;
261 | private readonly leftHandNormalArrows: Arrow3D[];
262 | private readonly rightHandNormalArrows: Arrow3D[];
263 | private readonly poseNormalArrows: Arrow3D[];
264 |
265 | constructor(
266 | private readonly scene: Scene
267 | ) {
268 | this.poseLandmarkSpheres = this.initLandmarks(POSE_LANDMARK_LENGTH);
269 | this.faceNormalArrows = this.initNormalArrows(1);
270 | this.leftHandLandmarkSpheres = this.initLandmarks(HAND_LANDMARK_LENGTH, '#ff0000');
271 | this.rightHandLandmarkSpheres = this.initLandmarks(HAND_LANDMARK_LENGTH, '#0022ff');
272 | this.irisNormalArrows = this.initIrisNormalArrows();
273 | this.poseNormalArrows = this.initNormalArrows(3);
274 |
275 | this.leftHandNormalArrow = new Arrow3D(this.scene,
276 | 0.02, 32, 0.06, 0.06,
277 | 0.5, Vector3.Zero(), Vector3.One());
278 | this.rightHandNormalArrow = new Arrow3D(this.scene,
279 | 0.02, 32, 0.06, 0.06,
280 | 0.5, Vector3.Zero(), Vector3.One());
281 |
282 | this.leftHandNormalArrows = this.initNormalArrows(6);
283 | this.rightHandNormalArrows = this.initNormalArrows(6);
284 |
285 | if (!scene.debugLayer.isVisible()) {
286 | scene.debugLayer.show({
287 | globalRoot: document.getElementById('wrapper') as HTMLElement,
288 | handleResize: true,
289 | });
290 | }
291 | }
292 |
293 | private initLandmarks(
294 | length: number,
295 | color?: number | string
296 | ) {
297 | const colors = chroma.scale('Spectral')
298 | .colors(length, 'hex');
299 | return initArray(
300 | length,
301 | (i) => makeSphere(
302 | this.scene, Vector3.One(), colors[i], {diameter: 0.03}));
303 | }
304 |
305 | private initNormalArrows(length: number) {
306 | const colors = chroma.scale('Spectral')
307 | .colors(length / 2, 'hex');
308 | return initArray(
309 | length, // Temp magical number
310 | (i) => new Arrow3D(this.scene,
311 | 0.01, 32, 0.02, 0.02,
312 | 0.2, Vector3.Zero(), Vector3.One(), colors[i % (length / 2)]));
313 | }
314 |
315 | private initIrisNormalArrows() {
316 | return initArray(
317 | 2,
318 | () => new Arrow3D(this.scene,
319 | 0.01, 32, 0.04, 0.04,
320 | 0.25, Vector3.Zero(), Vector3.One()));
321 | }
322 |
323 | private initFaceMeshLandmarks(indexList: number[][]) {
324 | return initArray(
325 | indexList.length,
326 | (i) => {
327 | return initArray(
328 | indexList[i].length,
329 | ((() => {
330 | const colors = chroma.scale('Spectral')
331 | .colors(indexList[i].length, 'hex');
332 | return (i) => {
333 | return makeSphere(
334 | this.scene, Vector3.One(), colors[i], {diameter: 0.01})
335 | };
336 | })()));
337 | });
338 | }
339 |
340 | public updatePoseLandmarkSpheres(resultPoseLandmarks: NormalizedLandmarkList) {
341 | if (resultPoseLandmarks.length !== POSE_LANDMARK_LENGTH) return;
342 | for (let i = 0; i < POSE_LANDMARK_LENGTH; ++i) {
343 | if ([0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22].includes(i)) continue;
344 | this.poseLandmarkSpheres[i].position.set(
345 | resultPoseLandmarks[i].x,
346 | resultPoseLandmarks[i].y,
347 | resultPoseLandmarks[i].z
348 | );
349 | }
350 | }
351 |
352 | public updateHandLandmarkSpheres(
353 | resultHandLandmarks: NormalizedLandmarkList,
354 | left: boolean
355 | ) {
356 | const landmarkSpheres = left ?
357 | this.leftHandLandmarkSpheres :
358 | this.rightHandLandmarkSpheres;
359 | if (resultHandLandmarks.length !== HAND_LANDMARK_LENGTH) return;
360 | for (let i = 0; i < HAND_LANDMARK_LENGTH; ++i) {
361 | landmarkSpheres[i].position.set(
362 | resultHandLandmarks[i].x,
363 | resultHandLandmarks[i].y,
364 | resultHandLandmarks[i].z
365 | );
366 | }
367 | }
368 |
369 | public updateFaceNormalArrows(
370 | resultFaceNormals: NormalizedLandmarkList,
371 | resultPoseLandmarks: NormalizedLandmarkList
372 | ) {
373 | if (resultFaceNormals.length !== this.faceNormalArrows.length) return;
374 | for (let i = 0; i < this.faceNormalArrows.length; ++i) {
375 | this.faceNormalArrows[i].updateStartAndDirection(
376 | normalizedLandmarkToVector(
377 | resultPoseLandmarks[POSE_LANDMARKS.NOSE]),
378 | normalizedLandmarkToVector(resultFaceNormals[i]),
379 | );
380 | }
381 | }
382 |
383 | public updateIrisQuaternionArrows(
384 | resultIrisQuaternions: CloneableQuaternionList,
385 | resultPoseLandmarks: NormalizedLandmarkList,
386 | resultFaceNormal: NormalizedLandmark
387 | ) {
388 | if (resultIrisQuaternions.length !== 2 && resultIrisQuaternions.length !== 3) return;
389 | this.irisNormalArrows[0].updateStartAndDirection(
390 | normalizedLandmarkToVector(
391 | resultPoseLandmarks[POSE_LANDMARKS.LEFT_EYE]),
392 | quaternionToDirectionVector(
393 | normalizedLandmarkToVector(resultFaceNormal),
394 | resultIrisQuaternions[0]),
395 | );
396 | this.irisNormalArrows[1].updateStartAndDirection(
397 | normalizedLandmarkToVector(
398 | resultPoseLandmarks[POSE_LANDMARKS.RIGHT_EYE]),
399 | quaternionToDirectionVector(
400 | normalizedLandmarkToVector(resultFaceNormal),
401 | resultIrisQuaternions[1]),
402 | );
403 | }
404 |
405 | public updateFaceMeshLandmarkSpheres(
406 | resultFaceMeshIndexLandmarks: number[][],
407 | resultFaceMeshLandmarks: NormalizedLandmarkList[]) {
408 | const toShow = [
409 | [0], [0],
410 | [9, 4, 15, 12], [0, 4, 8, 12],
411 | [0], [0],
412 | [24, 25, 26, 34, 35, 36],
413 | [0, 6, 18, 30]
414 | ];
415 | if (resultFaceMeshIndexLandmarks.length !== 0 && !this.faceMeshLandmarkSpheres)
416 | this.faceMeshLandmarkSpheres = this.initFaceMeshLandmarks(resultFaceMeshIndexLandmarks);
417 | if (!this.faceMeshLandmarkSpheres ||
418 | resultFaceMeshLandmarks.length !== this.faceMeshLandmarkSpheres.length) return;
419 | for (let i = 0; i < this.faceMeshLandmarkSpheres.length; ++i) {
420 | for (let j = 0; j < this.faceMeshLandmarkSpheres[i].length; ++j) {
421 | if (toShow[i].length > 0 && !toShow[i].includes(j)) continue;
422 | this.faceMeshLandmarkSpheres[i][j].position.set(
423 | resultFaceMeshLandmarks[i][j].x,
424 | resultFaceMeshLandmarks[i][j].y,
425 | resultFaceMeshLandmarks[i][j].z
426 | );
427 | }
428 | }
429 | }
430 |
431 | public updateHandWristNormalArrows(
432 | resultLeftHandBoneRotations: CloneableQuaternionList,
433 | resultRightHandBoneRotations: CloneableQuaternionList,
434 | resultPoseLandmarks: NormalizedLandmarkList
435 | ) {
436 | this.leftHandNormalArrow.updateStartAndDirection(
437 | normalizedLandmarkToVector(
438 | resultPoseLandmarks[POSE_LANDMARKS.LEFT_WRIST]),
439 | quaternionToDirectionVector(
440 | Poses.HAND_BASE_ROOT_NORMAL, resultLeftHandBoneRotations[HAND_LANDMARKS.WRIST]),
441 | );
442 | this.rightHandNormalArrow.updateStartAndDirection(
443 | normalizedLandmarkToVector(
444 | resultPoseLandmarks[POSE_LANDMARKS.RIGHT_WRIST]),
445 | quaternionToDirectionVector(
446 | Poses.HAND_BASE_ROOT_NORMAL, resultRightHandBoneRotations[HAND_LANDMARKS.WRIST]),
447 | );
448 | }
449 |
450 | public updateHandNormalArrows(
451 | resultLeftHandNormals: Nullable,
452 | resultRightHandNormals: Nullable,
453 | resultPoseLandmarks: NormalizedLandmarkList
454 | ) {
455 | if (resultLeftHandNormals) {
456 | for (let i = 0; i < Math.min(this.leftHandNormalArrows.length,
457 | resultLeftHandNormals.length); ++i) {
458 | this.leftHandNormalArrows[i].updateStartAndDirection(
459 | // normalizedLandmarkToVector(
460 | // resultPoseLandmarks[POSE_LANDMARKS.LEFT_WRIST]),
461 | i < 3 ? Vector3.Zero() : new Vector3(0, 1, 0),
462 | normalizedLandmarkToVector(resultLeftHandNormals[i]),
463 | );
464 | }
465 | }
466 | if (resultRightHandNormals) {
467 | for (let i = 0; i < Math.min(this.rightHandNormalArrows.length,
468 | resultRightHandNormals.length); ++i) {
469 | this.rightHandNormalArrows[i].updateStartAndDirection(
470 | // normalizedLandmarkToVector(
471 | // resultPoseLandmarks[POSE_LANDMARKS.RIGHT_WRIST]),
472 | i < 3 ? Vector3.One() : new Vector3(0, 1, 0),
473 | normalizedLandmarkToVector(resultRightHandNormals[i]),
474 | );
475 | }
476 | }
477 | }
478 |
479 | public updatePoseNormalArrows(
480 | resultPoseNormals: NormalizedLandmarkList,
481 | resultPoseLandmarks: NormalizedLandmarkList
482 | ) {
483 | if (resultPoseNormals.length !== this.poseNormalArrows.length) return;
484 | for (let i = 0; i < this.poseNormalArrows.length; ++i) {
485 | this.poseNormalArrows[i].updateStartAndDirection(
486 | // normalizedLandmarkToVector(
487 | // resultPoseLandmarks[POSE_LANDMARKS.NOSE]),
488 | Vector3.Zero(),
489 | normalizedLandmarkToVector(resultPoseNormals[i]),
490 | );
491 | }
492 | }
493 | }
494 |
--------------------------------------------------------------------------------
/src/helper/filter.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2022 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | import { Vector3} from "@babylonjs/core";
18 | import KalmanFilter from "kalmanjs";
19 |
20 | export const VISIBILITY_THRESHOLD: number = 0.6;
21 |
22 | export interface FilterParams {
23 | R?: number,
24 | Q?: number,
25 | oneEuroCutoff?: number,
26 | oneEuroBeta?: number,
27 | type: string,
28 | gaussianSigma?: number,
29 | }
30 |
31 | // 1D Gaussian Kernel
32 | export const gaussianKernel1d = (function () {
33 | let sqr2pi = Math.sqrt(2 * Math.PI);
34 |
35 | return function gaussianKernel1d (size: number, sigma: number) {
36 | // ensure size is even and prepare variables
37 | let width = (size / 2) | 0,
38 | kernel = new Array(width * 2 + 1),
39 | norm = 1.0 / (sqr2pi * sigma),
40 | coefficient = 2 * sigma * sigma,
41 | total = 0,
42 | x;
43 |
44 | // set values and increment total
45 | for (x = -width; x <= width; x++) {
46 | total += kernel[width + x] = norm * Math.exp(-x * x / coefficient);
47 | }
48 |
49 | // divide by total to make sure the sum of all the values is equal to 1
50 | for (x = 0; x < kernel.length; x++) {
51 | kernel[x] /= total;
52 | }
53 |
54 | return kernel;
55 | };
56 | }());
57 |
58 | /*
59 | * Converted from https://github.com/jaantollander/OneEuroFilter.
60 | */
61 | export class OneEuroVectorFilter {
62 | constructor(
63 | public t_prev: number,
64 | public x_prev: Vector3,
65 | private dx_prev = Vector3.Zero(),
66 | public min_cutoff = 1.0,
67 | public beta = 0.0,
68 | public d_cutoff = 1.0
69 | ) {
70 | }
71 |
72 | private static smoothing_factor(t_e: number, cutoff: number) {
73 | const r = 2 * Math.PI * cutoff * t_e;
74 | return r / (r + 1);
75 | }
76 |
77 | private static exponential_smoothing(a: number, x: Vector3, x_prev: Vector3) {
78 | return x.scale(a).addInPlace(x_prev.scale((1 - a)));
79 | }
80 |
81 | public next(t: number, x: Vector3) {
82 | const t_e = t - this.t_prev;
83 |
84 | // The filtered derivative of the signal.
85 | const a_d = OneEuroVectorFilter.smoothing_factor(t_e, this.d_cutoff);
86 | const dx = x.subtract(this.x_prev).scaleInPlace(1 / t_e);
87 | const dx_hat = OneEuroVectorFilter.exponential_smoothing(a_d, dx, this.dx_prev);
88 |
89 | // The filtered signal.
90 | const cutoff = this.min_cutoff + this.beta * dx_hat.length();
91 | const a = OneEuroVectorFilter.smoothing_factor(t_e, cutoff);
92 | const x_hat = OneEuroVectorFilter.exponential_smoothing(a, x, this.x_prev);
93 |
94 | // Memorize the previous values.
95 | this.x_prev = x_hat;
96 | this.dx_prev = dx_hat;
97 | this.t_prev = t;
98 |
99 | return x_hat;
100 | }
101 | }
102 | export class KalmanVectorFilter {
103 | private readonly kalmanFilterX;
104 | private readonly kalmanFilterY;
105 | private readonly kalmanFilterZ;
106 | constructor(
107 | public R = 0.1,
108 | public Q = 3,
109 | ) {
110 | this.kalmanFilterX = new KalmanFilter({Q: Q, R: R});
111 | this.kalmanFilterY = new KalmanFilter({Q: Q, R: R});
112 | this.kalmanFilterZ = new KalmanFilter({Q: Q, R: R});
113 | }
114 |
115 | public next(t: number, vec: Vector3) {
116 | const newValues = [
117 | this.kalmanFilterX.filter(vec.x),
118 | this.kalmanFilterY.filter(vec.y),
119 | this.kalmanFilterZ.filter(vec.z),
120 | ]
121 |
122 | return Vector3.FromArray(newValues);
123 | }
124 | }
125 |
126 | export class GaussianVectorFilter {
127 | private _values: Vector3[] = [];
128 | get values(): Vector3[] {
129 | return this._values;
130 | }
131 | private readonly kernel: number[];
132 |
133 | constructor(
134 | public readonly size: number,
135 | private readonly sigma: number
136 | ) {
137 | if (size < 2) throw RangeError("Filter size too short");
138 | this.size = Math.floor(size);
139 | this.kernel = gaussianKernel1d(size, sigma);
140 | }
141 |
142 | public push(v: Vector3) {
143 | this.values.push(v);
144 |
145 | if (this.values.length === this.size + 1) {
146 | this.values.shift();
147 | } else if (this.values.length > this.size + 1) {
148 | console.warn(`Internal queue has length longer than size: ${this.size}`);
149 | this.values.slice(-this.size);
150 | }
151 | }
152 |
153 | public reset() {
154 | this.values.length = 0;
155 | }
156 |
157 | public apply() {
158 | if (this.values.length !== this.size) return Vector3.Zero();
159 | const ret = Vector3.Zero();
160 | const len0 = ret.length();
161 | for (let i = 0; i < this.size; ++i) {
162 | ret.addInPlace(this.values[i].scale(this.kernel[i]));
163 | }
164 | const len1 = ret.length();
165 | // Normalize to original length
166 | ret.scaleInPlace(len0 / len1);
167 |
168 | return ret;
169 | }
170 | }
171 |
172 | export class EuclideanHighPassFilter {
173 | private _value: Vector3 = Vector3.Zero();
174 | get value(): Vector3 {
175 | return this._value;
176 | }
177 |
178 | constructor(
179 | private readonly threshold: number
180 | ) {}
181 |
182 | public update(v: Vector3) {
183 | if (this.value.subtract(v).length() > this.threshold) {
184 | this._value = v;
185 | }
186 | }
187 |
188 | public reset() {
189 | this._value = Vector3.Zero();
190 | }
191 | }
192 |
--------------------------------------------------------------------------------
/src/helper/landmark.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2022 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | import {NormalizedLandmark, Results} from "@mediapipe/holistic";
18 | import {Nullable, Vector3} from "@babylonjs/core";
19 | import {
20 | FilterParams,
21 | GaussianVectorFilter,
22 | KalmanVectorFilter,
23 | OneEuroVectorFilter,
24 | VISIBILITY_THRESHOLD
25 | } from "./filter";
26 | import {objectFlip} from "./utils";
27 |
28 | export class FilteredLandmarkVector {
29 | private mainFilter: OneEuroVectorFilter | KalmanVectorFilter;
30 | private readonly gaussianVectorFilter: Nullable = null;
31 |
32 | private _t = 0;
33 | get t(): number {
34 | return this._t;
35 | }
36 |
37 | set t(value: number) {
38 | this._t = value;
39 | }
40 |
41 | private _pos = Vector3.Zero();
42 | get pos(): Vector3 {
43 | return this._pos;
44 | }
45 |
46 | public visibility: number | undefined = 0;
47 |
48 | constructor(
49 | params: FilterParams = {
50 | oneEuroCutoff: 0.01,
51 | oneEuroBeta: 0,
52 | type: 'OneEuro'
53 | }
54 | ) {
55 | if (params.type === "Kalman")
56 | this.mainFilter = new KalmanVectorFilter(params.R, params.Q);
57 | else if (params.type === "OneEuro")
58 | this.mainFilter = new OneEuroVectorFilter(
59 | this.t,
60 | this.pos,
61 | Vector3.Zero(),
62 | params.oneEuroCutoff,
63 | params.oneEuroBeta);
64 | else
65 | throw Error("Wrong filter type!");
66 | if (params.gaussianSigma)
67 | this.gaussianVectorFilter = new GaussianVectorFilter(5, params.gaussianSigma);
68 | }
69 |
70 | public updatePosition(pos: Vector3, visibility?: number) {
71 | this.t += 1;
72 |
73 | // Face Mesh has no visibility
74 | if (visibility === undefined || visibility > VISIBILITY_THRESHOLD) {
75 | pos = this.mainFilter.next(this.t, pos);
76 |
77 | if (this.gaussianVectorFilter) {
78 | this.gaussianVectorFilter.push(pos);
79 | pos = this.gaussianVectorFilter.apply();
80 | }
81 |
82 | this._pos = pos;
83 |
84 | this.visibility = visibility;
85 | }
86 | }
87 | }
88 |
89 | export type FilteredLandmarkVectorList = FilteredLandmarkVector[];
90 |
91 | export type FilteredLandmarkVector3 = [
92 | FilteredLandmarkVector,
93 | FilteredLandmarkVector,
94 | FilteredLandmarkVector,
95 | ];
96 |
97 | export interface CloneableResults extends Omit {
98 | }
99 |
100 | export const POSE_LANDMARK_LENGTH = 33;
101 | export const FACE_LANDMARK_LENGTH = 478;
102 | export const HAND_LANDMARK_LENGTH = 21;
103 |
104 | export const normalizedLandmarkToVector = (
105 | l: NormalizedLandmark,
106 | scaling = 1.,
107 | reverseY = false) => {
108 | return new Vector3(
109 | l.x * scaling,
110 | reverseY ? -l.y * scaling : l.y * scaling,
111 | l.z * scaling);
112 | }
113 | export const vectorToNormalizedLandmark = (l: Vector3): NormalizedLandmark => {
114 | return {x: l.x, y: l.y, z: l.z};
115 | };
116 |
117 | export const HAND_LANDMARKS = {
118 | WRIST: 0,
119 | THUMB_CMC: 1,
120 | THUMB_MCP: 2,
121 | THUMB_IP: 3,
122 | THUMB_TIP: 4,
123 | INDEX_FINGER_MCP: 5,
124 | INDEX_FINGER_PIP: 6,
125 | INDEX_FINGER_DIP: 7,
126 | INDEX_FINGER_TIP: 8,
127 | MIDDLE_FINGER_MCP: 9,
128 | MIDDLE_FINGER_PIP: 10,
129 | MIDDLE_FINGER_DIP: 11,
130 | MIDDLE_FINGER_TIP: 12,
131 | RING_FINGER_MCP: 13,
132 | RING_FINGER_PIP: 14,
133 | RING_FINGER_DIP: 15,
134 | RING_FINGER_TIP: 16,
135 | PINKY_MCP: 17,
136 | PINKY_PIP: 18,
137 | PINKY_DIP: 19,
138 | PINKY_TIP: 20,
139 | };
140 |
141 | export const HAND_LANDMARKS_BONE_MAPPING = {
142 | Hand: HAND_LANDMARKS.WRIST,
143 | ThumbProximal: HAND_LANDMARKS.THUMB_CMC,
144 | ThumbIntermediate: HAND_LANDMARKS.THUMB_MCP,
145 | ThumbDistal: HAND_LANDMARKS.THUMB_IP,
146 | IndexProximal: HAND_LANDMARKS.INDEX_FINGER_MCP,
147 | IndexIntermediate: HAND_LANDMARKS.INDEX_FINGER_PIP,
148 | IndexDistal: HAND_LANDMARKS.INDEX_FINGER_DIP,
149 | MiddleProximal: HAND_LANDMARKS.MIDDLE_FINGER_MCP,
150 | MiddleIntermediate: HAND_LANDMARKS.MIDDLE_FINGER_PIP,
151 | MiddleDistal: HAND_LANDMARKS.MIDDLE_FINGER_DIP,
152 | RingProximal: HAND_LANDMARKS.RING_FINGER_MCP,
153 | RingIntermediate: HAND_LANDMARKS.RING_FINGER_PIP,
154 | RingDistal: HAND_LANDMARKS.RING_FINGER_DIP,
155 | LittleProximal: HAND_LANDMARKS.PINKY_MCP,
156 | LittleIntermediate: HAND_LANDMARKS.PINKY_PIP,
157 | LittleDistal: HAND_LANDMARKS.PINKY_DIP,
158 | };
159 | export const HAND_LANDMARKS_BONE_REVERSE_MAPPING: { [key: number]: string } = objectFlip(HAND_LANDMARKS_BONE_MAPPING);
160 | export type HandBoneMappingKey = keyof typeof HAND_LANDMARKS_BONE_MAPPING;
161 |
162 | export function handLandMarkToBoneName(landmark: number, isLeft: boolean) {
163 | if (!(landmark in HAND_LANDMARKS_BONE_REVERSE_MAPPING)) throw Error("Wrong landmark given!");
164 | return (isLeft ? 'left' : 'right') + HAND_LANDMARKS_BONE_REVERSE_MAPPING[landmark];
165 | }
166 |
167 | /*
168 | * Depth-first search/walk of a generic tree.
169 | * Also returns a map for backtracking from leaf.
170 | */
171 | export function depthFirstSearch(
172 | rootNode: any,
173 | f: (n: any) => boolean
174 | ): [any, any] {
175 | const stack = [];
176 | const parentMap: Map = new Map();
177 | stack.push(rootNode);
178 |
179 | while (stack.length !== 0) {
180 | // remove the first child in the stack
181 | const currentNode: any = stack.splice(-1, 1)[0];
182 | const retVal = f(currentNode);
183 | if (retVal) return [currentNode, parentMap];
184 |
185 | const currentChildren = currentNode.children;
186 | // add any children in the node at the top of the stack
187 | if (currentChildren !== null) {
188 | for (let index = 0; index < currentChildren.length; index++) {
189 | const child = currentChildren[index];
190 | stack.push(child);
191 | if (!(parentMap.has(child))) {
192 | parentMap.set(child, currentNode);
193 | }
194 | }
195 | }
196 | }
197 | return [null, null];
198 | }
199 |
--------------------------------------------------------------------------------
/src/helper/quaternion.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2022 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | import {Nullable, Quaternion, Angle, Vector3, Plane} from "@babylonjs/core";
18 | import {rangeCap} from "./utils";
19 | import {Basis, quaternionBetweenBases} from "./basis";
20 | import {vectorToNormalizedLandmark} from "./landmark";
21 | import {
22 | FilterParams,
23 | GaussianVectorFilter,
24 | KalmanVectorFilter,
25 | } from "./filter";
26 |
27 | export class CloneableQuaternionLite {
28 | public x: number = 0;
29 | public y: number = 0;
30 | public z: number = 0;
31 | public w: number = 1;
32 |
33 | constructor(
34 | q: Nullable,
35 | ) {
36 | if (q) {
37 | this.x = q.x;
38 | this.y = q.y;
39 | this.z = q.z;
40 | this.w = q.w;
41 | }
42 | }
43 | }
44 |
45 | export class CloneableQuaternion extends CloneableQuaternionLite {
46 | private readonly _baseBasis: Basis;
47 | get baseBasis(): Basis {
48 | return this._baseBasis;
49 | }
50 |
51 | constructor(
52 | q: Nullable,
53 | basis?: Basis
54 | ) {
55 | super(q);
56 | this._baseBasis = basis ? basis : new Basis(null);
57 | }
58 |
59 | public set(q: Quaternion) {
60 | this.x = q.x;
61 | this.y = q.y;
62 | this.z = q.z;
63 | this.w = q.w;
64 | }
65 |
66 | public rotateBasis(q: Quaternion): Basis {
67 | return this._baseBasis.rotateByQuaternion(q);
68 | }
69 | }
70 |
71 | export interface CloneableQuaternionMap {
72 | [key: string]: CloneableQuaternion
73 | }
74 |
75 | export type CloneableQuaternionList = CloneableQuaternion[];
76 | export const cloneableQuaternionToQuaternion = (q: CloneableQuaternionLite): Quaternion => {
77 | const ret = new Quaternion(q.x, q.y, q.z, q.w);
78 | return ret;
79 | };
80 |
81 | export class FilteredQuaternion {
82 | private mainFilter: KalmanVectorFilter;
83 | private readonly gaussianVectorFilter: Nullable = null;
84 |
85 | private _t = 0;
86 | get t(): number {
87 | return this._t;
88 | }
89 | set t(value: number) {
90 | this._t = value;
91 | }
92 |
93 | private _rot = Quaternion.Identity();
94 | get rot(): Quaternion {
95 | return this._rot;
96 | }
97 |
98 | constructor(
99 | params: FilterParams = {
100 | R: 1,
101 | Q: 1,
102 | type: 'Kalman'
103 | }
104 | ) {
105 | if (params.type === "Kalman")
106 | this.mainFilter = new KalmanVectorFilter(params.R, params.Q);
107 | else
108 | throw Error("Wrong filter type!");
109 | if (params.gaussianSigma)
110 | this.gaussianVectorFilter = new GaussianVectorFilter(5, params.gaussianSigma);
111 | }
112 |
113 | public updateRotation(rot: Quaternion) {
114 | this.t += 1;
115 | let angles = rot.toEulerAngles();
116 | angles = this.mainFilter.next(this.t, angles);
117 |
118 | if (this.gaussianVectorFilter) {
119 | this.gaussianVectorFilter.push(angles);
120 | angles = this.gaussianVectorFilter.apply();
121 | }
122 |
123 | this._rot = Quaternion.FromEulerVector(angles);
124 | }
125 | }
126 |
127 | export type FilteredQuaternionList = FilteredQuaternion[];
128 |
129 |
130 | export enum AXIS {
131 | x,
132 | y,
133 | z,
134 | xy,
135 | yz,
136 | xz,
137 | xyz,
138 | none = 10
139 | }
140 |
141 | // Convenience functions
142 | export const RadToDeg = (r: number) => {
143 | return Angle.FromRadians(r).degrees();
144 | }
145 | export const DegToRad = (d: number) => {
146 | return Angle.FromDegrees(d).radians();
147 | }
148 |
149 | /**
150 | * Check a quaternion is valid
151 | * @param q Input quaternion
152 | */
153 | export function checkQuaternion(q: Quaternion) {
154 | return Number.isFinite(q.x) && Number.isFinite(q.y) && Number.isFinite(q.z) && Number.isFinite(q.w);
155 | }
156 |
157 | // Similar to three.js Quaternion.setFromUnitVectors
158 | export const quaternionBetweenVectors = (
159 | v1: Vector3, v2: Vector3,
160 | ): Quaternion => {
161 | const angle = Vector3.GetAngleBetweenVectors(v1, v2, Vector3.Cross(v1, v2))
162 | const axis = Vector3.Cross(v1, v2);
163 | axis.normalize();
164 | return Quaternion.RotationAxis(axis, angle);
165 | };
166 | /**
167 | * Same as above, Euler angle version
168 | * @param v1 Input rotation in degrees 1
169 | * @param v2 Input rotation in degrees 2
170 | * @param remapDegree Whether re-map degrees
171 | */
172 | export const degreeBetweenVectors = (
173 | v1: Vector3, v2: Vector3, remapDegree = false
174 | ) => {
175 | return quaternionToDegrees(quaternionBetweenVectors(v1, v2), remapDegree);
176 | };
177 | /**
178 | * Re-map degrees to -180 to 180
179 | * @param deg Input angle in Degrees
180 | */
181 | export const remapDegreeWithCap = (deg: number) => {
182 | deg = rangeCap(deg, 0, 360);
183 | return deg < 180 ? deg : deg - 360;
184 | }
185 | /**
186 | * Convert quaternions to degrees
187 | * @param q Input quaternion
188 | * @param remapDegree whether re-map degrees
189 | */
190 | export const quaternionToDegrees = (
191 | q: Quaternion,
192 | remapDegree = false,
193 | ) => {
194 | const angles = q.toEulerAngles();
195 | const remapFn = remapDegree ? remapDegreeWithCap : (x: number) => x;
196 | return new Vector3(
197 | remapFn(RadToDeg(angles.x)),
198 | remapFn(RadToDeg(angles.y)),
199 | remapFn(RadToDeg(angles.z)),
200 | );
201 | };
202 |
203 | /**
204 | * Check whether two directions are close enough within a small values
205 | * @param v1 Input direction 1
206 | * @param v2 Input direction 2
207 | * @param eps Error threshold
208 | */
209 | export function vectorsSameDirWithinEps(v1: Vector3, v2: Vector3, eps = 1e-6) {
210 | return v1.cross(v2).length() < eps && Vector3.Dot(v1, v2) > 0;
211 | }
212 |
213 | /**
214 | * Test whether two quaternions have equal effects
215 | * @param q1 Input quaternion 1
216 | * @param q2 Input quaternion 2
217 | */
218 | export function testQuaternionEqualsByVector(q1: Quaternion, q2: Quaternion) {
219 | const testVec = Vector3.One();
220 | const testVec1 = Vector3.Zero();
221 | const testVec2 = Vector3.One();
222 | testVec.rotateByQuaternionToRef(q1, testVec1);
223 | testVec.rotateByQuaternionToRef(q2, testVec2);
224 | return vectorsSameDirWithinEps(testVec1, testVec2);
225 | }
226 |
227 | /**
228 | * Same as above, Euler angle version
229 | * @param d1 Input degrees 1
230 | * @param d2 Input degrees 2
231 | */
232 | export function degreesEqualInQuaternion(
233 | d1: Vector3, d2: Vector3
234 | ) {
235 | const q1 = Quaternion.FromEulerAngles(DegToRad(d1.x), DegToRad(d1.y), DegToRad(d1.z));
236 | const q2 = Quaternion.FromEulerAngles(DegToRad(d2.x), DegToRad(d2.y), DegToRad(d2.z));
237 | return testQuaternionEqualsByVector(q1, q2);
238 | }
239 |
240 | /**
241 | * Reverse rotation Euler angles on given axes
242 | * @param q Input quaternion
243 | * @param axis Axes to reverse
244 | */
245 | export const reverseRotation = (q: Quaternion, axis: AXIS) => {
246 | if (axis === AXIS.none) return q;
247 | const angles = q.toEulerAngles();
248 | switch (axis) {
249 | case AXIS.x:
250 | angles.x = -angles.x;
251 | break;
252 | case AXIS.y:
253 | angles.y = -angles.y;
254 | break;
255 | case AXIS.z:
256 | angles.z = -angles.z;
257 | break;
258 | case AXIS.xy:
259 | angles.x = -angles.x;
260 | angles.y = -angles.y;
261 | break;
262 | case AXIS.yz:
263 | angles.y = -angles.y;
264 | angles.z = -angles.z;
265 | break;
266 | case AXIS.xz:
267 | angles.x = -angles.x;
268 | angles.z = -angles.z;
269 | break;
270 | case AXIS.xyz:
271 | angles.x = -angles.x;
272 | angles.y = -angles.y;
273 | angles.z = -angles.z;
274 | break;
275 | default:
276 | throw Error("Unknown axis!");
277 | }
278 | return Quaternion.RotationYawPitchRoll(angles.y, angles.x, angles.z);
279 | }
280 | /**
281 | * Remove rotation on given axes.
282 | * Optionally capping rotation (in Euler angles) on two axes.
283 | * This operation assumes re-mapped degrees.
284 | * @param q Input quaternion
285 | * @param axis Axes to remove
286 | * @param capAxis1 Capping axis 1
287 | * @param capLow1 Axis 1 lower range
288 | * @param capHigh1 Axis 1 higher range
289 | * @param capAxis2 Capping axis 2
290 | * @param capLow2 Axis 2 lower range
291 | * @param capHigh2 Axis 2 higher range
292 | */
293 | export const removeRotationAxisWithCap = (
294 | q: Quaternion,
295 | axis: AXIS,
296 | capAxis1?: AXIS,
297 | capLow1?: number,
298 | capHigh1?: number,
299 | capAxis2?: AXIS,
300 | capLow2?: number,
301 | capHigh2?: number,
302 | ) => {
303 | const angles = quaternionToDegrees(q, true);
304 | switch (axis) {
305 | case AXIS.none:
306 | break;
307 | case AXIS.x:
308 | angles.x = 0;
309 | break;
310 | case AXIS.y:
311 | angles.y = 0;
312 | break;
313 | case AXIS.z:
314 | angles.z = 0;
315 | break;
316 | case AXIS.xy:
317 | angles.x = 0;
318 | angles.y = 0;
319 | break;
320 | case AXIS.yz:
321 | angles.y = 0;
322 | angles.z = 0;
323 | break;
324 | case AXIS.xz:
325 | angles.x = 0;
326 | angles.z = 0;
327 | break;
328 | case AXIS.xyz:
329 | angles.x = 0;
330 | angles.y = 0;
331 | angles.z = 0;
332 | break;
333 | default:
334 | throw Error("Unknown axis!");
335 | }
336 | if (capAxis1 !== undefined && capLow1 !== undefined && capHigh1 !== undefined) {
337 | switch (capAxis1 as AXIS) {
338 | case AXIS.x:
339 | angles.x = rangeCap(angles.x, capLow1, capHigh1);
340 | break;
341 | case AXIS.y:
342 | angles.y = rangeCap(angles.y, capLow1, capHigh1);
343 | break;
344 | case AXIS.z:
345 | angles.z = rangeCap(angles.z, capLow1, capHigh1);
346 | break;
347 | default:
348 | throw Error("Unknown cap axis!");
349 | }
350 | }
351 | if (capAxis2 !== undefined && capLow2 !== undefined && capHigh2 !== undefined) {
352 | switch (capAxis2 as AXIS) {
353 | case AXIS.x:
354 | angles.x = rangeCap(angles.x, capLow2, capHigh2);
355 | break;
356 | case AXIS.y:
357 | angles.y = rangeCap(angles.y, capLow2, capHigh2);
358 | break;
359 | case AXIS.z:
360 | angles.z = rangeCap(angles.z, capLow2, capHigh2);
361 | break;
362 | default:
363 | throw Error("Unknown cap axis!");
364 | }
365 | }
366 | return Quaternion.RotationYawPitchRoll(
367 | DegToRad(angles.y),
368 | DegToRad(angles.x),
369 | DegToRad(angles.z));
370 | }
371 | /**
372 | * Switch rotation axes.
373 | * @param q Input quaternion
374 | * @param axis1 Axis 1 to switch
375 | * @param axis2 Axis 2 to switch
376 | */
377 | export const exchangeRotationAxis = (
378 | q: Quaternion,
379 | axis1: AXIS,
380 | axis2: AXIS,
381 | ) => {
382 | const angles: number[] = [];
383 | q.toEulerAngles().toArray(angles);
384 | const angle1 = angles[axis1];
385 | const angle2 = angles[axis2];
386 | const temp = angle1;
387 | angles[axis1] = angle2;
388 | angles[axis2] = temp;
389 | return Quaternion.FromEulerAngles(
390 | angles[0],
391 | angles[1],
392 | angles[2]);
393 | }
394 |
395 | export function printQuaternion(q: Quaternion, s?: string) {
396 | console.log(s, vectorToNormalizedLandmark(quaternionToDegrees(q, true)));
397 | }
398 |
399 |
400 | /**
401 | * Result is in Radian on unit sphere (r = 1).
402 | * Canonical ISO 80000-2:2019 convention.
403 | * @param pos Euclidean local position
404 | * @param basis Local coordinate system basis
405 | */
406 | export function calcSphericalCoord(
407 | pos: Vector3, basis: Basis,
408 | ) {
409 | const qToOriginal = Quaternion.Inverse(Quaternion.RotationQuaternionFromAxis(
410 | basis.x.clone(), basis.y.clone(), basis.z.clone())).normalize();
411 | const posInOriginal = Vector3.Zero();
412 | pos.rotateByQuaternionToRef(qToOriginal, posInOriginal);
413 | posInOriginal.normalize();
414 |
415 | // Calculate theta and phi
416 | const x = posInOriginal.x;
417 | const y = posInOriginal.y;
418 | const z = posInOriginal.z;
419 |
420 | const theta = Math.acos(z);
421 | const phi = Math.atan2(y, x);
422 |
423 | return [theta, phi];
424 | }
425 |
426 | /**
427 | * Assuming rotation starts from (1, 0, 0) in local coordinate system.
428 | * @param basis Local coordinate system basis
429 | * @param theta Polar angle
430 | * @param phi Azimuthal angle
431 | * @param prevQuaternion Parent quaternion to the local system
432 | */
433 | export function sphericalToQuaternion(
434 | basis: Basis, theta: number, phi: number,
435 | prevQuaternion: Quaternion) {
436 | const xTz = Quaternion.RotationAxis(basis.y.clone(), -Math.PI / 2);
437 | const xTzBasis = basis.rotateByQuaternion(xTz);
438 | const q1 = Quaternion.RotationAxis(xTzBasis.x.clone(), phi);
439 | const q1Basis = xTzBasis.rotateByQuaternion(q1);
440 | const q2 = Quaternion.RotationAxis(q1Basis.y.clone(), theta);
441 | const q2Basis = q1Basis.rotateByQuaternion(q2);
442 |
443 | // Force result to face front
444 | const planeXZ = Plane.FromPositionAndNormal(Vector3.Zero(), basis.y.clone());
445 | // const intermBasis = basis.rotateByQuaternion(xTz.multiply(q1).multiplyInPlace(q2));
446 | const intermBasis = q2Basis;
447 | const newBasisZ = Vector3.Cross(intermBasis.x.clone(), planeXZ.normal);
448 | const newBasisY = Vector3.Cross(newBasisZ, intermBasis.x.clone());
449 | const newBasis = new Basis([intermBasis.x, newBasisY, newBasisZ]);
450 |
451 | return quaternionBetweenBases(basis, newBasis, prevQuaternion);
452 | }
453 |
454 | // Scale rotation angles in place
455 | export function scaleRotation(quaternion: Quaternion, scale: number) {
456 | const angles = quaternion.toEulerAngles();
457 | angles.scaleInPlace(scale);
458 | return Quaternion.FromEulerVector(angles);
459 | }
460 |
--------------------------------------------------------------------------------
/src/helper/test.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2022 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | import {Basis, getBasis, quaternionBetweenBases, Vector33} from "./basis";
18 | import {Quaternion, Vector3} from "@babylonjs/core";
19 | import {
20 | calcSphericalCoord,
21 | degreesEqualInQuaternion,
22 | DegToRad,
23 | quaternionBetweenVectors,
24 | quaternionToDegrees, RadToDeg, sphericalToQuaternion, vectorsSameDirWithinEps
25 | } from "./quaternion";
26 | import {vectorToNormalizedLandmark} from "./landmark";
27 |
28 | export function test_quaternionBetweenBases3() {
29 | console.log("Testing quaternionBetweenBases3");
30 |
31 | const remap = false;
32 | const basis0: Basis = new Basis(null);
33 |
34 | // X 90
35 | const deg10 = new Vector3(90, 0, 0);
36 | const basis1 = basis0.rotateByQuaternion(Quaternion.FromEulerAngles(DegToRad(deg10.x), DegToRad(deg10.y), DegToRad(deg10.z)));
37 | basis1.verifyBasis();
38 | const degrees1 = quaternionToDegrees(quaternionBetweenBases(basis0, basis1), remap);
39 | console.log(vectorToNormalizedLandmark(degrees1), degreesEqualInQuaternion(deg10, degrees1));
40 |
41 | // Y 225
42 | const deg20 = new Vector3(0, 225, 0);
43 | const basis2 = basis0.rotateByQuaternion(
44 | Quaternion.FromEulerAngles(DegToRad(deg20.x), DegToRad(deg20.y), DegToRad(deg20.z)));
45 | basis2.verifyBasis();
46 | const degrees2 = quaternionToDegrees(quaternionBetweenBases(basis0, basis2), remap);
47 | console.log(vectorToNormalizedLandmark(degrees2), degreesEqualInQuaternion(deg20, degrees2));
48 |
49 | // Z 135
50 | const deg30 = new Vector3(0, 0, 135);
51 | const basis3 = basis0.rotateByQuaternion(
52 | Quaternion.FromEulerAngles(DegToRad(deg30.x), DegToRad(deg30.y), DegToRad(deg30.z)));
53 | basis3.verifyBasis();
54 | const degrees3 = quaternionToDegrees(quaternionBetweenBases(basis0, basis3), remap);
55 | console.log(vectorToNormalizedLandmark(degrees3), degreesEqualInQuaternion(deg30, degrees3));
56 |
57 | // X Y 135
58 | const deg40 = new Vector3(135, 135, 0);
59 | const basis4 = basis0.rotateByQuaternion(
60 | Quaternion.FromEulerAngles(DegToRad(deg40.x), DegToRad(deg40.y), DegToRad(deg40.z)));
61 | basis4.verifyBasis();
62 | const degrees4 = quaternionToDegrees(quaternionBetweenBases(basis0, basis4), remap);
63 | console.log(vectorToNormalizedLandmark(degrees4), degreesEqualInQuaternion(deg40, degrees4));
64 |
65 | // X Z 90
66 | const deg50 = new Vector3(90, 0, 90);
67 | const basis5 = basis0.rotateByQuaternion(
68 | Quaternion.FromEulerAngles(DegToRad(deg50.x), DegToRad(deg50.y), DegToRad(deg50.z)));
69 | basis5.verifyBasis();
70 | const degrees5 = quaternionToDegrees(quaternionBetweenBases(basis0, basis5), remap);
71 | console.log(vectorToNormalizedLandmark(degrees5), degreesEqualInQuaternion(deg50, degrees5));
72 |
73 | // Y Z 225
74 | const deg60 = new Vector3(0, 225, 225);
75 | const basis6 = basis0.rotateByQuaternion(
76 | Quaternion.FromEulerAngles(DegToRad(deg60.x), DegToRad(deg60.y), DegToRad(deg60.z)));
77 | basis6.verifyBasis();
78 | const degrees6 = quaternionToDegrees(quaternionBetweenBases(basis0, basis6), remap);
79 | console.log(vectorToNormalizedLandmark(degrees6), degreesEqualInQuaternion(deg60, degrees6));
80 |
81 | // X Y Z 135
82 | const deg70 = new Vector3(135, 135, 135);
83 | const basis7 = basis0.rotateByQuaternion(
84 | Quaternion.FromEulerAngles(DegToRad(deg70.x), DegToRad(deg70.y), DegToRad(deg70.z)));
85 | basis7.verifyBasis();
86 | const degrees7 = quaternionToDegrees(quaternionBetweenBases(basis0, basis7), remap);
87 | console.log(vectorToNormalizedLandmark(degrees7), degreesEqualInQuaternion(deg70, degrees7));
88 | }
89 |
90 | export function test_getBasis() {
91 | console.log("Testing getBasis");
92 |
93 | const axes0: Vector33 = [
94 | new Vector3(0, 0, 0),
95 | new Vector3(2, 0, 0),
96 | new Vector3(1, 1, 0)
97 | ];
98 | const axes = getBasis(axes0);
99 | console.log(vectorToNormalizedLandmark(axes.x));
100 | console.log(vectorToNormalizedLandmark(axes.y));
101 | console.log(vectorToNormalizedLandmark(axes.z));
102 | }
103 |
104 | export function test_quaternionBetweenVectors() {
105 | console.log("Testing quaternionBetweenVectors");
106 |
107 | const remap = true;
108 | const vec0 = Vector3.One();
109 |
110 | // X 90
111 | const vec1 = Vector3.Zero();
112 | const deg10 = new Vector3(90, 0, 0);
113 | vec0.rotateByQuaternionToRef(Quaternion.FromEulerAngles(
114 | DegToRad(deg10.x), DegToRad(deg10.y), DegToRad(deg10.z),
115 | ), vec1);
116 | const deg11 = quaternionToDegrees(quaternionBetweenVectors(vec0, vec1), remap);
117 | console.log(vectorToNormalizedLandmark(deg11), degreesEqualInQuaternion(deg10, deg11));
118 |
119 | // Y 225
120 | const vec2 = Vector3.Zero();
121 | const deg20 = new Vector3(0, 225, 0);
122 | vec0.rotateByQuaternionToRef(Quaternion.FromEulerAngles(
123 | DegToRad(deg20.x), DegToRad(deg20.y), DegToRad(deg20.z),
124 | ), vec2);
125 | const deg21 = quaternionToDegrees(quaternionBetweenVectors(vec0, vec2), remap);
126 | console.log(vectorToNormalizedLandmark(deg21), degreesEqualInQuaternion(deg20, deg21));
127 |
128 | // Z 135
129 | const vec3 = Vector3.Zero();
130 | const deg30 = new Vector3(0, 0, 135);
131 | vec0.rotateByQuaternionToRef(Quaternion.FromEulerAngles(
132 | DegToRad(deg30.x), DegToRad(deg30.y), DegToRad(deg30.z),
133 | ), vec3);
134 | const deg31 = quaternionToDegrees(quaternionBetweenVectors(vec0, vec3), remap);
135 | console.log(vectorToNormalizedLandmark(deg31), degreesEqualInQuaternion(deg30, deg31));
136 |
137 | // X Y 90
138 | const vec4 = Vector3.Zero();
139 | const deg40 = new Vector3(90, 90, 0);
140 | vec0.rotateByQuaternionToRef(Quaternion.FromEulerAngles(
141 | DegToRad(deg40.x), DegToRad(deg40.y), DegToRad(deg40.z),
142 | ), vec4);
143 | const deg41 = quaternionToDegrees(quaternionBetweenVectors(vec0, vec4), remap);
144 | console.log(vectorToNormalizedLandmark(deg41), degreesEqualInQuaternion(deg40, deg41));
145 |
146 | // X Z 135
147 | const vec5 = Vector3.Zero();
148 | const deg50 = new Vector3(135, 0, 135);
149 | vec0.rotateByQuaternionToRef(Quaternion.FromEulerAngles(
150 | DegToRad(deg50.x), DegToRad(deg50.y), DegToRad(deg50.z),
151 | ), vec5);
152 | const deg51 = quaternionToDegrees(quaternionBetweenVectors(vec0, vec5), remap);
153 | console.log(vectorToNormalizedLandmark(deg51), degreesEqualInQuaternion(deg50, deg51));
154 |
155 | // Y Z 45
156 | const vec6 = Vector3.Zero();
157 | const deg60 = new Vector3(0, 45, 45);
158 | vec0.rotateByQuaternionToRef(Quaternion.FromEulerAngles(
159 | DegToRad(deg60.x), DegToRad(deg60.y), DegToRad(deg60.z),
160 | ), vec6);
161 | const deg61 = quaternionToDegrees(quaternionBetweenVectors(vec0, vec6), remap);
162 | console.log(vectorToNormalizedLandmark(deg61), degreesEqualInQuaternion(deg60, deg61));
163 |
164 | // X Y Z 135
165 | const vec7 = Vector3.Zero();
166 | const deg70 = new Vector3(135, 135, 135);
167 | vec0.rotateByQuaternionToRef(Quaternion.FromEulerAngles(
168 | DegToRad(deg70.x), DegToRad(deg70.y), DegToRad(deg70.z),
169 | ), vec7);
170 | const deg71 = quaternionToDegrees(quaternionBetweenVectors(vec0, vec7), remap);
171 | console.log(vectorToNormalizedLandmark(deg71), degreesEqualInQuaternion(deg70, deg71));
172 | }
173 |
174 | export function test_calcSphericalCoord(rotationVector = Vector3.Zero()) {
175 | // TODO sphericalToQuaternion is using wrong basis
176 | console.log("Testing calcSphericalCoord");
177 |
178 | const vec0 = new Vector3(1, 1, 1);
179 | const basisOriginal = new Basis(null);
180 | const parentQuaternion = Quaternion.FromEulerVector(rotationVector);
181 | const basis0 = basisOriginal.rotateByQuaternion(parentQuaternion);
182 |
183 | // X 90
184 | const deg10 = new Vector3(90, 0, 0);
185 | const q11 = Quaternion.FromEulerAngles(
186 | DegToRad(deg10.x), DegToRad(deg10.y), DegToRad(deg10.z),
187 | );
188 | const vec10 = Vector3.Zero();
189 | vec0.rotateByQuaternionToRef(q11, vec10);
190 | const [rady1, radz1] = calcSphericalCoord(vec10, basis0);
191 | const vec11 = Vector3.Zero();
192 | const q12 = sphericalToQuaternion(basis0, rady1, radz1, parentQuaternion);
193 | basis0.x.rotateByQuaternionToRef(q12, vec11);
194 | console.log(RadToDeg(rady1), RadToDeg(radz1), vectorsSameDirWithinEps(vec10, vec11));
195 |
196 | // Y 225
197 | const deg20 = new Vector3(0, 225, 0);
198 | const q21 = Quaternion.FromEulerAngles(
199 | DegToRad(deg20.x), DegToRad(deg20.y), DegToRad(deg20.z),
200 | );
201 | const vec20 = Vector3.Zero();
202 | vec0.rotateByQuaternionToRef(q21, vec20);
203 | const [rady2, radz2] = calcSphericalCoord(vec20, basis0);
204 | const vec21 = Vector3.Zero();
205 | const q22 = sphericalToQuaternion(basis0, rady2, radz2, parentQuaternion);
206 | basis0.x.rotateByQuaternionToRef(q22, vec21);
207 | console.log(RadToDeg(rady2), RadToDeg(radz2), vectorsSameDirWithinEps(vec20, vec21));
208 |
209 | // Z 135
210 | const deg30 = new Vector3(0, 0, 135);
211 | const q31 = Quaternion.FromEulerAngles(
212 | DegToRad(deg30.x), DegToRad(deg30.y), DegToRad(deg30.z),
213 | );
214 | const vec30 = Vector3.Zero();
215 | vec0.rotateByQuaternionToRef(q31, vec30);
216 | const [rady3, radz3] = calcSphericalCoord(vec30, basis0);
217 | const vec31 = Vector3.Zero();
218 | const q32 = sphericalToQuaternion(basis0, rady3, radz3, parentQuaternion);
219 | basis0.x.rotateByQuaternionToRef(q32, vec31);
220 | console.log(RadToDeg(rady3), RadToDeg(radz3), vectorsSameDirWithinEps(vec30, vec31));
221 |
222 | // X Y 90
223 | const deg40 = new Vector3(90, 90, 0);
224 | const q41 = Quaternion.FromEulerAngles(
225 | DegToRad(deg40.x), DegToRad(deg40.y), DegToRad(deg40.z),
226 | );
227 | const vec40 = Vector3.Zero();
228 | vec0.rotateByQuaternionToRef(q41, vec40);
229 | const [rady4, radz4] = calcSphericalCoord(vec40, basis0);
230 | const vec41 = Vector3.Zero();
231 | const q42 = sphericalToQuaternion(basis0, rady4, radz4, parentQuaternion);
232 | basis0.x.rotateByQuaternionToRef(q42, vec41);
233 | console.log(RadToDeg(rady4), RadToDeg(radz4), vectorsSameDirWithinEps(vec40, vec41));
234 |
235 | // X Z 135
236 | const deg50 = new Vector3(135, 0, 135);
237 | const q51 = Quaternion.FromEulerAngles(
238 | DegToRad(deg50.x), DegToRad(deg50.y), DegToRad(deg50.z),
239 | );
240 | const vec50 = Vector3.Zero();
241 | vec0.rotateByQuaternionToRef(q51, vec50);
242 | const [rady5, radz5] = calcSphericalCoord(vec50, basis0);
243 | const vec51 = Vector3.Zero();
244 | const q52 = sphericalToQuaternion(basis0, rady5, radz5, parentQuaternion);
245 | basis0.x.rotateByQuaternionToRef(q52, vec51);
246 | console.log(RadToDeg(rady5), RadToDeg(radz5), vectorsSameDirWithinEps(vec50, vec51));
247 |
248 | // Y Z 45
249 | const deg60 = new Vector3(0, 45, 45);
250 | const q61 = Quaternion.FromEulerAngles(
251 | DegToRad(deg60.x), DegToRad(deg60.y), DegToRad(deg60.z),
252 | );
253 | const vec60 = Vector3.Zero();
254 | vec0.rotateByQuaternionToRef(q61, vec60);
255 | const [rady6, radz6] = calcSphericalCoord(vec60, basis0);
256 | const vec61 = Vector3.Zero();
257 | const q62 = sphericalToQuaternion(basis0, rady6, radz6, parentQuaternion);
258 | basis0.x.rotateByQuaternionToRef(q62, vec61);
259 | console.log(RadToDeg(rady6), RadToDeg(radz6), vectorsSameDirWithinEps(vec60, vec61));
260 |
261 | // X Y Z 135
262 | const deg70 = new Vector3(135, 135, 135);
263 | const q71 = Quaternion.FromEulerAngles(
264 | DegToRad(deg70.x), DegToRad(deg70.y), DegToRad(deg70.z),
265 | );
266 | const vec70 = Vector3.Zero();
267 | vec0.rotateByQuaternionToRef(q71, vec70);
268 | const [rady7, radz7] = calcSphericalCoord(vec70, basis0);
269 | const vec71 = Vector3.Zero();
270 | const q72 = sphericalToQuaternion(basis0, rady7, radz7, parentQuaternion);
271 | basis0.x.rotateByQuaternionToRef(q72, vec71);
272 | console.log(RadToDeg(rady7), RadToDeg(radz7), vectorsSameDirWithinEps(vec70, vec71));
273 | }
274 |
--------------------------------------------------------------------------------
/src/helper/utils.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2021 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | import {Plane, Vector3, Curve3, ILoadingScreen} from "@babylonjs/core";
18 |
19 | export function initArray(length: number, initializer: (i: number) => T) {
20 | let arr = new Array(length);
21 | for (let i = 0; i < length; i++)
22 | arr[i] = initializer(i);
23 | return arr;
24 | }
25 |
26 | export function range(start: number, end: number, step: number) {
27 | return Array.from(
28 | {length: Math.ceil((end - start) / step)},
29 | (_, i) => start + i * step
30 | );
31 | }
32 |
33 | export function linspace(start: number, end: number, div: number) {
34 | const step = (end - start) / div;
35 | return Array.from(
36 | {length: div},
37 | (_, i) => start + i * step
38 | );
39 | }
40 |
41 | export function objectFlip(obj: any) {
42 | const ret: any = {};
43 | Object.keys(obj).forEach((key: any) => {
44 | ret[obj[key]] = key;
45 | });
46 | return ret;
47 | }
48 |
49 | export const rangeCap = (
50 | v: number,
51 | min: number,
52 | max: number
53 | ) => {
54 | if (min > max) {
55 | const tmp = max;
56 | max = min;
57 | min = tmp;
58 | }
59 | return Math.max(Math.min(v, max), min);
60 | }
61 | export const remapRange = (
62 | v: number,
63 | src_low: number,
64 | src_high: number,
65 | dst_low: number,
66 | dst_high: number
67 | ) => {
68 | return dst_low + (v - src_low) * (dst_high - dst_low) / (src_high - src_low);
69 | };
70 | export const remapRangeWithCap = (
71 | v: number,
72 | src_low: number,
73 | src_high: number,
74 | dst_low: number,
75 | dst_high: number
76 | ) => {
77 | const v1 = rangeCap(v, src_low, src_high);
78 | return dst_low + (v1 - src_low) * (dst_high - dst_low) / (src_high - src_low);
79 | };
80 | export const remapRangeNoCap = (
81 | v: number,
82 | src_low: number,
83 | src_high: number,
84 | dst_low: number,
85 | dst_high: number
86 | ) => {
87 | return dst_low + (v - src_low) * (dst_high - dst_low) / (src_high - src_low);
88 | };
89 | export function validVector3(v: Vector3) {
90 | return Number.isFinite(v.x) && Number.isFinite(v.y) && Number.isFinite(v.z);
91 | }
92 |
93 | export type KeysMatching = { [K in keyof T]-?: T[K] extends V ? K : never }[keyof T];
94 |
95 | // type MethodKeysOfA = KeysMatching;
96 |
97 | export type IfEquals =
98 | (() => T extends X ? 1 : 2) extends (() => T extends Y ? 1 : 2) ? A : B;
99 | export type ReadonlyKeys = {
100 | [P in keyof T]-?: IfEquals<{ [Q in P]: T[P] }, { -readonly [Q in P]: T[P] }, never, P>
101 | }[keyof T];
102 |
103 | // type ReadonlyKeysOfA = ReadonlyKeys;
104 |
105 | export function setEqual(as: Set, bs: Set) {
106 | if (as.size !== bs.size) return false;
107 | for (const a of as) if (!bs.has(a)) return false;
108 | return true;
109 | }
110 |
111 | export function projectVectorOnPlane(projPlane: Plane, vec: Vector3) {
112 | return vec.subtract(projPlane.normal.scale(Vector3.Dot(vec, projPlane.normal)));
113 | }
114 |
115 | export function round(value: number, precision: number) {
116 | const multiplier = Math.pow(10, precision || 0);
117 | return Math.round(value * multiplier) / multiplier;
118 | }
119 |
120 | /**
121 | * Simple fixed length FIFO queue.
122 | */
123 | export class fixedLengthQueue {
124 | private _values: T[] = [];
125 | get values(): T[] {
126 | return this._values;
127 | }
128 |
129 | constructor(public readonly size: number) {
130 | }
131 |
132 | public push(v: T) {
133 | this.values.push(v);
134 |
135 | if (this.values.length === this.size + 1) {
136 | this.values.shift();
137 | } else if (this.values.length > this.size + 1) {
138 | console.warn(`Internal queue has length longer than size ${this.size}: Got length ${this.values.length}`);
139 | this._values = this.values.slice(-this.size);
140 | }
141 | }
142 |
143 | public concat(arr: T[]) {
144 | this._values = this.values.concat(arr);
145 |
146 | if (this.values.length > this.size) {
147 | this._values = this.values.slice(-this.size);
148 | }
149 | }
150 |
151 | public pop() {
152 | return this.values.shift();
153 | }
154 |
155 | public first() {
156 | if (this._values.length > 0)
157 | return this.values[0];
158 | else
159 | return null;
160 | }
161 |
162 | public last() {
163 | if (this._values.length > 0)
164 | return this._values[this._values.length - 1];
165 | else
166 | return null;
167 | }
168 |
169 | public reset() {
170 | this.values.length = 0;
171 | }
172 |
173 | public length() {
174 | return this.values.length;
175 | }
176 | }
177 |
178 | export function findPoint(curve: Curve3, x: number, eps = 0.001) {
179 | const pts = curve.getPoints();
180 | if (x > pts[0].x) return pts[0].y;
181 | else if (x < pts[pts.length - 1].x) return pts[pts.length - 1].y;
182 | for (let i = 0; i < pts.length; ++i) {
183 | if (Math.abs(x - pts[i].x) < eps) return pts[i].y;
184 | }
185 | return 0;
186 | }
187 |
188 | export const LR = ["left", "right"];
189 |
190 | export class CustomLoadingScreen implements ILoadingScreen {
191 | //optional, but needed due to interface definitions
192 | public loadingUIBackgroundColor: string = '';
193 | public loadingUIText: string = '';
194 |
195 | constructor(
196 | private readonly renderingCanvas: HTMLCanvasElement,
197 | private loadingDiv: HTMLDivElement
198 | ) {}
199 |
200 | public displayLoadingUI() {
201 | if (!this.loadingDiv) return;
202 | if (this.loadingDiv.style.display === 'none') {
203 | // Do not add a loading screen if there is already one
204 | this.loadingDiv.style.display = "initial";
205 | }
206 |
207 | // this._resizeLoadingUI();
208 | // window.addEventListener("resize", this._resizeLoadingUI);
209 | }
210 |
211 | public hideLoadingUI() {
212 | if (this.loadingDiv)
213 | this.loadingDiv.style.display = "none";
214 | }
215 |
216 | // private _resizeLoadingUI = () => {
217 | // const canvasRect = this.renderingCanvas.getBoundingClientRect();
218 | // const canvasPositioning = window.getComputedStyle(this.renderingCanvas).position;
219 | //
220 | // if (!this._loadingDiv) {
221 | // return;
222 | // }
223 | //
224 | // this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
225 | // this._loadingDiv.style.left = canvasRect.left + "px";
226 | // this._loadingDiv.style.top = canvasRect.top + "px";
227 | // this._loadingDiv.style.width = canvasRect.width + "px";
228 | // this._loadingDiv.style.height = canvasRect.height + "px";
229 | // }
230 | }
231 |
232 | export function pointLineDistance(
233 | point: Vector3,
234 | lineEndA: Vector3, lineEndB: Vector3
235 | ) {
236 | const lineDir = lineEndB.subtract(lineEndA).normalize();
237 | const pProj = lineEndA.add(
238 | lineDir.scale(
239 | Vector3.Dot(point.subtract(lineEndA), lineDir)
240 | / Vector3.Dot(lineDir, lineDir)));
241 | return point.subtract(pProj).length();
242 | }
243 |
--------------------------------------------------------------------------------
/src/index.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2021 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | export * from "./v3d-web";
18 | export type {CloneableQuaternionMap} from "./helper/quaternion";
19 | export type {HolisticOptions} from "./mediapipe";
20 |
--------------------------------------------------------------------------------
/src/mediapipe.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2021 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | import * as Comlink from "comlink";
18 | import {
19 | ControlPanel,
20 | FPS,
21 | OptionMap,
22 | Slider,
23 | StaticText,
24 | Toggle
25 | } from "@mediapipe/control_utils";
26 | import {
27 | FACEMESH_FACE_OVAL,
28 | FACEMESH_LEFT_EYE, FACEMESH_LEFT_EYEBROW,
29 | FACEMESH_LEFT_IRIS, FACEMESH_LIPS,
30 | FACEMESH_RIGHT_EYE, FACEMESH_RIGHT_EYEBROW,
31 | FACEMESH_RIGHT_IRIS,
32 | HAND_CONNECTIONS,
33 | Holistic,
34 | NormalizedLandmark,
35 | NormalizedLandmarkList,
36 | Options, POSE_CONNECTIONS,
37 | POSE_LANDMARKS, POSE_LANDMARKS_LEFT, POSE_LANDMARKS_RIGHT,
38 | Results
39 | } from "@mediapipe/holistic";
40 | import {Data, drawConnectors, drawLandmarks, lerp} from "@mediapipe/drawing_utils";
41 | import {Poses} from "./worker/pose-processing";
42 | import {debugInfo, updateBuffer} from "./core";
43 | import {Vector3, Nullable} from "@babylonjs/core";
44 | import {VRMManager} from "v3d-core/dist/src/importer/babylon-vrm-loader/src";
45 |
46 | function removeElements(
47 | landmarks: NormalizedLandmarkList, elements: number[]) {
48 | for (const element of elements) {
49 | delete landmarks[element];
50 | }
51 | }
52 |
53 | function removeLandmarks(results: Results) {
54 | if (results.poseLandmarks) {
55 | removeElements(
56 | results.poseLandmarks,
57 | [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 15, 16, 17, 18, 19, 20, 21, 22]);
58 | }
59 | }
60 |
61 | function connect(
62 | ctx: CanvasRenderingContext2D,
63 | connectors:
64 | Array<[NormalizedLandmark, NormalizedLandmark]>):
65 | void {
66 | const canvas = ctx.canvas;
67 | for (const connector of connectors) {
68 | const from = connector[0];
69 | const to = connector[1];
70 | if (from && to) {
71 | if (from.visibility && to.visibility &&
72 | (from.visibility < 0.1 || to.visibility < 0.1)) {
73 | continue;
74 | }
75 | ctx.beginPath();
76 | ctx.moveTo(from.x * canvas.width, from.y * canvas.height);
77 | ctx.lineTo(to.x * canvas.width, to.y * canvas.height);
78 | ctx.stroke();
79 | }
80 | }
81 | }
82 |
83 | export interface HolisticOptions extends Options, OptionMap {
84 | cameraOn: boolean;
85 | useCpuInference: boolean; // This is actually official
86 | effect: string;
87 | }
88 |
89 | export const InitHolisticOptions: HolisticOptions = Object.freeze({
90 | selfieMode: true,
91 | modelComplexity: 1,
92 | useCpuInference: false,
93 | cameraOn: true,
94 | smoothLandmarks: true,
95 | enableSegmentation: false,
96 | smoothSegmentation: false,
97 | refineFaceLandmarks: true,
98 | minDetectionConfidence: 0.5,
99 | minTrackingConfidence: 0.55,
100 | effect: 'background',
101 | });
102 |
103 | export function onResults(
104 | results: Results,
105 | vrmManager: VRMManager,
106 | videoCanvasElement: Nullable | undefined,
107 | workerPose: Comlink.Remote,
108 | activeEffect: string,
109 | proxiedCallback: ((data: Uint8Array) => void) & Comlink.ProxyMarked,
110 | fpsControl: Nullable
111 | ): void {
112 |
113 | // notify loaded.
114 | document.body.classList.add('loaded');
115 |
116 | // @ts-ignore: delete camera input to prevent accidental paint
117 | delete results.image;
118 |
119 | // Worker process
120 | workerPose.process(
121 | (({segmentationMask, image, ...o}) => o)(results), // Remove canvas properties
122 | )
123 | .then(async (r) => {
124 | if (debugInfo) {
125 | const resultPoseLandmarks = await workerPose.cloneablePoseLandmarks;
126 | const resultFaceNormal = await workerPose.faceNormal;
127 | const resultFaceMeshIndexLandmarks = await workerPose.faceMeshLandmarkIndexList;
128 | const resultFaceMeshLandmarks = await workerPose.faceMeshLandmarkList;
129 | const resultLeftHandNormals = await workerPose.leftHandNormals;
130 | const resultRightHandNormals = await workerPose.rightHandNormals;
131 | const resultPoseNormals = await workerPose.poseNormals;
132 | debugInfo.updatePoseLandmarkSpheres(resultPoseLandmarks);
133 | debugInfo.updateFaceNormalArrows(
134 | [resultFaceNormal], resultPoseLandmarks);
135 | debugInfo.updateFaceMeshLandmarkSpheres(
136 | resultFaceMeshIndexLandmarks, resultFaceMeshLandmarks);
137 | debugInfo.updateHandNormalArrows(
138 | resultLeftHandNormals, resultRightHandNormals, resultPoseLandmarks);
139 | debugInfo.updatePoseNormalArrows(resultPoseNormals, resultPoseLandmarks);
140 | }
141 |
142 | workerPose.midHipPos.then((v) => {
143 | if (v)
144 | vrmManager.rootMesh.position = new Vector3(-v.x, v.y, -v.z);
145 | });
146 | });
147 |
148 | // Remove landmarks we don't want to draw.
149 | removeLandmarks(results);
150 |
151 | // Update the frame rate.
152 | if (fpsControl) fpsControl.tick();
153 |
154 | // Get canvas context
155 | if (!videoCanvasElement) return;
156 | const videoCanvasCtx = videoCanvasElement.getContext('2d');
157 | if (!videoCanvasCtx) return;
158 |
159 | // Draw the overlays.
160 | videoCanvasCtx.save();
161 | videoCanvasCtx.clearRect(0, 0, videoCanvasElement.width, videoCanvasElement.height);
162 |
163 | // Draw safe area
164 | videoCanvasCtx.fillStyle = 'rgba(34,34,34,0.5)';
165 | videoCanvasCtx.strokeStyle = 'red';
166 | videoCanvasCtx.lineWidth = 3;
167 | const paddingX = 0.04, paddingY = 0.08;
168 | videoCanvasCtx.fillRect(videoCanvasElement.width * paddingX,
169 | videoCanvasElement.height * paddingY,
170 | videoCanvasElement.width * (1 - 2 * paddingX),
171 | videoCanvasElement.height * (1 - 2 * paddingY));
172 | videoCanvasCtx.strokeRect(videoCanvasElement.width * paddingX,
173 | videoCanvasElement.height * paddingY,
174 | videoCanvasElement.width * (1 - 2 * paddingX),
175 | videoCanvasElement.height * (1 - 2 * paddingY));
176 |
177 | if (results.segmentationMask) {
178 | videoCanvasCtx.drawImage(
179 | results.segmentationMask, 0, 0, videoCanvasElement.width,
180 | videoCanvasElement.height);
181 |
182 | // Only overwrite existing pixels.
183 | if (activeEffect === 'mask' || activeEffect === 'both') {
184 | videoCanvasCtx.globalCompositeOperation = 'source-in';
185 | // This can be a color or a texture or whatever...
186 | videoCanvasCtx.fillStyle = '#00FF007F';
187 | videoCanvasCtx.fillRect(0, 0, videoCanvasElement.width, videoCanvasElement.height);
188 | } else {
189 | videoCanvasCtx.globalCompositeOperation = 'source-out';
190 | videoCanvasCtx.fillStyle = '#0000FF7F';
191 | videoCanvasCtx.fillRect(0, 0, videoCanvasElement.width, videoCanvasElement.height);
192 | }
193 |
194 | // Only overwrite missing pixels.
195 | videoCanvasCtx.globalCompositeOperation = 'destination-atop';
196 | if (results.image)
197 | videoCanvasCtx.drawImage(
198 | results.image, 0, 0, videoCanvasElement.width, videoCanvasElement.height);
199 |
200 | videoCanvasCtx.globalCompositeOperation = 'source-over';
201 | } else {
202 | if (results.image)
203 | videoCanvasCtx.drawImage(
204 | results.image, 0, 0, videoCanvasElement.width, videoCanvasElement.height);
205 | }
206 |
207 | // Connect elbows to hands. Do this first so that the other graphics will draw
208 | // on top of these marks.
209 | videoCanvasCtx.lineWidth = 5;
210 | if (!!results.poseLandmarks) {
211 | if (results.rightHandLandmarks) {
212 | videoCanvasCtx.strokeStyle = 'white';
213 | connect(videoCanvasCtx, [[
214 | results.poseLandmarks[POSE_LANDMARKS.RIGHT_ELBOW],
215 | results.rightHandLandmarks[0]
216 | ]]);
217 | }
218 | if (results.leftHandLandmarks) {
219 | videoCanvasCtx.strokeStyle = 'white';
220 | connect(videoCanvasCtx, [[
221 | results.poseLandmarks[POSE_LANDMARKS.LEFT_ELBOW],
222 | results.leftHandLandmarks[0]
223 | ]]);
224 | }
225 |
226 | // Pose...
227 | drawConnectors(
228 | videoCanvasCtx, results.poseLandmarks, POSE_CONNECTIONS,
229 | {color: 'white'});
230 | drawLandmarks(
231 | videoCanvasCtx,
232 | Object.values(POSE_LANDMARKS_LEFT)
233 | .map(index => results.poseLandmarks[index]),
234 | {visibilityMin: 0.55, color: 'white', fillColor: 'rgb(255,138,0)'});
235 | drawLandmarks(
236 | videoCanvasCtx,
237 | Object.values(POSE_LANDMARKS_RIGHT)
238 | .map(index => results.poseLandmarks[index]),
239 | {visibilityMin: 0.55, color: 'white', fillColor: 'rgb(0,217,231)'});
240 |
241 | // Hands...
242 | drawConnectors(
243 | videoCanvasCtx, results.rightHandLandmarks, HAND_CONNECTIONS,
244 | {color: 'white'});
245 | drawLandmarks(videoCanvasCtx, results.rightHandLandmarks, {
246 | color: 'white',
247 | fillColor: 'rgb(0,217,231)',
248 | lineWidth: 2,
249 | radius: (data: Data) => {
250 | return lerp(data.from!.z!, -0.15, .1, 10, 1);
251 | }
252 | });
253 | drawConnectors(
254 | videoCanvasCtx, results.leftHandLandmarks, HAND_CONNECTIONS,
255 | {color: 'white'});
256 | drawLandmarks(videoCanvasCtx, results.leftHandLandmarks, {
257 | color: 'white',
258 | fillColor: 'rgb(255,138,0)',
259 | lineWidth: 2,
260 | radius: (data: Data) => {
261 | return lerp(data.from!.z!, -0.15, .1, 10, 1);
262 | }
263 | });
264 |
265 | // Face...
266 | // drawConnectors(
267 | // videoCanvasCtx, results.faceLandmarks, FACEMESH_TESSELATION,
268 | // {color: '#C0C0C070', lineWidth: 1});
269 | drawConnectors(
270 | videoCanvasCtx, results.faceLandmarks, FACEMESH_RIGHT_IRIS,
271 | {color: 'rgb(0,217,231)'});
272 | drawConnectors(
273 | videoCanvasCtx, results.faceLandmarks, FACEMESH_RIGHT_EYE,
274 | {color: 'rgb(0,217,231)'});
275 | drawConnectors(
276 | videoCanvasCtx, results.faceLandmarks, FACEMESH_RIGHT_EYEBROW,
277 | {color: 'rgb(0,217,231)'});
278 | drawConnectors(
279 | videoCanvasCtx, results.faceLandmarks, FACEMESH_LEFT_IRIS,
280 | {color: 'rgb(255,138,0)'});
281 | drawConnectors(
282 | videoCanvasCtx, results.faceLandmarks, FACEMESH_LEFT_EYE,
283 | {color: 'rgb(255,138,0)'});
284 | drawConnectors(
285 | videoCanvasCtx, results.faceLandmarks, FACEMESH_LEFT_EYEBROW,
286 | {color: 'rgb(255,138,0)'});
287 | drawConnectors(
288 | videoCanvasCtx, results.faceLandmarks, FACEMESH_FACE_OVAL,
289 | {color: '#E0E0E0', lineWidth: 5});
290 | drawConnectors(
291 | videoCanvasCtx, results.faceLandmarks, FACEMESH_LIPS,
292 | {color: '#E0E0E0', lineWidth: 5});
293 | }
294 |
295 | videoCanvasCtx.restore();
296 | }
297 |
298 | export function setHolisticOptions(x: OptionMap, videoElement: HTMLVideoElement, activeEffect: string, holistic: Holistic) {
299 | const options = x as HolisticOptions;
300 | videoElement.classList.toggle('selfie', options.selfieMode);
301 | if (options.cameraOn) {
302 | videoElement.play();
303 | } else {
304 | videoElement.pause();
305 | }
306 | activeEffect = options.effect;
307 | holistic.setOptions(options);
308 | }
309 |
310 | export function createControlPanel(
311 | holistic: Holistic,
312 | videoElement: HTMLVideoElement,
313 | controlsElement: HTMLDivElement,
314 | activeEffect: string,
315 | fpsControl: Nullable) {
316 | if (!controlsElement || !fpsControl) return;
317 |
318 | const holisticOptions = Object.assign({}, InitHolisticOptions);
319 | new ControlPanel(controlsElement, holisticOptions)
320 | .add([
321 | new StaticText({title: 'Options'}),
322 | fpsControl,
323 | new Toggle({title: 'Selfie Mode', field: 'selfieMode'}),
324 | new Slider({
325 | title: 'Model Complexity',
326 | field: 'modelComplexity',
327 | discrete: ['Lite', 'Full', 'Heavy'],
328 | }),
329 | new Toggle(
330 | {title: 'Use CPU Only', field: 'useCpuInference'}),
331 | new Toggle(
332 | {title: 'Camera on', field: 'cameraOn'}),
333 | new Toggle(
334 | {title: 'Smooth Landmarks', field: 'smoothLandmarks'}),
335 | new Toggle(
336 | {title: 'Enable Segmentation', field: 'enableSegmentation'}),
337 | new Toggle(
338 | {title: 'Smooth Segmentation', field: 'smoothSegmentation'}),
339 | new Toggle(
340 | {title: 'Refine Face Landmarks', field: 'refineFaceLandmarks'}),
341 | new Slider({
342 | title: 'Min Detection Confidence',
343 | field: 'minDetectionConfidence',
344 | range: [0, 1],
345 | step: 0.01
346 | }),
347 | new Slider({
348 | title: 'Min Tracking Confidence',
349 | field: 'minTrackingConfidence',
350 | range: [0, 1],
351 | step: 0.01
352 | }),
353 | new Slider({
354 | title: 'Effect',
355 | field: 'effect',
356 | discrete: {'background': 'Background', 'mask': 'Foreground'},
357 | }),
358 | ])
359 | .on((x) => {
360 | setHolisticOptions(x, videoElement, activeEffect, holistic);
361 | });
362 | }
363 |
--------------------------------------------------------------------------------
/src/types.d.ts:
--------------------------------------------------------------------------------
1 | declare module 'kalmanjs';
2 |
--------------------------------------------------------------------------------
/src/v3d-web.ts:
--------------------------------------------------------------------------------
1 | /*
2 | Copyright (C) 2021 The v3d Authors.
3 |
4 | This program is free software: you can redistribute it and/or modify
5 | it under the terms of the GNU Affero General Public License as published by
6 | the Free Software Foundation, version 3.
7 |
8 | This program is distributed in the hope that it will be useful,
9 | but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | GNU Affero General Public License for more details.
12 |
13 | You should have received a copy of the GNU Affero General Public License
14 | along with this program. If not, see .
15 | */
16 |
17 | import * as Comlink from "comlink";
18 |
19 | import "@babylonjs/core/Loading/loadingScreen";
20 |
21 | // Register plugins (side effect)
22 | import "@babylonjs/core/Loading/Plugins/babylonFileLoader";
23 | import "@babylonjs/core/Materials";
24 | import "@babylonjs/loaders/glTF/glTFFileLoader";
25 |
26 | import {Engine, Nullable, ArcRotateCamera, Vector3, Quaternion} from "@babylonjs/core";
27 |
28 | import {FPS} from "@mediapipe/control_utils";
29 | import {Holistic, HolisticConfig, Results} from "@mediapipe/holistic";
30 |
31 | import {Poses, poseWrapper} from "./worker/pose-processing";
32 | import {createScene, updateBuffer, updatePose, updateSpringBones} from "./core";
33 | import {createControlPanel, HolisticOptions, InitHolisticOptions, onResults, setHolisticOptions} from "./mediapipe";
34 | import {VRMManager} from "v3d-core/dist/src/importer/babylon-vrm-loader/src";
35 | import {V3DCore} from "v3d-core/dist/src";
36 | import {CloneableQuaternionMap} from "./helper/quaternion";
37 | import {CustomLoadingScreen} from "./helper/utils";
38 |
39 |
40 | export interface HolisticState {
41 | ready: boolean;
42 | activeEffect: string;
43 | holisticUpdate: boolean;
44 | }
45 | export interface BoneState {
46 | boneRotations: Nullable;
47 | bonesNeedUpdate: boolean;
48 | }
49 | export interface BoneOptions {
50 | blinkLinkLR: boolean;
51 | expression: "Neutral" | "Happy" | "Angry" | "Sad" | "Relaxed" | "Surprised";
52 | irisLockX: boolean;
53 | lockFinger: boolean;
54 | lockArm: boolean;
55 | lockLeg: boolean;
56 | resetInvisible: boolean;
57 | }
58 |
59 | export class V3DWeb {
60 | private readonly worker: Worker;
61 | private workerPose: Nullable> = null;
62 | private boneState: BoneState = {
63 | boneRotations: null,
64 | bonesNeedUpdate: false,
65 | }
66 | private _boneOptions: BoneOptions = {
67 | blinkLinkLR: true,
68 | expression: "Neutral",
69 | irisLockX: true,
70 | lockFinger: false,
71 | lockArm: false,
72 | lockLeg: false,
73 | resetInvisible: false,
74 | }
75 | get boneOptions(): BoneOptions {
76 | return this._boneOptions;
77 | }
78 | set boneOptions(value: BoneOptions) {
79 | this._boneOptions = value;
80 | this.workerPose?.updateBoneOptions(this._boneOptions);
81 | }
82 | private readonly _updateBufferCallback = Comlink.proxy((data: Uint8Array) => {
83 | updateBuffer(data, this.boneState)
84 | });
85 |
86 | private customLoadingScreen: Nullable = null;
87 |
88 | private _v3DCore: Nullable = null;
89 | get v3DCore(): Nullable{
90 | return this._v3DCore;
91 | }
92 | private _vrmManager: Nullable = null;
93 | get vrmManager(): Nullable{
94 | return this._vrmManager;
95 | }
96 | private readonly engine: Engine;
97 | private _vrmFile: File | string;
98 | set vrmFile(value: File | string) {
99 | this._vrmFile = value;
100 | this.switchModel();
101 | }
102 |
103 | private readonly fpsControl = this.controlsElement ? new FPS() : null;
104 | private readonly holistic = new Holistic(this.holisticConfig);
105 | private holisticState: HolisticState = {
106 | ready: false,
107 | activeEffect: 'mask',
108 | holisticUpdate: false,
109 | };
110 | private _holisticOptions = Object.assign({}, InitHolisticOptions);
111 | get holisticOptions(): HolisticOptions {
112 | return this._holisticOptions;
113 | }
114 | set holisticOptions(value: HolisticOptions) {
115 | this._holisticOptions = value;
116 | setHolisticOptions(value, this.videoElement!, this.holisticState.activeEffect, this.holistic);
117 | }
118 |
119 | private _cameraList: MediaDeviceInfo[] = [];
120 | get cameraList(): MediaDeviceInfo[] {
121 | return this._cameraList;
122 | }
123 |
124 | constructor(
125 | vrmFilePath:string,
126 | public readonly videoElement?: Nullable,
127 | public readonly webglCanvasElement?: Nullable,
128 | public readonly videoCanvasElement?: Nullable,
129 | public readonly controlsElement?: Nullable,
130 | private readonly holisticConfig?: HolisticConfig,
131 | private readonly loadingDiv?: Nullable,
132 | afterInitCallback?: (...args : any[]) => any,
133 | ) {
134 | let globalInit = false;
135 | if (!this.videoElement || !this.webglCanvasElement) {
136 | globalInit = true;
137 | this.videoElement =
138 | document.getElementsByClassName('input_video')[0] as HTMLVideoElement;
139 | this.videoCanvasElement =
140 | document.getElementById('video-canvas') as HTMLCanvasElement;
141 | this.webglCanvasElement =
142 | document.getElementById('webgl-canvas') as HTMLCanvasElement;
143 | this.controlsElement =
144 | document.getElementsByClassName('control-panel')[0] as HTMLDivElement;
145 | }
146 | if (!this.videoElement || !this.webglCanvasElement) throw Error("Canvas or Video elements not found!");
147 |
148 | this._vrmFile = vrmFilePath;
149 |
150 | /**
151 | * Babylonjs
152 | */
153 | if (Engine.isSupported()) {
154 | this.engine = new Engine(this.webglCanvasElement, true);
155 | // engine.loadingScreen = new CustomLoadingScreen(webglCanvasElement);
156 | } else {
157 | throw Error("WebGL is not supported in this browser!");
158 | }
159 | // Loading screen
160 | if (this.loadingDiv) {
161 | this.customLoadingScreen =
162 | new CustomLoadingScreen(this.webglCanvasElement, this.loadingDiv);
163 | }
164 | this.customLoadingScreen?.displayLoadingUI();
165 |
166 | /**
167 | * Comlink/workers
168 | */
169 | this.worker = new Worker(
170 | new URL("./worker/pose-processing", import.meta.url),
171 | {type: 'module'});
172 | const posesRemote = Comlink.wrap(this.worker);
173 | const Poses = new posesRemote.poses(
174 | this.boneOptions, this._updateBufferCallback);
175 | Poses.then((v) => {
176 | if (!v) throw Error('Worker start failed!');
177 | this.workerPose = v;
178 |
179 | createScene(
180 | this.engine, this.workerPose,
181 | this.boneState, this.boneOptions,
182 | this.holistic, this.holisticState,
183 | this._vrmFile, this.videoElement!
184 | ).then((value) => {
185 | if (!value) throw Error("VRM Manager initialization failed!");
186 |
187 | const [v3DCore, vrmManager] = value;
188 | this._v3DCore = v3DCore;
189 | this._vrmManager = vrmManager;
190 |
191 | // Camera
192 | this.getVideoDevices().then((devices) => {
193 | if (devices.length < 1) {
194 | throw Error("No camera found!");
195 | } else {
196 | this._cameraList = devices;
197 | this.getCamera(0).then(() => {
198 | /**
199 | * MediaPipe
200 | */
201 | const mainOnResults = (results: Results) => onResults(
202 | results,
203 | vrmManager,
204 | this.videoCanvasElement,
205 | this.workerPose!,
206 | this.holisticState.activeEffect,
207 | this._updateBufferCallback,
208 | this.fpsControl
209 | );
210 | this.holistic.initialize().then(() => {
211 | // Set initial options
212 | setHolisticOptions(this.holisticOptions, this.videoElement!,
213 | this.holisticState.activeEffect, this.holistic);
214 |
215 | this.holistic.onResults(mainOnResults);
216 | this.holisticState.ready = true;
217 |
218 | this.customLoadingScreen?.hideLoadingUI();
219 |
220 | if (afterInitCallback) afterInitCallback();
221 | });
222 | });
223 | }
224 | });
225 | });
226 | });
227 |
228 | // Present a control panel through which the user can manipulate the solution
229 | // options.
230 | if (this.controlsElement) {
231 | createControlPanel(this.holistic, this.videoElement, this.controlsElement,
232 | this.holisticState.activeEffect, this.fpsControl);
233 | }
234 | }
235 |
236 | public async getVideoDevices() {
237 | // Ask permission
238 | await navigator.mediaDevices.getUserMedia({video: true});
239 |
240 | const devices = await navigator.mediaDevices.enumerateDevices();
241 | return devices.filter(device => device.kind === 'videoinput');
242 | }
243 |
244 | public async getCamera(idx: number) {
245 | await navigator.mediaDevices.getUserMedia({
246 | video: {
247 | width: 640,
248 | height: 480,
249 | deviceId: {
250 | exact: this.cameraList[idx].deviceId
251 | }
252 | }
253 | })
254 | .then(stream => {
255 | if (!this.videoElement) throw Error("Video Element not found!");
256 | this.videoElement.srcObject = stream;
257 | // let source = document.createElement('source');
258 | //
259 | // source.setAttribute('src', 'testfiles/dance5.webm');
260 | // source.setAttribute('type', 'video/webm');
261 | //
262 | // this.videoElement.appendChild(source);
263 | this.videoElement.play();
264 | });
265 | // .catch(e => console.error(e));
266 | }
267 |
268 | /**
269 | * Close and dispose the application (BabylonJS and MediaPipe)
270 | */
271 | public close() {
272 | this.holisticState.ready = false;
273 | this.holistic.close().then(() => {
274 | this.worker.terminate();
275 | (this._updateBufferCallback as any) = null;
276 | this.videoElement!.srcObject = null;
277 | });
278 | this._vrmManager?.dispose();
279 | this.engine.dispose();
280 | }
281 |
282 | /**
283 | * Reset poses and holistic
284 | */
285 | public reset() {
286 | this.workerPose?.resetBoneRotations(true);
287 | this.holistic.reset();
288 | }
289 |
290 | public switchSource(idx: number) {
291 | if (idx >= this.cameraList.length) return;
292 |
293 | this.holisticState.ready = false;
294 | this.getCamera(idx).then(() => {
295 | this.reset();
296 | this.holisticState.ready = true;
297 | });
298 | }
299 |
300 | private async switchModel() {
301 | if (!this.v3DCore || !this.workerPose) return;
302 | this.v3DCore.updateAfterRenderFunction(() => {});
303 | this.vrmManager?.dispose();
304 | this._vrmManager = null;
305 |
306 | await this.v3DCore.AppendAsync('', this._vrmFile);
307 | this._vrmManager = this.v3DCore.getVRMManagerByURI((this._vrmFile as File).name ?
308 | (this._vrmFile as File).name : (this._vrmFile as string));
309 |
310 | if (!this._vrmManager) throw Error("VRM model loading failed!");
311 |
312 | // Reset camera
313 | const mainCamera = (this.v3DCore.mainCamera as ArcRotateCamera);
314 | mainCamera.setPosition(new Vector3(0, 1.05, 4.5));
315 | mainCamera.setTarget(
316 | this._vrmManager.rootMesh.getWorldMatrix().getTranslation().subtractFromFloats(0, -1.25, 0));
317 | await this.workerPose.setBonesHierarchyTree(this._vrmManager.transformNodeTree, true);
318 | this.workerPose.resetBoneRotations();
319 | this.v3DCore.updateAfterRenderFunction(
320 | () => {
321 | if (this.boneState.bonesNeedUpdate) {
322 | updatePose(this._vrmManager!, this.boneState, this.boneOptions);
323 | updateSpringBones(this._vrmManager!);
324 | this.boneState.bonesNeedUpdate = false;
325 | }
326 | }
327 | );
328 | this._vrmManager.rootMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(0, 0, 0);
329 | }
330 | }
331 |
332 | export default V3DWeb;
333 |
--------------------------------------------------------------------------------
/test/css/control_utils.css:
--------------------------------------------------------------------------------
1 | .control-panel-entry{width:250px;background-color:#8d8d8d;border:2px solid #fff;border-radius:15px;box-shadow:1px 1px 10px #000000a0;cursor:pointer;font-family:"Titillium Web",sans-serif;font-size:15px;line-height:25px;opacity:.8;padding:5px 25px;position:relative;z-index:100}.control-panel-text{cursor:default;font-size:20px;font-weight:600;text-align:center}.control-panel-toggle .label{position:relative}.control-panel-toggle .value{position:absolute;right:25px}.control-panel-toggle.yes{background-color:#398c39}.control-panel-toggle.no{background-color:#f92c2c}.control-panel-toggle.yes .value{color:#a3faa3}.control-panel-toggle.no .value{color:#f19e9e}.control-panel-slider .value{position:relative;width:100%}.control-panel-slider .callout{position:absolute;right:25px}.control-panel-fps{display:flex;justify-content:center;align-items:center}.control-panel-fps canvas{height:50px;width:100%;background-color:#222;border-radius:10px;margin-top:5px}.control-panel-fps .fps-text{position:absolute;font-size:20px;font-weight:600;text-align:center;backface-visibility:hidden}.control-panel-source-picker{display:flex;flex-direction:column;align-items:center}.control-panel-source-picker .inputs{display:none}.control-panel-source-picker .file-selection div{display:flex;align-items:center;justify-items:center}.source-selection{display:flex;flex-direction:row;align-items:center;width:100%}.video-controls{width:100%;display:none;flex-direction:row;align-items:center;justify-content:center;position:relative}.video-controls *{display:inline-block}.pause-button{height:100%}.video-track{height:5px;width:100%;background-color:#fff;flex-grow:1;margin-right:10px}.video-slider-ball{height:10px;width:10px;background-color:#fff;box-shadow:0 0 2px 2px #888;position:absolute;display:none;border-radius:50%}.video-time{padding-left:.1rem}.dropdown-wrapper{position:relative;user-select:none;width:100%}.dropdown{position:relative;display:flex;flex-direction:column;border-width:0 2px;border-style:solid;border-color:#394a6d}.dropdown-trigger{position:relative;display:flex;align-items:center;white-space:nowrap;text-overflow:ellipsis;justify-content:space-between;padding:0 10px;font-size:16px;font-weight:300;color:#3b3b3b;height:30px;line-height:30px;background:#fff;cursor:pointer;border-width:2px 0;border-style:solid;border-color:#394a6d}.dropdown-trigger span{max-width:calc(100% - 30px);overflow:hidden;text-overflow:ellipsis;white-space:nowrap}.dropdown-options{position:absolute;display:block;top:100%;left:0;right:0;border:2px solid #394a6d;border-top:0;background:#fff;transition:all .5s;opacity:0;visibility:hidden;pointer-events:none;z-index:2}.dropdown.open .dropdown-options{opacity:1;visibility:visible;pointer-events:all}.dropdown-option{position:relative;display:flex;flex-direction:row;align-items:center;justify-content:left;padding:0 5px;font-size:16px;font-weight:300;color:#3b3b3b;line-height:30px;cursor:pointer;transition:all .5s}.dropdown-option *{padding-right:.5rem}.dropdown-option:hover{cursor:pointer;background-color:#b2b2b2}.dropdown-option.selected{color:#fff;background-color:#305c91}.arrow{position:relative;height:15px;width:10.6066017178px;margin-left:10.6066017178px}.arrow::before,.arrow::after{content:"";position:absolute;bottom:0px;width:.15rem;height:100%;transition:all .5s;backface-visibility:hidden}.arrow::before{left:-5px;transform:rotate(135deg);background-color:#394a6d}.arrow::after{left:5px;transform:rotate(-135deg);background-color:#394a6d}.open .arrow::before{left:-5px;transform:rotate(45deg)}.open .arrow::after{left:5px;transform:rotate(-45deg);backface-visibility:hidden}.fps-30{position:absolute;font-size:8px;top:45%;left:10px}.fps-60{position:absolute;font-size:8px;top:15%;left:10px}
2 |
--------------------------------------------------------------------------------
/test/css/main.css:
--------------------------------------------------------------------------------
1 | /*! HTML5 Boilerplate v8.0.0 | MIT License | https://html5boilerplate.com/ */
2 |
3 | /* main.css 2.1.0 | MIT License | https://github.com/h5bp/main.css#readme */
4 | /*
5 | * What follows is the result of much research on cross-browser styling.
6 | * Credit left inline and big thanks to Nicolas Gallagher, Jonathan Neal,
7 | * Kroc Camen, and the H5BP dev community and team.
8 | */
9 |
10 | /* ==========================================================================
11 | Base styles: opinionated defaults
12 | ========================================================================== */
13 |
14 | .abs {
15 | position: absolute;
16 | }
17 |
18 | a {
19 | color: white;
20 | text-decoration: none;
21 | }
22 | a:hover {
23 | color: lightblue;
24 | }
25 |
26 | body {
27 | bottom: 0;
28 | font-family: 'Titillium Web', sans-serif;
29 | color: white;
30 | left: 0;
31 | margin: 0;
32 | position: absolute;
33 | right: 0;
34 | top: 0;
35 | transform-origin: 0px 0px;
36 | overflow: hidden;
37 | }
38 |
39 | .container {
40 | position: absolute;
41 | width: 100%;
42 | max-height: 100%;
43 | height: 100vh;
44 | }
45 |
46 | .input_video {
47 | display: block;
48 | position: absolute;
49 | top: 0;
50 | left: 0;
51 | right: 0;
52 | bottom: 0;
53 | }
54 | .input_video.selfie {
55 | transform: scale(-1, 1);
56 | }
57 |
58 | .input_image {
59 | position: absolute;
60 | }
61 |
62 | .canvas-container {
63 | display:flex;
64 | height: 100vh;
65 | width: 100vw;
66 | justify-content: center;
67 | align-items:center;
68 | }
69 |
70 | .output_canvas {
71 | width: 100vw;
72 | display: block;
73 | position: relative;
74 | height: 100vh;
75 | z-index: 0;
76 | }
77 |
78 | .video_output_canvas {
79 | width: 20vw;
80 | max-height: 30vh;
81 | display: block;
82 | position: absolute;
83 | top: 2rem;
84 | right: 3rem;
85 | background: #3d3d3d;
86 | opacity: 0.8;
87 | z-index: 1;
88 | }
89 |
90 | .control-panel {
91 | position: absolute;
92 | right: 150px;
93 | top: 10px;
94 | }
95 |
96 | .loading {
97 | display: flex;
98 | position: absolute;
99 | top: 0;
100 | right: 0;
101 | bottom: 0;
102 | left: 0;
103 | align-items: center;
104 | backface-visibility: hidden;
105 | justify-content: center;
106 | opacity: 1;
107 | transition: opacity 1s;
108 | }
109 |
110 | .message {
111 | font-size: x-large;
112 | }
113 |
114 | .lds-ring {
115 | display: inline-block;
116 | position: relative;
117 | width: 80px;
118 | height: 80px;
119 | z-index: 10;
120 | }
121 | .lds-ring div {
122 | box-sizing: border-box;
123 | display: block;
124 | position: absolute;
125 | width: 64px;
126 | height: 64px;
127 | margin: 8px;
128 | border: 8px solid #fff;
129 | border-radius: 50%;
130 | animation: lds-ring 1.2s cubic-bezier(0.5, 0, 0.5, 1) infinite;
131 | border-color: #fff transparent transparent transparent;
132 | }
133 | .lds-ring div:nth-child(1) {
134 | animation-delay: -0.45s;
135 | }
136 | .lds-ring div:nth-child(2) {
137 | animation-delay: -0.3s;
138 | }
139 | .lds-ring div:nth-child(3) {
140 | animation-delay: -0.15s;
141 | }
142 | @keyframes lds-ring {
143 | 0% {
144 | transform: rotate(0deg);
145 | }
146 | 100% {
147 | transform: rotate(360deg);
148 | }
149 | }
150 |
151 | .dark-primary-color { background: #512DA8; }
152 | .default-primary-color { background: #673AB7; }
153 | .light-primary-color { background: #D1C4E9; }
154 | .text-primary-color { color: #FFFFFF; }
155 | .accent-color { background: #607D8B; }
156 | .primary-text-color { color: #212121; }
157 | .secondary-text-color { color: #757575; }
158 | .divider-color { border-color: #BDBDBD; }
159 |
--------------------------------------------------------------------------------
/test/css/normalize.css:
--------------------------------------------------------------------------------
1 | /*! normalize.css v8.0.1 | MIT License | github.com/necolas/normalize.css */
2 |
3 | /* Document
4 | ========================================================================== */
5 |
6 | /**
7 | * 1. Correct the line height in all browsers.
8 | * 2. Prevent adjustments of font size after orientation changes in iOS.
9 | */
10 |
11 | html {
12 | line-height: 1.15; /* 1 */
13 | -webkit-text-size-adjust: 100%; /* 2 */
14 | }
15 |
16 | /* Sections
17 | ========================================================================== */
18 |
19 | /**
20 | * Remove the margin in all browsers.
21 | */
22 |
23 | body {
24 | margin: 0;
25 | }
26 |
27 | /**
28 | * Render the `main` element consistently in IE.
29 | */
30 |
31 | main {
32 | display: block;
33 | }
34 |
35 | /**
36 | * Correct the font size and margin on `h1` elements within `section` and
37 | * `article` contexts in Chrome, Firefox, and Safari.
38 | */
39 |
40 | h1 {
41 | font-size: 2em;
42 | margin: 0.67em 0;
43 | }
44 |
45 | /* Grouping content
46 | ========================================================================== */
47 |
48 | /**
49 | * 1. Add the correct box sizing in Firefox.
50 | * 2. Show the overflow in Edge and IE.
51 | */
52 |
53 | hr {
54 | box-sizing: content-box; /* 1 */
55 | height: 0; /* 1 */
56 | overflow: visible; /* 2 */
57 | }
58 |
59 | /**
60 | * 1. Correct the inheritance and scaling of font size in all browsers.
61 | * 2. Correct the odd `em` font sizing in all browsers.
62 | */
63 |
64 | pre {
65 | font-family: monospace, monospace; /* 1 */
66 | font-size: 1em; /* 2 */
67 | }
68 |
69 | /* Text-level semantics
70 | ========================================================================== */
71 |
72 | /**
73 | * Remove the gray background on active links in IE 10.
74 | */
75 |
76 | a {
77 | background-color: transparent;
78 | }
79 |
80 | /**
81 | * 1. Remove the bottom border in Chrome 57-
82 | * 2. Add the correct text decoration in Chrome, Edge, IE, Opera, and Safari.
83 | */
84 |
85 | abbr[title] {
86 | border-bottom: none; /* 1 */
87 | text-decoration: underline; /* 2 */
88 | text-decoration: underline dotted; /* 2 */
89 | }
90 |
91 | /**
92 | * Add the correct font weight in Chrome, Edge, and Safari.
93 | */
94 |
95 | b,
96 | strong {
97 | font-weight: bolder;
98 | }
99 |
100 | /**
101 | * 1. Correct the inheritance and scaling of font size in all browsers.
102 | * 2. Correct the odd `em` font sizing in all browsers.
103 | */
104 |
105 | code,
106 | kbd,
107 | samp {
108 | font-family: monospace, monospace; /* 1 */
109 | font-size: 1em; /* 2 */
110 | }
111 |
112 | /**
113 | * Add the correct font size in all browsers.
114 | */
115 |
116 | small {
117 | font-size: 80%;
118 | }
119 |
120 | /**
121 | * Prevent `sub` and `sup` elements from affecting the line height in
122 | * all browsers.
123 | */
124 |
125 | sub,
126 | sup {
127 | font-size: 75%;
128 | line-height: 0;
129 | position: relative;
130 | vertical-align: baseline;
131 | }
132 |
133 | sub {
134 | bottom: -0.25em;
135 | }
136 |
137 | sup {
138 | top: -0.5em;
139 | }
140 |
141 | /* Embedded content
142 | ========================================================================== */
143 |
144 | /**
145 | * Remove the border on images inside links in IE 10.
146 | */
147 |
148 | img {
149 | border-style: none;
150 | }
151 |
152 | /* Forms
153 | ========================================================================== */
154 |
155 | /**
156 | * 1. Change the font styles in all browsers.
157 | * 2. Remove the margin in Firefox and Safari.
158 | */
159 |
160 | button,
161 | input,
162 | optgroup,
163 | select,
164 | textarea {
165 | font-family: inherit; /* 1 */
166 | font-size: 100%; /* 1 */
167 | line-height: 1.15; /* 1 */
168 | margin: 0; /* 2 */
169 | }
170 |
171 | /**
172 | * Show the overflow in IE.
173 | * 1. Show the overflow in Edge.
174 | */
175 |
176 | button,
177 | input { /* 1 */
178 | overflow: visible;
179 | }
180 |
181 | /**
182 | * Remove the inheritance of text transform in Edge, Firefox, and IE.
183 | * 1. Remove the inheritance of text transform in Firefox.
184 | */
185 |
186 | button,
187 | select { /* 1 */
188 | text-transform: none;
189 | }
190 |
191 | /**
192 | * Correct the inability to style clickable types in iOS and Safari.
193 | */
194 |
195 | button,
196 | [type="button"],
197 | [type="reset"],
198 | [type="submit"] {
199 | -webkit-appearance: button;
200 | }
201 |
202 | /**
203 | * Remove the inner border and padding in Firefox.
204 | */
205 |
206 | button::-moz-focus-inner,
207 | [type="button"]::-moz-focus-inner,
208 | [type="reset"]::-moz-focus-inner,
209 | [type="submit"]::-moz-focus-inner {
210 | border-style: none;
211 | padding: 0;
212 | }
213 |
214 | /**
215 | * Restore the focus styles unset by the previous rule.
216 | */
217 |
218 | button:-moz-focusring,
219 | [type="button"]:-moz-focusring,
220 | [type="reset"]:-moz-focusring,
221 | [type="submit"]:-moz-focusring {
222 | outline: 1px dotted ButtonText;
223 | }
224 |
225 | /**
226 | * Correct the padding in Firefox.
227 | */
228 |
229 | fieldset {
230 | padding: 0.35em 0.75em 0.625em;
231 | }
232 |
233 | /**
234 | * 1. Correct the text wrapping in Edge and IE.
235 | * 2. Correct the color inheritance from `fieldset` elements in IE.
236 | * 3. Remove the padding so developers are not caught out when they zero out
237 | * `fieldset` elements in all browsers.
238 | */
239 |
240 | legend {
241 | box-sizing: border-box; /* 1 */
242 | color: inherit; /* 2 */
243 | display: table; /* 1 */
244 | max-width: 100%; /* 1 */
245 | padding: 0; /* 3 */
246 | white-space: normal; /* 1 */
247 | }
248 |
249 | /**
250 | * Add the correct vertical alignment in Chrome, Firefox, and Opera.
251 | */
252 |
253 | progress {
254 | vertical-align: baseline;
255 | }
256 |
257 | /**
258 | * Remove the default vertical scrollbar in IE 10+.
259 | */
260 |
261 | textarea {
262 | overflow: auto;
263 | }
264 |
265 | /**
266 | * 1. Add the correct box sizing in IE 10.
267 | * 2. Remove the padding in IE 10.
268 | */
269 |
270 | [type="checkbox"],
271 | [type="radio"] {
272 | box-sizing: border-box; /* 1 */
273 | padding: 0; /* 2 */
274 | }
275 |
276 | /**
277 | * Correct the cursor style of increment and decrement buttons in Chrome.
278 | */
279 |
280 | [type="number"]::-webkit-inner-spin-button,
281 | [type="number"]::-webkit-outer-spin-button {
282 | height: auto;
283 | }
284 |
285 | /**
286 | * 1. Correct the odd appearance in Chrome and Safari.
287 | * 2. Correct the outline style in Safari.
288 | */
289 |
290 | [type="search"] {
291 | -webkit-appearance: textfield; /* 1 */
292 | outline-offset: -2px; /* 2 */
293 | }
294 |
295 | /**
296 | * Remove the inner padding in Chrome and Safari on macOS.
297 | */
298 |
299 | [type="search"]::-webkit-search-decoration {
300 | -webkit-appearance: none;
301 | }
302 |
303 | /**
304 | * 1. Correct the inability to style clickable types in iOS and Safari.
305 | * 2. Change font properties to `inherit` in Safari.
306 | */
307 |
308 | ::-webkit-file-upload-button {
309 | -webkit-appearance: button; /* 1 */
310 | font: inherit; /* 2 */
311 | }
312 |
313 | /* Interactive
314 | ========================================================================== */
315 |
316 | /*
317 | * Add the correct display in Edge, IE 10+, and Firefox.
318 | */
319 |
320 | details {
321 | display: block;
322 | }
323 |
324 | /*
325 | * Add the correct display in all browsers.
326 | */
327 |
328 | summary {
329 | display: list-item;
330 | }
331 |
332 | /* Misc
333 | ========================================================================== */
334 |
335 | /**
336 | * Add the correct display in IE 10+.
337 | */
338 |
339 | template {
340 | display: none;
341 | }
342 |
343 | /**
344 | * Add the correct display in IE 10.
345 | */
346 |
347 | [hidden] {
348 | display: none;
349 | }
350 |
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/tracking.md:
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1 | 1. Keep your face visible to the camera.
2 | 2. It will be better if your webcam has a refresh rate of at least 30FPS. Also make sure your environment is bright enough.
3 | 3. Avoid overly complicated backgrounds.
4 | 4. Try to stay inside the safe area.
5 | 5. Try not do poses pointing directly to camera (because camera cannot see behind things).
6 | 6. When tracking arms, make sure your elbows are visible.
7 | 7. Leg and foot tracking won't start until full leg and foot can be seen. This is to prevent strange moves.
8 | 8. If eye tracking doesn't work, try removing your glasses and make sure nothing is covering your eyes.
9 |
--------------------------------------------------------------------------------
/tsconfig.json:
--------------------------------------------------------------------------------
1 | {
2 | "compilerOptions": {
3 | /* Visit https://aka.ms/tsconfig.json to read more about this file */
4 |
5 | /* Basic Options */
6 | // "incremental": true, /* Enable incremental compilation */
7 | "target": "es2021", /* Specify ECMAScript target version: 'ES3' (default), 'ES5', 'ES2015', 'ES2016', 'ES2017', 'ES2018', 'ES2019', 'ES2020', 'ES2021', or 'ESNEXT'. */
8 | "module": "ESNext", /* Specify module code generation: 'none', 'commonjs', 'amd', 'system', 'umd', 'es2015', 'es2020', or 'ESNext'. */
9 | "lib": [
10 | "es6",
11 | "es7",
12 | "dom",
13 | "webworker",
14 | "scripthost"
15 | ],
16 | /* Specify library files to be included in the compilation. */
17 | "allowJs": true, /* Allow javascript files to be compiled. */
18 | // "checkJs": true, /* Report errors in .js files. */
19 | // "jsx": "preserve", /* Specify JSX code generation: 'preserve', 'react-native', 'react', 'react-jsx' or 'react-jsxdev'. */
20 | "declaration": true, /* Generates corresponding '.d.ts' file. */
21 | // "declarationMap": true, /* Generates a sourcemap for each corresponding '.d.ts' file. */
22 | "sourceMap": true, /* Generates corresponding '.map' file. */
23 | // "outFile": "./", /* Concatenate and emit output to single file. */
24 | "outDir": "dist", /* Redirect output structure to the directory. */
25 | "rootDir": ".", /* Specify the root directory of input files. Use to control the output directory structure with --outDir. */
26 | // "composite": true, /* Enable project compilation */
27 | // "tsBuildInfoFile": "./", /* Specify file to store incremental compilation information */
28 | // "removeComments": true, /* Do not emit comments to output. */
29 | "noEmit": false, /* Do not emit outputs. */
30 | "importHelpers": true, /* Import emit helpers from 'tslib'. */
31 | // "downlevelIteration": true, /* Provide full support for iterables in 'for-of', spread, and destructuring when targeting 'ES5' or 'ES3'. */
32 | "isolatedModules": true, /* Transpile each file as a separate module (similar to 'ts.transpileModule'). */
33 |
34 | /* Strict Type-Checking Options */
35 | "strict": true, /* Enable all strict type-checking options. */
36 | "noImplicitAny": true, /* Raise error on expressions and declarations with an implied 'any' type. */
37 | "strictNullChecks": true, /* Enable strict null checks. */
38 | // "strictFunctionTypes": true, /* Enable strict checking of function types. */
39 | // "strictBindCallApply": true, /* Enable strict 'bind', 'call', and 'apply' methods on functions. */
40 | // "strictPropertyInitialization": true, /* Enable strict checking of property initialization in classes. */
41 | "noImplicitThis": true, /* Raise error on 'this' expressions with an implied 'any' type. */
42 | // "alwaysStrict": true, /* Parse in strict mode and emit "use strict" for each source file. */
43 |
44 | /* Additional Checks */
45 | // "noUnusedLocals": true, /* Report errors on unused locals. */
46 | // "noUnusedParameters": true, /* Report errors on unused parameters. */
47 | "noImplicitReturns": true, /* Report error when not all code paths in function return a value. */
48 | // "noFallthroughCasesInSwitch": true, /* Report errors for fallthrough cases in switch statement. */
49 | // "noUncheckedIndexedAccess": true, /* Include 'undefined' in index signature results */
50 | // "noImplicitOverride": true, /* Ensure overriding members in derived classes are marked with an 'override' modifier. */
51 | // "noPropertyAccessFromIndexSignature": true, /* Require undeclared properties from index signatures to use element accesses. */
52 |
53 | /* Module Resolution Options */
54 | "moduleResolution": "node", /* Specify module resolution strategy: 'node' (Node.js) or 'classic' (TypeScript pre-1.6). */
55 | "baseUrl": ".", /* Base directory to resolve non-absolute module names. */
56 | // "paths": {}, /* A series of entries which re-map imports to lookup locations relative to the 'baseUrl'. */
57 | // "rootDirs": [], /* List of root folders whose combined content represents the structure of the project at runtime. */
58 | // "typeRoots": [], /* List of folders to include type definitions from. */
59 | // "types": [], /* Type declaration files to be included in compilation. */
60 | "allowSyntheticDefaultImports": true, /* Allow default imports from modules with no default export. This does not affect code emit, just typechecking. */
61 | "esModuleInterop": true, /* Enables emit interoperability between CommonJS and ES Modules via creation of namespace objects for all imports. Implies 'allowSyntheticDefaultImports'. */
62 | "preserveSymlinks": true, /* Do not resolve the real path of symlinks. */
63 | // "allowUmdGlobalAccess": true, /* Allow accessing UMD globals from modules. */
64 |
65 | /* Source Map Options */
66 | // "sourceRoot": "", /* Specify the location where debugger should locate TypeScript files instead of source locations. */
67 | // "mapRoot": "", /* Specify the location where debugger should locate map files instead of generated locations. */
68 | // "inlineSourceMap": true, /* Emit a single file with source maps instead of having a separate file. */
69 | // "inlineSources": true, /* Emit the source alongside the sourcemaps within a single file; requires '--inlineSourceMap' or '--sourceMap' to be set. */
70 |
71 | /* Experimental Options */
72 | "experimentalDecorators": true, /* Enables experimental support for ES7 decorators. */
73 | // "emitDecoratorMetadata": true, /* Enables experimental support for emitting type metadata for decorators. */
74 |
75 | /* Advanced Options */
76 | "resolveJsonModule": true, /* Include modules imported with '.json' extension */
77 | "skipLibCheck": true, /* Skip type checking of declaration files. */
78 | "forceConsistentCasingInFileNames": true /* Disallow inconsistently-cased references to the same file. */
79 | },
80 | "exclude": [
81 | // exclude output dir
82 | "dist",
83 | "examples",
84 | "lib",
85 | "node_modules",
86 | "test",
87 | "babel.config.js",
88 | "jest.config.js",
89 | ".prettierrc.js"
90 | ]
91 | }
92 |
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/webpack.config.js:
--------------------------------------------------------------------------------
1 | const path = require( 'path' );
2 | const Merge = require('webpack-merge');
3 | const terser = require('terser-webpack-plugin');
4 |
5 | const baseConfig = {
6 | mode: 'production',
7 | entry: {
8 | v3dweb: path.resolve(__dirname, 'src', 'index'),
9 | },
10 | module: {
11 | rules: [
12 | {
13 | test: /\.ts$/,
14 | use: 'ts-loader',
15 | },
16 | {
17 | test: /\.m?js$/,
18 | resolve: {
19 | fullySpecified: false,
20 | },
21 | },
22 | ],
23 | },
24 | resolve: {
25 | modules: [path.resolve(__dirname, 'node_modules')],
26 | extensions: ['.js', '.ts'],
27 | symlinks: false,
28 | },
29 | experiments: {
30 | topLevelAwait: true,
31 | },
32 | optimization: {
33 | minimize: true,
34 | minimizer: [new terser({
35 | extractComments: false,
36 | })],
37 | concatenateModules: true,
38 | },
39 | target: ['web'],
40 | };
41 |
42 | const config = [
43 | // UMD
44 | Merge.merge(baseConfig, {
45 | output: {
46 | library: {
47 | name: 'v3d-web',
48 | type: 'umd',
49 | },
50 | filename: '[name].module.js',
51 | path: path.resolve(__dirname, 'dist'),
52 | },
53 | }),
54 | // ES6
55 | Merge.merge(baseConfig, {
56 | output: {
57 | library: {
58 | type: 'module',
59 | },
60 | filename: '[name].es6.js',
61 | path: path.resolve(__dirname, 'dist'),
62 | environment: { module: true },
63 | },
64 | experiments: {
65 | outputModule: true,
66 | },
67 | externalsType: 'module',
68 | }),
69 | // browser global
70 | Merge.merge(baseConfig, {
71 | output: {
72 | library: {
73 | name: 'v3d-web',
74 | type: 'window',
75 | },
76 | filename: '[name].js',
77 | path: path.resolve(__dirname, 'dist'),
78 | },
79 | }),
80 | ];
81 |
82 | module.exports = config;
83 |
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/webpack.test.config.js:
--------------------------------------------------------------------------------
1 | const path = require( 'path' );
2 | const CopyPlugin = require( 'copy-webpack-plugin' );
3 |
4 | const test_folder = 'test'
5 |
6 | const config = {
7 | mode: 'development',
8 | devtool: 'inline-source-map',
9 | entry: path.resolve(__dirname, 'src', 'index-test'),
10 | output: {
11 | library: {
12 | name: 'v3d-web',
13 | type: 'umd',
14 | },
15 | filename: '[name].test.js',
16 | path: path.resolve(__dirname, test_folder),
17 | },
18 | module: {
19 | rules: [
20 | {
21 | test: /\.ts$/,
22 | use: 'ts-loader',
23 | },
24 | {
25 | test: /\.m?js$/,
26 | resolve: {
27 | fullySpecified: false,
28 | },
29 | },
30 | ],
31 | },
32 | resolve: {
33 | modules: [path.resolve(__dirname, 'node_modules')],
34 | extensions: ['.js', '.ts'],
35 | symlinks: false,
36 | },
37 | experiments: {
38 | topLevelAwait: true,
39 | },
40 | target: ['web'],
41 | devServer: {
42 | allowedHosts: 'localhost',
43 | static: {
44 | directory: path.resolve(__dirname, test_folder),
45 | },
46 | compress: true,
47 | port: 8080,
48 | },
49 | plugins: [
50 | new CopyPlugin({
51 | patterns: [
52 | {from: "node_modules/@mediapipe/holistic", to: "."},
53 | ],
54 | }),
55 | ],
56 | };
57 |
58 | module.exports = config;
59 |
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