Add API exports for MPMask and MPImage
PiperOrigin-RevId: 564527405
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@ -84,17 +84,26 @@ export class MPImage {
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}
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}
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/** Returns whether this `MPImage` contains a mask of type `ImageData`. */
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/**
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* Returns whether this `MPImage` contains a mask of type `ImageData`.
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* @export
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*/
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hasImageData(): boolean {
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return !!this.getContainer(MPImageType.IMAGE_DATA);
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}
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/** Returns whether this `MPImage` contains a mask of type `ImageBitmap`. */
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/**
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* Returns whether this `MPImage` contains a mask of type `ImageBitmap`.
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* @export
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*/
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hasImageBitmap(): boolean {
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return !!this.getContainer(MPImageType.IMAGE_BITMAP);
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}
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/** Returns whether this `MPImage` contains a mask of type `WebGLTexture`. */
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/**
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* Returns whether this `MPImage` contains a mask of type `WebGLTexture`.
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* @export
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*/
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hasWebGLTexture(): boolean {
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return !!this.getContainer(MPImageType.WEBGL_TEXTURE);
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}
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@ -104,6 +113,7 @@ export class MPImage {
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* involves an expensive GPU to CPU transfer if the current image is only
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* available as an `ImageBitmap` or `WebGLTexture`.
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*
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* @export
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* @return The current image as an ImageData object.
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*/
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getAsImageData(): ImageData {
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@ -120,6 +130,7 @@ export class MPImage {
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* https://developer.mozilla.org/en-US/docs/Web/API/OffscreenCanvas/getContext
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* for a list of supported platforms.
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*
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* @export
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* @return The current image as an ImageBitmap object.
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*/
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getAsImageBitmap(): ImageBitmap {
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@ -132,6 +143,7 @@ export class MPImage {
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* an `ImageData` object. The returned texture is bound to the current
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* canvas (see `.canvas`).
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*
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* @export
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* @return The current image as a WebGLTexture.
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*/
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getAsWebGLTexture(): WebGLTexture {
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@ -166,6 +178,8 @@ export class MPImage {
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* Task. Note that performance critical applications should aim to only use
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* the `MPImage` within the MediaPipe Task callback so that copies can be
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* avoided.
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*
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* @export
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*/
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clone(): MPImage {
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const destinationContainers: MPImageContainer[] = [];
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@ -410,6 +424,8 @@ export class MPImage {
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* Task, as these are freed automatically once you leave the MediaPipe
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* callback. Additionally, some shared state is freed only once you invoke the
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* Task's `close()` method.
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*
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* @export
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*/
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close(): void {
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if (this.ownsImageBitmap) {
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@ -84,17 +84,26 @@ export class MPMask {
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}
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}
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/** Returns whether this `MPMask` contains a mask of type `Uint8Array`. */
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/**
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* Returns whether this `MPMask` contains a mask of type `Uint8Array`.
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* @export
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*/
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hasUint8Array(): boolean {
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return !!this.getContainer(MPMaskType.UINT8_ARRAY);
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}
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/** Returns whether this `MPMask` contains a mask of type `Float32Array`. */
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/**
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* Returns whether this `MPMask` contains a mask of type `Float32Array`.
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* @export
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*/
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hasFloat32Array(): boolean {
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return !!this.getContainer(MPMaskType.FLOAT32_ARRAY);
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}
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/** Returns whether this `MPMask` contains a mask of type `WebGLTexture`. */
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/**
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* Returns whether this `MPMask` contains a mask of type `WebGLTexture`.
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* @export
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*/
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hasWebGLTexture(): boolean {
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return !!this.getContainer(MPMaskType.WEBGL_TEXTURE);
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}
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@ -104,6 +113,7 @@ export class MPMask {
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* expensive GPU to CPU transfer if the current mask is only available as a
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* `WebGLTexture`.
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*
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* @export
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* @return The current data as a Uint8Array.
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*/
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getAsUint8Array(): Uint8Array {
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@ -115,6 +125,7 @@ export class MPMask {
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* this involves an expensive GPU to CPU transfer if the current mask is
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* only available as a `WebGLTexture`.
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*
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* @export
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* @return The current mask as a Float32Array.
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*/
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getAsFloat32Array(): Float32Array {
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@ -127,6 +138,7 @@ export class MPMask {
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* a CPU array. The returned texture is bound to the current canvas (see
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* `.canvas`).
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*
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* @export
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* @return The current mask as a WebGLTexture.
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*/
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getAsWebGLTexture(): WebGLTexture {
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@ -182,6 +194,8 @@ export class MPMask {
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* MediaPipe Task. Note that performance critical applications should aim to
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* only use the `MPMask` within the MediaPipe Task callback so that
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* copies can be avoided.
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*
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* @export
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*/
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clone(): MPMask {
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const destinationContainers: MPMaskContainer[] = [];
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@ -375,6 +389,8 @@ export class MPMask {
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* Task, as these are freed automatically once you leave the MediaPipe
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* callback. Additionally, some shared state is freed only once you invoke
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* the Task's `close()` method.
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*
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* @export
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*/
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close(): void {
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if (this.ownsWebGLTexture) {
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