fix: centroid-based pose tracking for responsive limb movement
Rewrites pose decoder from intensity-based to position-based tracking: - Arms now track toward motion centroid in each body zone - Elbow/wrist positions computed along shoulder→centroid vector - Legs track toward lower-body zone centroids - Smoothing reduced from 0.45 to 0.25 for responsiveness - Zone centroids blend 30% old / 70% new each frame 6 body zones with overlapping coverage: - Head (top 20%, center cols) - Left/Right Arm (rows 10-60%, outer cols) - Torso (rows 15-55%, center cols) - Left/Right Leg (rows 50-100%, half cols each) Hand openness now driven by arm spread distance + raise amount. Cache busters v=6. Co-Authored-By: claude-flow <ruv@ruv.net>
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@ -4,7 +4,7 @@
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>WiFi-DensePose — Dual-Modal Pose Estimation</title>
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<link rel="stylesheet" href="pose-fusion/css/style.css?v=5">
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<link rel="stylesheet" href="pose-fusion/css/style.css?v=6">
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</head>
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<body>
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@ -172,6 +172,6 @@
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</div><!-- /main-grid -->
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<script type="module" src="pose-fusion/js/main.js?v=5"></script>
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<script type="module" src="pose-fusion/js/main.js?v=6"></script>
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</body>
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</html>
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@ -4,12 +4,12 @@
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* Main orchestration: video capture → CNN embedding → CSI processing → fusion → rendering
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*/
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import { VideoCapture } from './video-capture.js?v=5';
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import { CsiSimulator } from './csi-simulator.js?v=5';
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import { CnnEmbedder } from './cnn-embedder.js?v=5';
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import { FusionEngine } from './fusion-engine.js?v=5';
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import { PoseDecoder } from './pose-decoder.js?v=5';
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import { CanvasRenderer } from './canvas-renderer.js?v=5';
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import { VideoCapture } from './video-capture.js?v=6';
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import { CsiSimulator } from './csi-simulator.js?v=6';
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import { CnnEmbedder } from './cnn-embedder.js?v=6';
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import { FusionEngine } from './fusion-engine.js?v=6';
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import { PoseDecoder } from './pose-decoder.js?v=6';
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import { CanvasRenderer } from './canvas-renderer.js?v=6';
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// === State ===
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let mode = 'dual'; // 'dual' | 'video' | 'csi'
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@ -64,7 +64,7 @@ export class PoseDecoder {
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constructor(embeddingDim = 128) {
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this.embeddingDim = embeddingDim;
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this.smoothedKeypoints = null;
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this.smoothingFactor = 0.45; // Lower = more responsive to movement
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this.smoothingFactor = 0.25; // Low = responsive to real movement
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this._time = 0;
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// Through-wall tracking state
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@ -73,12 +73,19 @@ export class PoseDecoder {
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this._ghostConfidence = 0;
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this._ghostVelocity = { x: 0, y: 0 };
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// Arm tracking history (smoothed positions)
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this._leftArmY = 0.5;
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this._rightArmY = 0.5;
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this._leftArmX = 0;
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this._rightArmX = 0;
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this._headOffsetX = 0;
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// Zone centroid tracking (normalized 0-1 positions)
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this._headCx = 0.5;
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this._headCy = 0.15;
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this._leftArmCx = 0.3;
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this._leftArmCy = 0.35;
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this._rightArmCx = 0.7;
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this._rightArmCy = 0.35;
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this._leftLegCx = 0.4;
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this._leftLegCy = 0.8;
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this._rightLegCx = 0.6;
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this._rightLegCy = 0.8;
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this._torsoCx = 0.5;
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this._torsoCy = 0.45;
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}
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/**
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@ -142,71 +149,117 @@ export class PoseDecoder {
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/**
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* Track body parts from the motion grid.
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* The grid tells us WHERE motion is happening → we map that to joint positions.
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* Finds the centroid of motion in each body zone and positions joints there.
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*/
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_trackFromMotionGrid(region, embedding, elapsed) {
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const grid = region.motionGrid;
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const cols = region.gridCols || 10;
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const rows = region.gridRows || 8;
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// Body bounding box
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const cx = region.x + region.w / 2;
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const cy = region.y + region.h / 2;
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const bodyH = Math.max(region.h, 0.3);
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const bodyW = Math.max(region.w, 0.15);
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// Body bounding box (in normalized 0-1 coords)
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const bx = region.x, by = region.y, bw = region.w, bh = region.h;
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const cx = bx + bw / 2;
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const cy = by + bh / 2;
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const bodyH = Math.max(bh, 0.3);
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const bodyW = Math.max(bw, 0.15);
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// Analyze the motion grid to find arm positions
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// Divide body into zones: head (top 20%), arms (top 60% sides), torso (center), legs (bottom 40%)
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// Find motion centroids per body zone from the grid
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if (grid) {
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const armAnalysis = this._analyzeArmMotion(grid, cols, rows, region);
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// Smooth arm tracking
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this._leftArmY = 0.6 * this._leftArmY + 0.4 * armAnalysis.leftArmHeight;
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this._rightArmY = 0.6 * this._rightArmY + 0.4 * armAnalysis.rightArmHeight;
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this._leftArmX = 0.6 * this._leftArmX + 0.4 * armAnalysis.leftArmSpread;
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this._rightArmX = 0.6 * this._rightArmX + 0.4 * armAnalysis.rightArmSpread;
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this._headOffsetX = 0.7 * this._headOffsetX + 0.3 * armAnalysis.headOffsetX;
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const zones = this._findZoneCentroids(grid, cols, rows, bx, by, bw, bh);
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// Smooth with low alpha for responsiveness
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const a = 0.3; // 30% old, 70% new → responsive
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this._headCx = a * this._headCx + (1 - a) * zones.head.x;
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this._headCy = a * this._headCy + (1 - a) * zones.head.y;
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this._leftArmCx = a * this._leftArmCx + (1 - a) * zones.leftArm.x;
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this._leftArmCy = a * this._leftArmCy + (1 - a) * zones.leftArm.y;
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this._rightArmCx= a * this._rightArmCx+ (1 - a) * zones.rightArm.x;
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this._rightArmCy= a * this._rightArmCy+ (1 - a) * zones.rightArm.y;
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this._leftLegCx = a * this._leftLegCx + (1 - a) * zones.leftLeg.x;
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this._leftLegCy = a * this._leftLegCy + (1 - a) * zones.leftLeg.y;
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this._rightLegCx= a * this._rightLegCx+ (1 - a) * zones.rightLeg.x;
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this._rightLegCy= a * this._rightLegCy+ (1 - a) * zones.rightLeg.y;
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this._torsoCx = a * this._torsoCx + (1 - a) * zones.torso.x;
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this._torsoCy = a * this._torsoCy + (1 - a) * zones.torso.y;
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}
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const P = PROPORTIONS;
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const halfW = P.shoulderWidth * bodyH / 2;
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const hipHalfW = P.hipWidth * bodyH / 2;
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// Breathing (subtle)
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const breathe = Math.sin(elapsed * 1.5) * 0.002;
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// Core body positions from detection center
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const hipY = cy + bodyH * 0.15;
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const shoulderY = hipY - P.shoulderToHip * bodyH + breathe;
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const headY = shoulderY - P.headToShoulder * bodyH;
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const kneeY = hipY + P.hipToKnee * bodyH;
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const ankleY = kneeY + P.kneeToAnkle * bodyH;
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// === Position joints using tracked centroids ===
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// HEAD follows motion centroid
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const headX = cx + this._headOffsetX * bodyW * 0.3;
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// HEAD: tracked centroid (top zone)
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const headX = this._headCx;
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const headY = this._headCy;
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// ARM POSITIONS driven by motion grid analysis
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// leftArmY: 0 = arm down at side, 1 = arm fully raised
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// leftArmSpread: how far out the arm extends
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const leftArmRaise = this._leftArmY; // 0-1
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const rightArmRaise = this._rightArmY;
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const leftSpread = 0.02 + this._leftArmX * 0.12;
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const rightSpread = 0.02 + this._rightArmX * 0.12;
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// TORSO center drives shoulder/hip
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const torsoX = this._torsoCx;
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const shoulderY = this._torsoCy - bodyH * 0.08 + breathe;
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const halfW = P.shoulderWidth * bodyH / 2;
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const hipHalfW = P.hipWidth * bodyH / 2;
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const hipY = shoulderY + P.shoulderToHip * bodyH;
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// Elbow: interpolate between "at side" and "raised"
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const lElbowY = shoulderY + P.shoulderToElbow * bodyH * (1 - leftArmRaise * 0.9);
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const rElbowY = shoulderY + P.shoulderToElbow * bodyH * (1 - rightArmRaise * 0.9);
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const lElbowX = cx - halfW - leftSpread;
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const rElbowX = cx + halfW + rightSpread;
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// ARMS: elbow + wrist driven toward arm zone centroids
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// Left arm: shoulder is fixed, elbow/wrist pulled toward left arm centroid
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const lShX = torsoX - halfW;
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const lShY = shoulderY;
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// Vector from shoulder toward arm centroid
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const lArmDx = this._leftArmCx - lShX;
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const lArmDy = this._leftArmCy - lShY;
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const lArmDist = Math.sqrt(lArmDx * lArmDx + lArmDy * lArmDy) || 0.01;
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const lArmNx = lArmDx / lArmDist;
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const lArmNy = lArmDy / lArmDist;
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// Elbow at shoulderToElbow distance along that direction
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const elbowLen = P.shoulderToElbow * bodyH;
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const lElbowX = lShX + lArmNx * elbowLen;
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const lElbowY = lShY + lArmNy * elbowLen;
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// Wrist continues further
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const wristLen = P.elbowToWrist * bodyH;
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const lWristX = lElbowX + lArmNx * wristLen;
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const lWristY = lElbowY + lArmNy * wristLen;
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// Wrist: extends further when raised
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const lWristY = lElbowY + P.elbowToWrist * bodyH * (1 - leftArmRaise * 1.1);
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const rWristY = rElbowY + P.elbowToWrist * bodyH * (1 - rightArmRaise * 1.1);
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const lWristX = lElbowX - leftSpread * 0.6;
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const rWristX = rElbowX + rightSpread * 0.6;
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// Right arm: same approach
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const rShX = torsoX + halfW;
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const rShY = shoulderY;
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const rArmDx = this._rightArmCx - rShX;
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const rArmDy = this._rightArmCy - rShY;
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const rArmDist = Math.sqrt(rArmDx * rArmDx + rArmDy * rArmDy) || 0.01;
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const rArmNx = rArmDx / rArmDist;
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const rArmNy = rArmDy / rArmDist;
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const rElbowX = rShX + rArmNx * elbowLen;
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const rElbowY = rShY + rArmNy * elbowLen;
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const rWristX = rElbowX + rArmNx * wristLen;
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const rWristY = rElbowY + rArmNy * wristLen;
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// Leg motion from lower grid cells
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const legMotion = grid ? this._analyzeLegMotion(grid, cols, rows) : { left: 0, right: 0 };
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const legSwing = 0.015;
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// LEGS: knees/ankles pulled toward leg zone centroids
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const lHipX = torsoX - hipHalfW;
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const rHipX = torsoX + hipHalfW;
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const lLegDx = this._leftLegCx - lHipX;
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const lLegDy = Math.max(0.05, this._leftLegCy - hipY); // always downward
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const lLegDist = Math.sqrt(lLegDx * lLegDx + lLegDy * lLegDy) || 0.01;
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const lLegNx = lLegDx / lLegDist;
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const lLegNy = lLegDy / lLegDist;
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const kneeLen = P.hipToKnee * bodyH;
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const ankleLen = P.kneeToAnkle * bodyH;
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const lKneeX = lHipX + lLegNx * kneeLen;
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const lKneeY = hipY + lLegNy * kneeLen;
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const lAnkleX = lKneeX + lLegNx * ankleLen;
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const lAnkleY = lKneeY + lLegNy * ankleLen;
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const rLegDx = this._rightLegCx - rHipX;
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const rLegDy = Math.max(0.05, this._rightLegCy - hipY);
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const rLegDist = Math.sqrt(rLegDx * rLegDx + rLegDy * rLegDy) || 0.01;
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const rLegNx = rLegDx / rLegDist;
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const rLegNy = rLegDy / rLegDist;
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const rKneeX = rHipX + rLegNx * kneeLen;
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const rKneeY = hipY + rLegNy * kneeLen;
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const rAnkleX = rKneeX + rLegNx * ankleLen;
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const rAnkleY = rKneeY + rLegNy * ankleLen;
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// Arm raise amount (for hand openness)
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const leftArmRaise = Math.max(0, Math.min(1, (shoulderY - this._leftArmCy) / (bodyH * 0.3)));
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const rightArmRaise = Math.max(0, Math.min(1, (shoulderY - this._rightArmCy) / (bodyH * 0.3)));
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// Compute hand finger positions from wrist-elbow axis
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const lHandAngle = Math.atan2(lWristY - lElbowY, lWristX - lElbowX);
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@ -214,9 +267,11 @@ export class PoseDecoder {
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const fingerLen = P.wristToFinger * bodyH;
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const fingerSpr = P.fingerSpread * bodyH;
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// Hand openness driven by motion intensity (more motion = more spread)
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const lHandOpen = Math.min(1, leftArmRaise * 0.5 + (this._leftArmX || 0) * 0.5);
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const rHandOpen = Math.min(1, rightArmRaise * 0.5 + (this._rightArmX || 0) * 0.5);
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// Hand openness driven by arm raise + arm lateral spread
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const lArmSpread = Math.abs(this._leftArmCx - (bx + bw * 0.3)) / (bw * 0.3);
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const rArmSpread = Math.abs(this._rightArmCx - (bx + bw * 0.7)) / (bw * 0.3);
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const lHandOpen = Math.min(1, leftArmRaise * 0.5 + lArmSpread * 0.5);
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const rHandOpen = Math.min(1, rightArmRaise * 0.5 + rArmSpread * 0.5);
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// Left ankle/knee positions
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const lAnkleX = cx - hipHalfW + legMotion.left * legSwing * 1.3;
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@ -240,9 +295,9 @@ export class PoseDecoder {
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// 4: right_ear
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{ x: headX + P.earSpacing * bodyH, y: headY + 0.005, confidence: 0.72 },
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// 5: left_shoulder
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{ x: cx - halfW, y: shoulderY, confidence: 0.94 },
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{ x: lShX, y: lShY, confidence: 0.94 },
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// 6: right_shoulder
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{ x: cx + halfW, y: shoulderY, confidence: 0.94 },
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{ x: rShX, y: rShY, confidence: 0.94 },
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// 7: left_elbow
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{ x: lElbowX, y: lElbowY, confidence: 0.87 },
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// 8: right_elbow
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@ -252,17 +307,17 @@ export class PoseDecoder {
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// 10: right_wrist
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{ x: rWristX, y: rWristY, confidence: 0.82 },
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// 11: left_hip
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{ x: cx - hipHalfW, y: hipY, confidence: 0.91 },
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{ x: lHipX, y: hipY, confidence: 0.91 },
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// 12: right_hip
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{ x: cx + hipHalfW, y: hipY, confidence: 0.91 },
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{ x: rHipX, y: hipY, confidence: 0.91 },
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// 13: left_knee
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{ x: lKneeX, y: kneeY, confidence: 0.88 },
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{ x: lKneeX, y: lKneeY, confidence: 0.88 },
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// 14: right_knee
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{ x: rKneeX, y: kneeY, confidence: 0.88 },
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{ x: rKneeX, y: rKneeY, confidence: 0.88 },
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// 15: left_ankle
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{ x: lAnkleX, y: ankleY, confidence: 0.83 },
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{ x: lAnkleX, y: lAnkleY, confidence: 0.83 },
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// 16: right_ankle
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{ x: rAnkleX, y: ankleY, confidence: 0.83 },
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{ x: rAnkleX, y: rAnkleY, confidence: 0.83 },
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// === Extended keypoints (17-25) ===
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@ -294,15 +349,15 @@ export class PoseDecoder {
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// 23: left_foot_index (toe tip) — extends forward from ankle
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{ x: lAnkleX + P.ankleToToe * bodyH * 0.5,
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y: ankleY + P.ankleToToe * bodyH * 0.3,
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y: lAnkleY + P.ankleToToe * bodyH * 0.3,
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confidence: 0.65 },
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// 24: right_foot_index
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{ x: rAnkleX + P.ankleToToe * bodyH * 0.5,
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y: ankleY + P.ankleToToe * bodyH * 0.3,
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y: rAnkleY + P.ankleToToe * bodyH * 0.3,
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confidence: 0.65 },
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// 25: neck (midpoint between shoulders, slightly above)
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{ x: neckX, y: neckY, confidence: 0.93 },
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{ x: (lShX + rShX) / 2, y: shoulderY - P.headToShoulder * bodyH * 0.35, confidence: 0.93 },
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];
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for (let i = 0; i < keypoints.length; i++) {
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}
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/**
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* Analyze the motion grid to determine arm positions.
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* Left side of grid = left side of body, etc.
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* Find weighted motion centroids for each body zone.
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* Divides the bounding box into 6 zones: head, left arm, right arm, torso, left leg, right leg.
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* Returns the (x,y) centroid of motion intensity for each zone.
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*/
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_analyzeArmMotion(grid, cols, rows, region) {
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// Body center column
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const centerCol = Math.floor(cols / 2);
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_findZoneCentroids(grid, cols, rows, bx, by, bw, bh) {
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// Zone definitions (in grid-relative fractions)
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const zones = {
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head: { rMin: 0, rMax: 0.2, cMin: 0.25, cMax: 0.75, wx: 0, wy: 0, wt: 0 },
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leftArm: { rMin: 0.1, rMax: 0.6, cMin: 0, cMax: 0.35, wx: 0, wy: 0, wt: 0 },
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rightArm: { rMin: 0.1, rMax: 0.6, cMin: 0.65, cMax: 1.0, wx: 0, wy: 0, wt: 0 },
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torso: { rMin: 0.15, rMax: 0.55, cMin: 0.3, cMax: 0.7, wx: 0, wy: 0, wt: 0 },
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leftLeg: { rMin: 0.5, rMax: 1.0, cMin: 0.1, cMax: 0.5, wx: 0, wy: 0, wt: 0 },
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rightLeg: { rMin: 0.5, rMax: 1.0, cMin: 0.5, cMax: 0.9, wx: 0, wy: 0, wt: 0 },
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};
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// Upper body rows (top 60% of detected region)
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const upperEnd = Math.floor(rows * 0.6);
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// Accumulate weighted centroids per zone
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for (let r = 0; r < rows; r++) {
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const ry = r / rows; // 0-1 within grid
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for (let c = 0; c < cols; c++) {
|
||||
const cx_g = c / cols; // 0-1 within grid
|
||||
const val = grid[r][c];
|
||||
if (val < 0.005) continue; // skip near-zero motion
|
||||
|
||||
// Compute motion intensity for left vs right, at different heights
|
||||
let leftUpperMotion = 0, leftMidMotion = 0;
|
||||
let rightUpperMotion = 0, rightMidMotion = 0;
|
||||
let leftCount = 0, rightCount = 0;
|
||||
let headMotionX = 0, headMotionWeight = 0;
|
||||
// Map grid position to body-space coordinates (0-1)
|
||||
const worldX = bx + cx_g * bw;
|
||||
const worldY = by + ry * bh;
|
||||
|
||||
for (let r = 0; r < upperEnd; r++) {
|
||||
const heightWeight = 1.0 - (r / upperEnd) * 0.3; // Upper rows weighted more
|
||||
|
||||
// Head zone: top 25%, center 40% of width
|
||||
if (r < Math.floor(rows * 0.25)) {
|
||||
const headLeft = Math.floor(cols * 0.3);
|
||||
const headRight = Math.floor(cols * 0.7);
|
||||
for (let c = headLeft; c <= headRight; c++) {
|
||||
const val = grid[r][c];
|
||||
headMotionX += (c / cols - 0.5) * val;
|
||||
headMotionWeight += val;
|
||||
// Assign to matching zones (a cell can contribute to multiple overlapping zones)
|
||||
for (const z of Object.values(zones)) {
|
||||
if (ry >= z.rMin && ry < z.rMax && cx_g >= z.cMin && cx_g < z.cMax) {
|
||||
z.wx += worldX * val;
|
||||
z.wy += worldY * val;
|
||||
z.wt += val;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Left arm zone: left 40% of grid
|
||||
for (let c = 0; c < Math.floor(cols * 0.4); c++) {
|
||||
const val = grid[r][c];
|
||||
if (r < rows * 0.3) leftUpperMotion += val * heightWeight;
|
||||
else leftMidMotion += val * heightWeight;
|
||||
leftCount++;
|
||||
}
|
||||
|
||||
// Right arm zone: right 40% of grid
|
||||
for (let c = Math.floor(cols * 0.6); c < cols; c++) {
|
||||
const val = grid[r][c];
|
||||
if (r < rows * 0.3) rightUpperMotion += val * heightWeight;
|
||||
else rightMidMotion += val * heightWeight;
|
||||
rightCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// Normalize
|
||||
const leftTotal = leftUpperMotion + leftMidMotion;
|
||||
const rightTotal = rightUpperMotion + rightMidMotion;
|
||||
const maxMotion = 0.15; // Calibration threshold
|
||||
// Compute centroids with fallback defaults
|
||||
const centroid = (z, defX, defY) => ({
|
||||
x: z.wt > 0.01 ? z.wx / z.wt : defX,
|
||||
y: z.wt > 0.01 ? z.wy / z.wt : defY,
|
||||
weight: z.wt
|
||||
});
|
||||
|
||||
// Arm height: 0 = at side, 1 = raised
|
||||
// High motion in upper-left → left arm is raised
|
||||
const leftArmHeight = Math.min(1, (leftUpperMotion / maxMotion) * 2);
|
||||
const rightArmHeight = Math.min(1, (rightUpperMotion / maxMotion) * 2);
|
||||
const midX = bx + bw / 2;
|
||||
const midY = by + bh / 2;
|
||||
|
||||
// Arm spread: how far out from body
|
||||
const leftArmSpread = Math.min(1, leftTotal / maxMotion);
|
||||
const rightArmSpread = Math.min(1, rightTotal / maxMotion);
|
||||
|
||||
// Head offset
|
||||
const headOffsetX = headMotionWeight > 0.01 ? headMotionX / headMotionWeight : 0;
|
||||
|
||||
return { leftArmHeight, rightArmHeight, leftArmSpread, rightArmSpread, headOffsetX };
|
||||
}
|
||||
|
||||
/**
|
||||
* Analyze lower grid for leg motion.
|
||||
*/
|
||||
_analyzeLegMotion(grid, cols, rows) {
|
||||
const lowerStart = Math.floor(rows * 0.6);
|
||||
let leftMotion = 0, rightMotion = 0;
|
||||
|
||||
for (let r = lowerStart; r < rows; r++) {
|
||||
for (let c = 0; c < Math.floor(cols / 2); c++) {
|
||||
leftMotion += grid[r][c];
|
||||
}
|
||||
for (let c = Math.floor(cols / 2); c < cols; c++) {
|
||||
rightMotion += grid[r][c];
|
||||
}
|
||||
}
|
||||
|
||||
// Return as -1 to 1 range (asymmetry indicates which leg is moving)
|
||||
const total = leftMotion + rightMotion + 0.001;
|
||||
return {
|
||||
left: (leftMotion - rightMotion) / total,
|
||||
right: (rightMotion - leftMotion) / total
|
||||
head: centroid(zones.head, midX, by + bh * 0.1),
|
||||
leftArm: centroid(zones.leftArm, bx + bw * 0.2, midY - bh * 0.05),
|
||||
rightArm: centroid(zones.rightArm, bx + bw * 0.8, midY - bh * 0.05),
|
||||
torso: centroid(zones.torso, midX, midY),
|
||||
leftLeg: centroid(zones.leftLeg, bx + bw * 0.35,by + bh * 0.75),
|
||||
rightLeg: centroid(zones.rightLeg, bx + bw * 0.65,by + bh * 0.75),
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue