mediapipe-rs/mediapipe/modules/objectron/calculators/object.proto

125 lines
4.1 KiB
Protocol Buffer
Raw Normal View History

2022-03-01 13:04:01 +01:00
// 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 = "proto3";
package mediapipe;
message KeyPoint {
// The position of the keypoint in the local coordinate system of the rigid
// object.
float x = 1;
float y = 2;
float z = 3;
// Sphere around the keypoint, indiciating annotator's confidence of the
// position in meters.
float confidence_radius = 4;
// The name of the keypoint (e.g. legs, head, etc.).
// Does not have to be unique.
string name = 5;
// Indicates whether the keypoint is hidden or not.
bool hidden = 6;
}
message Object {
// Unique object id through a sequence. There might be multiple objects of
// the same label in this sequence.
int32 id = 1;
// Describes what category an object is. E.g. object class, attribute,
// instance or person identity. This provides additional context for the
// object type.
string category = 2;
enum Type {
UNDEFINED_TYPE = 0;
BOUNDING_BOX = 1;
SKELETON = 2;
}
Type type = 3;
// 3x3 row-major rotation matrix describing the orientation of the rigid
// object's frame of reference in the world-coordinate system.
repeated float rotation = 4;
// 3x1 vector describing the translation of the rigid object's frame of
// reference in the world-coordinate system in meters.
repeated float translation = 5;
// 3x1 vector describing the scale of the rigid object's frame of reference in
// the world-coordinate system in meters.
repeated float scale = 6;
// List of all the key points associated with this object in the object
// coordinate system.
// The first keypoint is always the object's frame of reference,
// e.g. the centroid of the box.
// E.g. bounding box with its center as frame of reference, the 9 keypoints :
// {0., 0., 0.},
// {-.5, -.5, -.5}, {-.5, -.5, +.5}, {-.5, +.5, -.5}, {-.5, +.5, +.5},
// {+.5, -.5, -.5}, {+.5, -.5, +.5}, {+.5, +.5, -.5}, {+.5, +.5, +.5}
// To get the bounding box in the world-coordinate system, we first scale the
// box then transform the scaled box.
// For example, bounding box in the world coordinate system is
// rotation * scale * keypoints + translation
repeated KeyPoint keypoints = 7;
// Enum to reflect how this object is created.
enum Method {
UNKNOWN_METHOD = 0;
ANNOTATION = 1; // Created by data annotation.
AUGMENTATION = 2; // Created by data augmentation.
}
Method method = 8;
}
// The edge connecting two keypoints together
message Edge {
// keypoint id of the edge's source
int32 source = 1;
// keypoint id of the edge's sink
int32 sink = 2;
}
// The skeleton template for different objects (e.g. humans, chairs, hands, etc)
// The annotation tool reads the skeleton template dictionary.
message Skeleton {
// The origin keypoint in the object coordinate system. (i.e. Point 0, 0, 0)
int32 reference_keypoint = 1;
// The skeleton's category (e.g. human, chair, hand.). Should be unique in the
// dictionary.
string category = 2;
// Initialization value for all the keypoints in the skeleton in the object's
// local coordinate system. Pursuit will transform these points using object's
// transformation to get the keypoint in the world-cooridnate.
repeated KeyPoint keypoints = 3;
// List of edges connecting keypoints
repeated Edge edges = 4;
}
// The list of all the modeled skeletons in our library. These models can be
// objects (chairs, desks, etc), humans (full pose, hands, faces, etc), or box.
// We can have multiple skeletons in the same file.
message Skeletons {
repeated Skeleton object = 1;
}