tt.createFaceDetector收藏我的收藏
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基础库 1.37.0 开始支持本方法,这是一个同步方法。
创建一个 Detector 人脸检测器对象 。
语法
tt.createFaceDetector()
返回值
代码示例
【代码示例 1】:原生接入示例
const canvas = tt.createCanvas(); const ctx = canvas.getContext("2d"); class Game { constructor() { this.init(); this.startCamera(); this.run(); } init() { this.camera = tt.createCamera(); this.detector = tt.createFaceDetector(); this.handleDetectionResult(); tt.setKeepScreenOn(); this.frame = 0; } startCamera() { this.camera.setBeautifyParam(1, 1, 1, 1); this.camera .start("front", true) .then((video) => { console.log(`succeed to open camera`); this.mediaStream = video; }) .catch((err) => { console.log(err); }); } startDetector() { this.mediaStream && this.detector .detectFaces(this.mediaStream) .then((res) => { console.log(res); // 对应最下方的人脸信息(检测数据)内容说明 }) .catch((err) => { console.log(err); }); } handleDetectionResult() { let actions = { blink: "眨眼", blink_left: "左眨眼", blink_right: "右眨眼", mouth_ah: "嘴巴大张", head_yaw: "摇头", head_yaw_indian: "印度式摇头", head_pitch: "点头", brow_jump: "眉毛挑动", mouth_pout: "嘟嘴", }; this.detector.onActions((detectData) => { for (let act of detectData.actions) { console.log(`检测到 ${actions[act]} 动作`); } }); this.detector.onBlink((detectData) => { console.log(`------检测到眨眼动作-----------`); console.log(detectData); }); } paintVideoToCanvas() { let video = this.mediaStream; if (video) { const { width, height } = canvas; video.paintTo(canvas, 0, 0, 0, 0, width, height); } } run() { if (this.frame >= 5) { this.frame = 0; this.startDetector(); // detect faces once every five frames } else { this.frame++; } this.paintVideoToCanvas(); requestAnimationFrame(() => { this.run(); }); } } new Game();
【示例代码 2】:cocos 接入示例
const { ccclass, property } = cc._decorator; @ccclass export default class NewClass extends cc.Component { private camera: any = null; private video: any = null; private detector: any = null; private frame: number = 0; @property(cc.Sprite) private videoTexture: cc.Texture2D = null; private cameraNode; onLoad() { this.startCamera(); this.handleDetectionResult(); //动作触发处理 } startCamera() { this.camera = tt.createCamera(); this.detector = tt.createFaceDetector(); tt.setKeepScreenOn(); // 保持屏幕常亮 this.camera.start('front', true).then(video => { this.video = video; this.initVideo(); // cocos视频映射应该在camera初始完成之后 }).catch(err => { tt.showToast({ title: '摄像机需要授权' }); console.log(err); }); this.camera.setBeautifyParam(1, 1, 1, 1); //设置美白、磨皮、大眼、瘦脸, 范围:[0, 1] } initVideo() { this.cameraNode = new cc.Node(); this.cameraNode.addComponent(cc.Sprite) this.node.insertChild(this.cameraNode, 0); this.videoTexture = new cc.Texture2D(); this.videoTexture.initWithElement(this.video); this.videoTexture.handleLoadedTexture(); this.cameraNode.getComponent(cc.Sprite).spriteFrame = new cc.SpriteFrame(this.videoTexture); this.setVideoWidth(cc.view.getVisibleSize().width) //固定宽度进行视频缩放 this.cameraNode.width = this.video.width; //设置在游戏界面画的视频宽度 this.cameraNode.height = this.video.height; //设置在游戏界面画的视频高度 } startDetector() { if (this.detector && this.video) { this.detector.detectFaces(this.video).then(res => { console.log(res); // 对应最下方的人脸信息(检测数据)内容说明 }) } } handleDetectionResult() { let actions = { blink: '眨眼', blink_left: '左眨眼', blink_right: '右眨眼', mouth_ah: '嘴巴大张', head_yaw: '摇头', head_yaw_indian: '印度式摇头', head_pitch: '点头', brow_jump: '眉毛挑动', mouth_pout: '嘟嘴' }; this.detector.onActions(detectData => { let arr = []; for (let act of detectData.actions) { console.log(`检测到 ${actions[act]} 动作`); arr.push(actions[act]); } tt.showToast({ title: arr.join('、'), duration: 2000 }); }); this.detector.onBlink(detectData => { console.log(`------检测到眨眼动作-----------`) console.log(detectData); }); this.detector.onMouthAh(detectData => { console.log(`------检测到嘟嘟嘴动作-----------`) console.log(detectData); }); } setVideoWidth(width: number) { if (this.video) { this.video.width = width; this.video.height = this.video.videoHeight / this.video.videoWidth * width; } } update(dt) { this.frame++; if (this.frame >= 5) { this.startDetector(); //每五帧进行一次人脸检测 this.frame = 0 } if (this.videoTexture && this.video) { this.videoTexture.update({ image: this.video, flipY: false }) }
【示例代码 3】:cocos3d 接入示例
import { _decorator, Component, Node, SpriteComponent, Texture2D, ImageAsset, SpriteFrame } from 'cc'; const { ccclass, property } = _decorator; @ccclass export default class Main extends cc.Component { @property(SpriteComponent) videoSprite: SpriteComponent = null; private camera: any = null; private video: any = null; private detector: any = null; private frame: number = 0; private videoTexture: Texture2D = null; onLoad() { this.startCamera(); this.handleDetectionResult(); //动作触发处理 } startCamera() { this.camera = tt.createCamera(); this.detector = tt.createFaceDetector(); tt.setKeepScreenOn(); // 保持屏幕常亮 this.camera.start('front', true).then(video => { this.video = video; this.initVideo(); // cocos视频映射应该在camera初始完成之后 }).catch(err => { tt.showToast({ title: '摄像机需要授权' }); console.log(err); }); this.camera.setBeautifyParam(1, 1, 1, 1); //设置美白、磨皮、大眼、瘦脸, 范围:[0, 1] } initVideo() { //************************************** */ this.videoTexture = new cc.Texture2D(); let img = new ImageAsset(); img.reset(this.video); this.videoTexture.image = img; let spFrame: SpriteFrame = new SpriteFrame(); spFrame.texture = this.videoTexture; this.videoSprite.spriteFrame = spFrame; //************************************** */ this.setVideoWidth(cc.view.getVisibleSize().width) //固定宽度进行视频缩放 this.videoSprite.node.width = this.video.width; //设置在游戏界面画的视频宽度 this.videoSprite.node.height = this.video.height; //设置在游戏界面画的视频高度 } startDetector() { if (this.detector && this.video) { this.detector.detectFaces(this.video).then(res => { console.log(res); // 对应最下方的人脸信息(检测数据)内容说明 }) } } handleDetectionResult() { let actions = { blink: '眨眼', blink_left: '左眨眼', blink_right: '右眨眼', mouth_ah: '嘴巴大张', head_yaw: '摇头', head_yaw_indian: '印度式摇头', head_pitch: '点头', brow_jump: '眉毛挑动', mouth_pout: '嘟嘴' }; this.detector.onActions(detectData => { let arr = []; for (let act of detectData.actions) { console.log(`检测到 ${actions[act]} 动作`); arr.push(actions[act]); } }); } setVideoWidth(width: number) { if (this.video) { this.video.width = width; this.video.height = this.video.videoHeight / this.video.videoWidth * width; } } update(dt) { this.frame++; if (this.frame >= 60) { this.startDetector(); //每60帧进行一次人脸检测 this.frame = 0 } if (this.videoTexture && this.video) { this.videoTexture.updateImage() } } }
【示例代码 4】:laya 接入示例
- 直接封装成 sprite, 可以在舞台中直接添加
export default class CameraSprite extends Laya.Sprite { private camera: any = null; private video: any = null; private frame: number = null; constructor() { super(); this.init(); this.updateToCamera(); } init() { this.camera = tt.createCamera(); this.camera.setBeautifyParam(1, 1, 1, 1); this.detector = tt.createFaceDetector(); this.camera.start('front', true).then(video => { tt.setKeepScreenOn(); let texture2D: Laya.Texture2D = new Laya.Texture2D(video.videoWidth, video.videoHeight, 1, false, false); texture2D.loadImageSource(video, true); let texture: Laya.Texture = new Laya.Texture(texture2D); this.texture = texture; this.video = video; }).then(err => { tt.showToast({ title: '相机需要授权' }) }) this.detector.onBlink(detectData => { tt.showToast({ title: 'Blink' }) console.log(detectData) }) } private startDetector() { if (this.detector && this.video) { this.detector.detectFaces(this.video).then(res => { console.log(res) }).catch(err => { console.log(err) }) } } private renderVideo() { if (this.video) { this.texture.bitmap.loadImageSource(this.video, true); //对于新版提示语法错误可以用下面的语句 //(this.texture!.bitmap as Laya.Texture2D).loadImageSource(this.video, true) } } private updateToCamera() { Laya.timer.frameLoop(1, this, () => { this.frame++; // detect once every five frames. You can customize your detection rate based on your need. if (this.frame >= 5) { this.startDetector(); this.frame = 0 } this.renderVideo(); }) } }
- 使用方法:
let camera: CameraSprite = new CameraSprite(); this.addChild(camera);
【示例代码 5】:egret 接入示例
- 原理:其实无论是 cocos 、 layaAir 抑或是 egret, 在游戏界面上播放离屏视频/摄像头视频的原理其实是相同的。三者的本质都是加载视频数据, 然后逐帧采集视频的纹理, 然后逐帧渲染到游戏界面上面
- 使用版本:主端 7.4.5
class Cameramap extends egret.DisplayObjectContainer { private camera: any = null; private video: any = null; private frame: number = 0; private _widthSet: number = 0; private _heightSet: number = 0; private _bitmapData: egret.BitmapData = null; public x: number = 0; public y: number = 0; constructor() { super(); this.init(); this.update(); } public get bitmapData(): egret.BitmapData { if (!this.video) { return null; } if (!this._bitmapData) { this._bitmapData = new egret.BitmapData(this.video); this._bitmapData.$deleteSource = false; } return this._bitmapData; } public get width(): number { return this._widthSet; } public set width(value) { this._widthSet = value; } public get height(): number { return this._heightSet; } public set height(value) { this._heightSet = value; } init() { this.$renderNode = new egret.sys.BitmapNode(); this.camera = tt.createCamera(); this.detector = tt.createFaceDetector(); this.camera.setBeautifyParam(1, 1, 0, 0); this.camera.start('front', true).then(video => { this.video = video; let scale = this.video.videoHeight / this.video.videoWidth; if (!this._widthSet) { this.width = this.stage.width; } if (!this._heightSet) { this.height = this.width * scale; } }).catch(err => { tt.showToast({ title: '相机需要授权' }) }) this.detector.onBlink(res => { tt.showToast({ title: 'Blink' }) console.log(res); }) } renderVideo() { let node = <egret.sys.BitmapNode>this.$renderNode; let bitmapData = this.bitmapData; node.cleanBeforeRender(); // 清空渲染前的数据 node.image = bitmapData; node.imageWidth = bitmapData.width; node.imageHeight = bitmapData.height; egret.WebGLUtils.deleteWebGLTexture(bitmapData.webGLTexture); bitmapData.webGLTexture = null; node.drawImage(0, 0, bitmapData.width, bitmapData.height, this.x, this.y, this.width, this.height); } startDetector() { if (this.detector && this.video) { this.detector.detectFaces(this.video).then(res => { console.log(res) }).catch(err => { console.log(err); }) } } update() { egret.lifecycle.addLifecycleListener(context => { context.onUpdate = () => { this.frame++; if (this.frame >= 5) { this.startDetector(); this.frame = 0; } if (this.video) { this.renderVideo(); } } }) } }
Bug & Tip
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