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script.js
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script.js
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const video = document.getElementById('video')
Promise.all([
faceapi.nets.tinyFaceDetector.loadFromUri('/models'),
faceapi.nets.faceLandmark68Net.loadFromUri('/models'),
faceapi.nets.faceRecognitionNet.loadFromUri('/models'),
faceapi.nets.faceExpressionNet.loadFromUri('/models')
]).then(startVideo)
let cameraHeight = 480;
let cameraWidth = 640;
async function startVideo() {
display = await navigator.getUserMedia(
{ video: {
width: { ideal: 640 },
height: { ideal: 480 },
}
},
stream => video.srcObject = stream,
err => console.error(err)
)
let settings = display.getVideoTracks()[0].getSettings();
cameraWidth = settings.width;
cameraHeight = settings.height;
}
let interPupilDistance = 61; // mm
let fov = 133.01;
let dpi = 91;
let cube = {
vertex : [
{x: -1, y: -1, z: -1},
{x: -1, y: -1, z: 1},
{x: -1, y: 1, z: -1},
{x: -1, y: 1, z: 1},
{x: 1, y: -1, z: -1},
{x: 1, y: -1, z: 1},
{x: 1, y: 1, z: -1},
{x: 1, y: 1, z: 1}
]
}
scaleCube(cube, 15 )
moveCube(cube, 0, 135, 15)
let leftBuff
let rightBuff
let oldRightEye = null
let oldLeftEye = null
video.addEventListener('play', () => {
const canvas = document.getElementById('canvas')
var ctx = canvas.getContext("2d");
const displaySize = { width: video.width, height: video.height }
faceapi.matchDimensions(canvas, displaySize)
setInterval(async () => {
const detections = await faceapi.detectAllFaces(video, new faceapi.TinyFaceDetectorOptions()).withFaceLandmarks()
const resizedDetections = faceapi.resizeResults(detections, displaySize)
canvas.getContext('2d').clearRect(0, 0, canvas.width, canvas.height)
faceapi.draw.drawDetections(canvas, resizedDetections)
// faceapi.draw.drawFaceLandmarks(canvas, resizedDetections)
try{
leftEye = resizedDetections[0].landmarks.getLeftEye()
rightEye = resizedDetections[0].landmarks.getRightEye()
leftBuff = leftEye
rightBuff = rightEye
} catch(e) {
if (e instanceof TypeError) {
console.log("No face detected")
leftEye = leftBuff
rightEye = rightBuff
}
}
leftPupil = getPupilPixelPosition(leftEye)
rightPupil = getPupilPixelPosition(rightEye)
// console.log(`Posición de pupila derecha: ${rightPupil.x}, ${rightPupil.y}`)
leftAngle = pixelPositionToAnglePosition(leftPupil)
rightAngle = pixelPositionToAnglePosition(rightPupil)
// console.log(`Posición en angulos de pupila derecha: ${rightAngle.x}, ${rightAngle.y}`)
angleDistance = distance(leftAngle, rightAngle)
// console.log(angleDistance)
// console.log(`Angulo entre ojos: ${angleDistance}`)
eyeDistance = angleToDistance(angleDistance)
// console.log(`Distancia al ojo: ${eyeDistance}`)
ctx.beginPath();
ctx.moveTo(cameraWidth/2, 0);
ctx.lineTo(cameraWidth/2, cameraHeight);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(0, cameraHeight/2);
ctx.lineTo(cameraWidth, cameraHeight/2);
ctx.stroke();
newRightEye = getEyePupilPosition(eyeDistance, rightAngle.y, rightAngle.x)
newLeftEye = getEyePupilPosition(eyeDistance, leftAngle.y, leftAngle.x)
if (oldRightEye != null && oldLeftEye != null) {
posRightEye = {x: (newRightEye.x + oldRightEye.x)/2 , y: (newRightEye.y + oldRightEye.y)/2, z: (newRightEye.z + oldRightEye.z)/2}
posLeftEye = {x: (newLeftEye.x + oldLeftEye.x)/2 , y: (newLeftEye.y + oldLeftEye.y)/2, z: (newLeftEye.z + oldLeftEye.z)/2}
oldRightEye = newRightEye
oldLeftEye = newLeftEye
} else {
posRightEye = newRightEye
posLeftEye = newLeftEye
oldRightEye = newRightEye
oldLeftEye = newLeftEye
}
// console.log(`Posición en espacio de pupila derecha: ${posRightEye.x}, ${posRightEye.y}, ${posRightEye.z}`)
ctx.beginPath();
ctx.arc((rightEye[0]._x + rightEye[3]._x)/2 , (rightEye[0]._y + rightEye[3]._y)/2, (Math.abs(rightEye[0]._x - rightEye[3]._x))/2, 0, 2 * Math.PI);
ctx.lineWidth = (Math.abs(rightEye[0]._x - rightEye[3]._x))*0.1;
ctx.strokeStyle = 'red';
ctx.stroke();
ctx.fillStyle = "white";
ctx.fillRect(0, 0, canvas.width, canvas.height);
drawCube(cube, canvas, posRightEye, null)
}, 50)
})
function getPupilPixelPosition(eye) {
return {
x: (eye[0]._x + eye[3]._x)/2,
y: (eye[0]._y + eye[3]._y)/2
}
}
function pixelPositionToAnglePosition(pixelPos) {
let horizontalAngle = cameraWidth * fov / Math.sqrt(Math.pow(cameraWidth, 2) + Math.pow(cameraHeight, 2))
let verticalAngle = cameraHeight * fov / Math.sqrt(Math.pow(cameraWidth, 2) + Math.pow(cameraHeight, 2))
return {
x: (pixelPos.x - cameraWidth/2) * horizontalAngle / cameraWidth,
y: (pixelPos.y - cameraHeight/2) * verticalAngle /cameraHeight
}
}
function distance(pos1, pos2){
return Math.sqrt(Math.pow(pos1.x - pos2.x, 2) + Math.pow(pos1.y - pos2.y, 2))
}
function distance3D(pos1, pos2){
return Math.sqrt(Math.pow(pos1.x - pos2.x, 2) + Math.pow(pos1.y - pos2.y, 2) + Math.pow(pos1.z - pos2.z, 2))
}
function angleToDistance(angle){
return getTanFromDegrees((180 - angle)/2) * (interPupilDistance / 2)
}
function getTanFromDegrees(degrees) {
return Math.tan(degrees * Math.PI / 180);
}
function getEyePupilPosition(distance, altitude, azimuth) {
let radAltitude = altitude * Math.PI / 180
let radAzimuth = azimuth * Math.PI / 180
let z = distance * Math.cos(radAltitude) * Math.cos(radAzimuth)
let x = distance * Math.cos(radAltitude) * Math.sin(radAzimuth)
let y = distance * Math.sin(radAltitude)
return {
x: x,
y: y,
z: z
}
}
function dotProduct3D(vector1, vector2) {
return vector1[0] * vector2[0] + vector1[1] * vector2[1] + vector1[2] * vector2[2]
}
function crossProduct3D(vector1, vector2) {
return [
vector1[1] * vector2[2] - vector1[2] * vector2[1],
vector1[2] * vector2[0] - vector1[0] * vector2[2],
vector1[0] * vector2[1] - vector1[1] * vector2[0]
]
}
function getUnitVector(vector) {
let magnitude = Math.sqrt(Math.pow(vector[0], 2) + Math.pow(vector[1], 2) + Math.pow(vector[2], 2))
return [vector[0] / magnitude, vector[1] / magnitude, vector[2] / magnitude]
}
function getFaceNormal(face) {
let U = [face[3].x - face[1].x, face[3].y - face[1].y, face[3].z - face[1].z]
let W = [face[3].x - face[2].x, face[3].y - face[2].y, face[3].z - face[2].z]
let V = crossProduct3D(U, W)
return getUnitVector(V)
}
function getCentroid(cube){
let x = 0
let y = 0
let z = 0
for (let i = 0; i < cube.vertex.length; i++) {
x += cube.vertex[i].x
y += cube.vertex[i].y
z += cube.vertex[i].z
}
return {
x: x / cube.vertex.length,
y: y / cube.vertex.length,
z: z / cube.vertex.length
}
}
function drawCube(cube, canvas, cameraPos, windowPlane) {
// obs: respetar la regla de la mano derecha al definir las caras
face1 = [cube.vertex[0], cube.vertex[2], cube.vertex[3], cube.vertex[1]]
face2 = [cube.vertex[4], cube.vertex[5], cube.vertex[7], cube.vertex[6]]
face3 = [cube.vertex[0], cube.vertex[1], cube.vertex[5], cube.vertex[4]]
face4 = [cube.vertex[2], cube.vertex[6], cube.vertex[7], cube.vertex[3]]
face5 = [cube.vertex[1], cube.vertex[3], cube.vertex[7], cube.vertex[5]]
face6 = [cube.vertex[0], cube.vertex[4], cube.vertex[6], cube.vertex[2]]
faces = [face1, face2, face3, face4, face5, face6]
let centroid = getCentroid(cube)
// console.log(centroid)
let viewVector = [centroid.x - cameraPos.x, centroid.y - cameraPos.y, centroid.z - cameraPos.z]
let faceNormals = []
for (let i = 0; i < faces.length; i++) {
let normal = getFaceNormal(faces[i])
faceNormals.push(normal)
}
let faceDots = []
for (let i = 0; i < faces.length; i++) {
let dot = dotProduct3D(faceNormals[i], viewVector)
faceDots.push(dot)
}
// console.log(faceDots)
colors = ['red', 'green', 'blue', 'yellow', 'orange', 'purple']
for (let i = 0; i < faces.length; i++) {
if (faceDots[i] > 0) {
drawFace(faces[i], canvas, windowPlane, cameraPos, colors[i])
}
}
}
yOffset = -135
function drawFace(face, canvas, windowPlane, cameraPos, color) {
let ctx = canvas.getContext("2d");
let faceVertices = face.map((vertex) => pointProjection(vertex, windowPlane, cameraPos));
ctx.fillStyle = color;
ctx.beginPath();
ctx.moveTo(faceVertices[0].x * dpi * 0.03937 + cameraWidth/2, (faceVertices[0].y + yOffset) * dpi * 0.03937 + cameraHeight/2);
for (let i = 1; i < faceVertices.length; i++) {
ctx.lineTo(faceVertices[i].x * dpi * 0.03937 + cameraWidth/2, (faceVertices[i].y + yOffset) * dpi * 0.03937 + cameraHeight/2);
}
ctx.closePath();
ctx.fill();
}
function moveCube(cube, x, y, z) {
for (let i = 0; i < cube.vertex.length; i++) {
cube.vertex[i].x += x;
cube.vertex[i].y += y;
cube.vertex[i].z += z;
}
}
function scaleCube(cube, scale) {
for (let i = 0; i < cube.vertex.length; i++) {
cube.vertex[i].x *= scale;
cube.vertex[i].y *= scale;
cube.vertex[i].z *= scale;
}
}
function pointProjection(point, plane, cameraPos) {
lambda = -point.z / (point.z - cameraPos.z)
x = -(((point.x - cameraPos.x) * lambda) + point.x)
y = (((point.y - cameraPos.y) * lambda) + point.y)
return {x: x, y: y}
}
function distanceToFace(face, cameraPos) {
let distance = 0
for (let i = 0; i < face.length; i++) {
distance = Math.max(distance, distance3D(face[i], cameraPos));
}
return distance
}