ARKit: How to tell if user's face is parallel to camera

故事扮演 提交于 2019-12-05 22:27:46

Assuming you are using ARFaceTrackingConfiguration in your app, you can actually retrieve the transforms of both the ARFaceAnchor and the camera to determine their orientations. You can get a simd_float4x4 matrix of the head's orientation in world space by using ARFaceAnchor.transform property. Similarly, you can get the transform of the SCNCamera or ARCamera of your scene.

To compare the camera's and face's orientations relative to each other in a SceneKit app (though there are similar functions on the ARKit side of things), I get the world transform for the node that is attached to each of them, let's call them faceNode attached to the ARFaceAnchor and cameraNode representing the ARSCNView.pointOfView. To find the angle between the camera and your face, for example, you could do something like this:

let faceOrientation: simd_quatf = faceNode.simdWorldTransform
let cameraOrientation: simd_quatf = cameraNode.simdWorldTransform
let deltaOrientation: simd_quatf = faceOrientation.inverse * cameraOrientation

By looking at deltaOrientation.angle and deltaOrientation.axis you can determine the relative angles on each axis between the face and the camera. If you do something like deltaOrientation.axis * deltaOrientation.angles, you have a simd_float3 vector giving you a sense of the pitch, yaw and roll (in radians) of the head relative to the camera.

There are a number of ways you can do this using the face anchor and camera transforms, but this simd quaternion method works quite well for me. Hope this helps!

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