// Copyright 2020 The MediaPipe Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
syntax = "proto2";
package mediapipe.face_geometry;
import "mediapipe/modules/face_geometry/protos/mesh_3d.proto";
option java_package = "com.google.mediapipe.modules.facegeometry";
option java_outer_classname = "GeometryPipelineMetadataProto";
enum InputSource {
DEFAULT = 0; // FACE_LANDMARK_PIPELINE
FACE_LANDMARK_PIPELINE = 1;
FACE_DETECTION_PIPELINE = 2;
}
message WeightedLandmarkRef {
// Defines the landmark ID. References an existing face landmark ID.
optional uint32 landmark_id = 1;
// Defines the landmark weight. The larger the weight the more influence this
// landmark has in the basis.
//
// Is positive.
optional float weight = 2;
}
// Next field ID: 4
message GeometryPipelineMetadata {
// Defines the source of the input landmarks to let the underlying geometry
// pipeline to adjust in order to produce the best results.
//
// Face landmark pipeline is expected to produce 3D landmarks with relative Z
// coordinate, which is scaled as the X coordinate assuming the weak
// perspective projection camera model.
//
// Face landmark pipeline is expected to produce 2D landmarks with Z
// coordinate being equal to 0.
optional InputSource input_source = 3;
// Defines a mesh surface for a canonical face. The canonical face mesh vertex
// IDs are the same as the face landmark IDs.
//
// XYZ coordinates are defined in centimeter units.
optional Mesh3d canonical_mesh = 1;
// Defines a weighted landmark basis for running the Procrustes solver
// algorithm inside the geometry pipeline.
//
// A good basis sets face landmark weights in way to distinguish a head pose
// change from a facial expression change and to only respond to the former.
repeated WeightedLandmarkRef procrustes_landmark_basis = 2;
}