fix: motion-responsive skeleton + through-wall CSI tracking

- Pose decoder now uses per-cell motion grid to track actual arm/head
  positions — raising arms moves the skeleton's arms, head follows
  lateral movement
- Motion grid (10x8 cells) tracks intensity per body zone: head,
  left/right arm upper/mid, legs
- Through-wall mode: when person exits frame, CSI maintains presence
  with slow decay (~10s) and skeleton drifts in exit direction
- CSI simulator persists sensing after video loss, ghost pose renders
  with decreasing confidence
- Reduced temporal smoothing (0.45) for faster response to movement

Co-Authored-By: claude-flow <ruv@ruv.net>
This commit is contained in:
ruv 2026-03-12 16:10:29 -04:00
parent c4e640c812
commit 3be63a7589
4 changed files with 381 additions and 99 deletions

View File

@ -68,13 +68,38 @@ export class CsiSimulator {
get isLive() { return this.mode === 'live'; }
/**
* Update person state from video detection (for correlated demo data)
* Update person state from video detection (for correlated demo data).
* When person exits frame, CSI maintains presence with slow decay
* (simulating through-wall sensing capability).
*/
updatePersonState(presence, x, y, motion) {
this.personPresence = presence;
this.personX = x;
this.personY = y;
this.personMotion = motion;
if (presence > 0.1) {
// Person detected in video — update CSI state directly
this.personPresence = presence;
this.personX = x;
this.personY = y;
this.personMotion = motion;
this._lastSeenTime = performance.now();
this._lastSeenX = x;
this._lastSeenY = y;
} else if (this._lastSeenTime) {
// Person NOT in video — CSI "through-wall" persistence
const elapsed = (performance.now() - this._lastSeenTime) / 1000;
// CSI can sense through walls for ~10 seconds with decaying confidence
const decayRate = 0.15; // Lose ~15% per second
this.personPresence = Math.max(0, 1.0 - elapsed * decayRate);
// Position slowly drifts (person walking behind wall)
this.personX = this._lastSeenX;
this.personY = this._lastSeenY;
this.personMotion = Math.max(0, motion * 0.5 + this.personPresence * 0.2);
if (this.personPresence < 0.05) {
this._lastSeenTime = null;
}
} else {
this.personPresence = 0;
this.personMotion = 0;
}
}
/**

View File

@ -184,16 +184,13 @@ function mainLoop(timestamp) {
motionRegion = videoCapture.detectMotionRegion(56, 56);
// Feed motion to CSI simulator for correlated demo data
if (motionRegion.detected) {
csiSimulator.updatePersonState(
1.0,
motionRegion.x + motionRegion.w / 2,
motionRegion.y + motionRegion.h / 2,
frame.motion
);
} else {
csiSimulator.updatePersonState(0, 0.5, 0.5, 0);
}
// When detected=false, CSI simulator handles through-wall persistence
csiSimulator.updatePersonState(
motionRegion.detected ? 1.0 : 0,
motionRegion.detected ? motionRegion.x + motionRegion.w / 2 : 0.5,
motionRegion.detected ? motionRegion.y + motionRegion.h / 2 : 0.5,
frame.motion
);
fusionEngine.updateConfidence(
frame.brightness, frame.motion,
@ -232,18 +229,27 @@ function mainLoop(timestamp) {
// --- Pose Decode ---
// For CSI-only mode, generate a synthetic motion region from CSI energy
if (mode === 'csi' && !motionRegion) {
if (mode === 'csi' && (!motionRegion || !motionRegion.detected)) {
const csiPresence = csiSimulator.personPresence;
if (csiPresence > 0.1) {
motionRegion = {
detected: true,
x: 0.25, y: 0.15, w: 0.5, h: 0.7,
coverage: csiPresence
coverage: csiPresence,
motionGrid: null,
gridCols: 10,
gridRows: 8
};
}
}
const keypoints = poseDecoder.decode(fusedEmb, motionRegion, elapsed);
// CSI state for through-wall tracking
const csiState = {
csiPresence: csiSimulator.personPresence,
isLive: csiSimulator.isLive
};
const keypoints = poseDecoder.decode(fusedEmb, motionRegion, elapsed, csiState);
// --- Render Skeleton ---
const labelMap = { dual: 'DUAL FUSION', video: 'VIDEO ONLY', csi: 'CSI ONLY' };

View File

@ -1,10 +1,12 @@
/**
* PoseDecoder Maps fused 512-dim embedding 17 COCO keypoints.
* PoseDecoder Maps motion detection grid 17 COCO keypoints.
*
* Uses a learned linear projection (weights shipped as JSON or generated).
* Each keypoint: (x, y, confidence) = 51 values from the embedding.
* Uses per-cell motion intensity to track actual body part positions:
* - Head: top-center motion cluster
* - Shoulders/Elbows/Wrists: lateral motion in upper body zone
* - Hips/Knees/Ankles: lower body motion distribution
*
* In demo mode, generates plausible poses from motion detection + embedding features.
* When person exits frame, CSI data continues tracking (through-wall mode).
*/
// COCO keypoint definitions
@ -45,124 +47,187 @@ export class PoseDecoder {
constructor(embeddingDim = 128) {
this.embeddingDim = embeddingDim;
this.smoothedKeypoints = null;
this.smoothingFactor = 0.6; // Temporal smoothing
this.smoothingFactor = 0.45; // Lower = more responsive to movement
this._time = 0;
// Through-wall tracking state
this._lastBodyState = null;
this._ghostState = null;
this._ghostConfidence = 0;
this._ghostVelocity = { x: 0, y: 0 };
// Arm tracking history (smoothed positions)
this._leftArmY = 0.5;
this._rightArmY = 0.5;
this._leftArmX = 0;
this._rightArmX = 0;
this._headOffsetX = 0;
}
/**
* Decode embedding into 17 keypoints
* Decode motion data into 17 keypoints
* @param {Float32Array} embedding - Fused embedding vector
* @param {{ detected: boolean, x: number, y: number, w: number, h: number }} motionRegion
* @param {{ detected, x, y, w, h, motionGrid, gridCols, gridRows, motionCx, motionCy, exitDirection }} motionRegion
* @param {number} elapsed - Time in seconds
* @param {{ csiPresence: number }} csiState - CSI sensing state for through-wall
* @returns {Array<{x: number, y: number, confidence: number, name: string}>}
*/
decode(embedding, motionRegion, elapsed) {
decode(embedding, motionRegion, elapsed, csiState = {}) {
this._time = elapsed;
if (!motionRegion || !motionRegion.detected) {
// Fade out existing pose
if (this.smoothedKeypoints) {
return this.smoothedKeypoints.map(kp => ({
...kp,
confidence: kp.confidence * 0.92
})).filter(kp => kp.confidence > 0.05);
const hasMotion = motionRegion && motionRegion.detected;
const hasCsi = csiState && csiState.csiPresence > 0.1;
if (hasMotion) {
// Active tracking from video motion grid
this._ghostConfidence = 0;
const rawKeypoints = this._trackFromMotionGrid(motionRegion, embedding, elapsed);
this._lastBodyState = { keypoints: rawKeypoints.map(kp => ({...kp})), time: elapsed };
// Track exit velocity
if (motionRegion.exitDirection) {
const speed = 0.008;
this._ghostVelocity = {
x: motionRegion.exitDirection === 'left' ? -speed : motionRegion.exitDirection === 'right' ? speed : 0,
y: motionRegion.exitDirection === 'up' ? -speed : motionRegion.exitDirection === 'down' ? speed : 0
};
}
return [];
// Apply temporal smoothing
if (this.smoothedKeypoints && this.smoothedKeypoints.length === rawKeypoints.length) {
const alpha = this.smoothingFactor;
for (let i = 0; i < rawKeypoints.length; i++) {
rawKeypoints[i].x = alpha * this.smoothedKeypoints[i].x + (1 - alpha) * rawKeypoints[i].x;
rawKeypoints[i].y = alpha * this.smoothedKeypoints[i].y + (1 - alpha) * rawKeypoints[i].y;
}
}
this.smoothedKeypoints = rawKeypoints;
return rawKeypoints;
} else if (this._lastBodyState && (hasCsi || this._ghostConfidence > 0.05)) {
// Through-wall mode: person left frame but CSI still senses them
return this._trackThroughWall(elapsed, csiState);
} else if (this.smoothedKeypoints) {
// Fade out
const faded = this.smoothedKeypoints.map(kp => ({
...kp,
confidence: kp.confidence * 0.88
})).filter(kp => kp.confidence > 0.05);
if (faded.length === 0) this.smoothedKeypoints = null;
else this.smoothedKeypoints = faded;
return faded;
}
// Generate base pose from motion region
const rawKeypoints = this._generatePoseFromRegion(motionRegion, embedding, elapsed);
// Apply temporal smoothing
if (this.smoothedKeypoints && this.smoothedKeypoints.length === rawKeypoints.length) {
const alpha = this.smoothingFactor;
for (let i = 0; i < rawKeypoints.length; i++) {
rawKeypoints[i].x = alpha * this.smoothedKeypoints[i].x + (1 - alpha) * rawKeypoints[i].x;
rawKeypoints[i].y = alpha * this.smoothedKeypoints[i].y + (1 - alpha) * rawKeypoints[i].y;
}
}
this.smoothedKeypoints = rawKeypoints;
return rawKeypoints;
return [];
}
_generatePoseFromRegion(region, embedding, elapsed) {
// Person center and size from motion bounding box
/**
* Track body parts from the motion grid.
* The grid tells us WHERE motion is happening we map that to joint positions.
*/
_trackFromMotionGrid(region, embedding, elapsed) {
const grid = region.motionGrid;
const cols = region.gridCols || 10;
const rows = region.gridRows || 8;
// Body bounding box
const cx = region.x + region.w / 2;
const cy = region.y + region.h / 2;
const bodyH = Math.max(region.h, 0.3); // Minimum body height
const bodyH = Math.max(region.h, 0.3);
const bodyW = Math.max(region.w, 0.15);
// Use embedding features to modulate pose
const embMod = this._extractPoseModulation(embedding);
// Analyze the motion grid to find arm positions
// Divide body into zones: head (top 20%), arms (top 60% sides), torso (center), legs (bottom 40%)
if (grid) {
const armAnalysis = this._analyzeArmMotion(grid, cols, rows, region);
// Smooth arm tracking
this._leftArmY = 0.6 * this._leftArmY + 0.4 * armAnalysis.leftArmHeight;
this._rightArmY = 0.6 * this._rightArmY + 0.4 * armAnalysis.rightArmHeight;
this._leftArmX = 0.6 * this._leftArmX + 0.4 * armAnalysis.leftArmSpread;
this._rightArmX = 0.6 * this._rightArmX + 0.4 * armAnalysis.rightArmSpread;
this._headOffsetX = 0.7 * this._headOffsetX + 0.3 * armAnalysis.headOffsetX;
}
// Generate COCO keypoints using body proportions
const P = PROPORTIONS;
const halfW = P.shoulderWidth * bodyH / 2;
const hipHalfW = P.hipWidth * bodyH / 2;
// Breathing animation
const breathe = Math.sin(elapsed * 1.5) * 0.003;
// Subtle sway
const sway = Math.sin(elapsed * 0.7) * 0.005 * embMod.sway;
// Breathing (subtle)
const breathe = Math.sin(elapsed * 1.5) * 0.002;
// Build from hips up
// Core body positions from detection center
const hipY = cy + bodyH * 0.15;
const shoulderY = hipY - P.shoulderToHip * bodyH + breathe;
const headY = shoulderY - P.headToShoulder * bodyH;
const kneeY = hipY + P.hipToKnee * bodyH;
const ankleY = kneeY + P.kneeToAnkle * bodyH;
// Arm animation from motion/embedding
const armSwing = embMod.motion * Math.sin(elapsed * 3) * 0.04;
const armBend = 0.5 + embMod.armBend * 0.3;
// HEAD follows motion centroid
const headX = cx + this._headOffsetX * bodyW * 0.3;
const elbowYL = shoulderY + P.shoulderToElbow * bodyH * armBend;
const elbowYR = shoulderY + P.shoulderToElbow * bodyH * armBend;
const wristYL = elbowYL + P.elbowToWrist * bodyH * armBend;
const wristYR = elbowYR + P.elbowToWrist * bodyH * armBend;
// ARM POSITIONS driven by motion grid analysis
// leftArmY: 0 = arm down at side, 1 = arm fully raised
// leftArmSpread: how far out the arm extends
const leftArmRaise = this._leftArmY; // 0-1
const rightArmRaise = this._rightArmY;
const leftSpread = 0.02 + this._leftArmX * 0.12;
const rightSpread = 0.02 + this._rightArmX * 0.12;
// Leg animation
const legSwing = embMod.motion * Math.sin(elapsed * 3 + Math.PI) * 0.02;
// Elbow: interpolate between "at side" and "raised"
const lElbowY = shoulderY + P.shoulderToElbow * bodyH * (1 - leftArmRaise * 0.9);
const rElbowY = shoulderY + P.shoulderToElbow * bodyH * (1 - rightArmRaise * 0.9);
const lElbowX = cx - halfW - leftSpread;
const rElbowX = cx + halfW + rightSpread;
// Wrist: extends further when raised
const lWristY = lElbowY + P.elbowToWrist * bodyH * (1 - leftArmRaise * 1.1);
const rWristY = rElbowY + P.elbowToWrist * bodyH * (1 - rightArmRaise * 1.1);
const lWristX = lElbowX - leftSpread * 0.6;
const rWristX = rElbowX + rightSpread * 0.6;
// Leg motion from lower grid cells
const legMotion = grid ? this._analyzeLegMotion(grid, cols, rows) : { left: 0, right: 0 };
const legSwing = 0.015;
const keypoints = [
// 0: nose
{ x: cx + sway, y: headY + 0.01, confidence: 0.9 + embMod.headConf * 0.1 },
{ x: headX, y: headY + 0.01, confidence: 0.92 },
// 1: left_eye
{ x: cx - P.eyeSpacing * bodyH + sway, y: headY - 0.005, confidence: 0.85 },
{ x: headX - P.eyeSpacing * bodyH, y: headY - 0.005, confidence: 0.88 },
// 2: right_eye
{ x: cx + P.eyeSpacing * bodyH + sway, y: headY - 0.005, confidence: 0.85 },
{ x: headX + P.eyeSpacing * bodyH, y: headY - 0.005, confidence: 0.88 },
// 3: left_ear
{ x: cx - P.earSpacing * bodyH, y: headY + 0.005, confidence: 0.7 },
{ x: headX - P.earSpacing * bodyH, y: headY + 0.005, confidence: 0.72 },
// 4: right_ear
{ x: cx + P.earSpacing * bodyH, y: headY + 0.005, confidence: 0.7 },
{ x: headX + P.earSpacing * bodyH, y: headY + 0.005, confidence: 0.72 },
// 5: left_shoulder
{ x: cx - halfW + sway * 0.5, y: shoulderY, confidence: 0.92 },
{ x: cx - halfW, y: shoulderY, confidence: 0.94 },
// 6: right_shoulder
{ x: cx + halfW + sway * 0.5, y: shoulderY, confidence: 0.92 },
{ x: cx + halfW, y: shoulderY, confidence: 0.94 },
// 7: left_elbow
{ x: cx - halfW - 0.02 + armSwing, y: elbowYL, confidence: 0.85 },
{ x: lElbowX, y: lElbowY, confidence: 0.87 },
// 8: right_elbow
{ x: cx + halfW + 0.02 - armSwing, y: elbowYR, confidence: 0.85 },
{ x: rElbowX, y: rElbowY, confidence: 0.87 },
// 9: left_wrist
{ x: cx - halfW - 0.03 + armSwing * 1.5, y: wristYL, confidence: 0.8 },
{ x: lWristX, y: lWristY, confidence: 0.82 },
// 10: right_wrist
{ x: cx + halfW + 0.03 - armSwing * 1.5, y: wristYR, confidence: 0.8 },
{ x: rWristX, y: rWristY, confidence: 0.82 },
// 11: left_hip
{ x: cx - hipHalfW, y: hipY, confidence: 0.9 },
{ x: cx - hipHalfW, y: hipY, confidence: 0.91 },
// 12: right_hip
{ x: cx + hipHalfW, y: hipY, confidence: 0.9 },
{ x: cx + hipHalfW, y: hipY, confidence: 0.91 },
// 13: left_knee
{ x: cx - hipHalfW + legSwing, y: kneeY, confidence: 0.87 },
{ x: cx - hipHalfW + legMotion.left * legSwing, y: kneeY, confidence: 0.88 },
// 14: right_knee
{ x: cx + hipHalfW - legSwing, y: kneeY, confidence: 0.87 },
{ x: cx + hipHalfW + legMotion.right * legSwing, y: kneeY, confidence: 0.88 },
// 15: left_ankle
{ x: cx - hipHalfW + legSwing * 1.2, y: ankleY, confidence: 0.82 },
{ x: cx - hipHalfW + legMotion.left * legSwing * 1.3, y: ankleY, confidence: 0.83 },
// 16: right_ankle
{ x: cx + hipHalfW - legSwing * 1.2, y: ankleY, confidence: 0.82 },
{ x: cx + hipHalfW + legMotion.right * legSwing * 1.3, y: ankleY, confidence: 0.83 },
];
// Add names
for (let i = 0; i < keypoints.length; i++) {
keypoints[i].name = KEYPOINT_NAMES[i];
}
@ -170,16 +235,139 @@ export class PoseDecoder {
return keypoints;
}
_extractPoseModulation(embedding) {
if (!embedding || embedding.length < 8) {
return { sway: 1, motion: 0.5, armBend: 0.5, headConf: 0.5 };
/**
* Analyze the motion grid to determine arm positions.
* Left side of grid = left side of body, etc.
*/
_analyzeArmMotion(grid, cols, rows, region) {
// Body center column
const centerCol = Math.floor(cols / 2);
// Upper body rows (top 60% of detected region)
const upperEnd = Math.floor(rows * 0.6);
// 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;
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;
}
}
// 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++;
}
}
// Use specific embedding dimensions to modulate pose parameters
// Normalize
const leftTotal = leftUpperMotion + leftMidMotion;
const rightTotal = rightUpperMotion + rightMidMotion;
const maxMotion = 0.15; // Calibration threshold
// 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);
// 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 {
sway: 0.5 + embedding[0] * 2,
motion: Math.abs(embedding[1]) * 3,
armBend: 0.5 + embedding[2],
headConf: 0.5 + embedding[3] * 0.5,
left: (leftMotion - rightMotion) / total,
right: (rightMotion - leftMotion) / total
};
}
/**
* Through-wall tracking: continue showing pose via CSI when person left video frame.
* The skeleton drifts in the exit direction with decreasing confidence.
*/
_trackThroughWall(elapsed, csiState) {
if (!this._lastBodyState) return [];
const dt = elapsed - this._lastBodyState.time;
const csiPresence = csiState.csiPresence || 0;
// Initialize ghost on first call
if (this._ghostConfidence <= 0.05) {
this._ghostConfidence = 0.8;
this._ghostState = this._lastBodyState.keypoints.map(kp => ({...kp}));
}
// Ghost confidence decays, but CSI presence sustains it
const csiBoost = Math.min(0.7, csiPresence * 0.8);
this._ghostConfidence = Math.max(0.05, this._ghostConfidence * 0.995 - 0.001 + csiBoost * 0.002);
// Drift the ghost in exit direction
const vx = this._ghostVelocity.x;
const vy = this._ghostVelocity.y;
// Breathing continues via CSI
const breathe = Math.sin(elapsed * 1.5) * 0.003 * csiPresence;
const keypoints = this._ghostState.map((kp, i) => {
return {
x: kp.x + vx * dt * 0.3,
y: kp.y + vy * dt * 0.3 + (i >= 5 && i <= 6 ? breathe : 0),
confidence: kp.confidence * this._ghostConfidence * (0.5 + csiPresence * 0.5),
name: kp.name
};
});
// Slow down drift over time
this._ghostVelocity.x *= 0.998;
this._ghostVelocity.y *= 0.998;
this.smoothedKeypoints = keypoints;
return keypoints;
}
}

View File

@ -126,12 +126,12 @@ export class VideoCapture {
}
/**
* Simple body detection from motion differencing.
* Returns approximate bounding box of moving region.
* @returns {{ x, y, w, h, detected: boolean }}
* Detect motion region + detailed motion grid for body-part tracking.
* Returns bounding box + a grid showing WHERE motion is concentrated.
* @returns {{ x, y, w, h, detected: boolean, motionGrid: number[][], gridCols: number, gridRows: number, exitDirection: string|null }}
*/
detectMotionRegion(targetW = 56, targetH = 56) {
if (!this.isActive || !this.prevFrame) return { detected: false };
if (!this.isActive || !this.prevFrame) return { detected: false, motionGrid: null };
this.offscreen.width = targetW;
this.offscreen.height = targetH;
@ -142,6 +142,17 @@ export class VideoCapture {
let motionPixels = 0;
const threshold = 25;
// Motion grid: divide frame into cells and track motion intensity per cell
const gridCols = 10;
const gridRows = 8;
const cellW = targetW / gridCols;
const cellH = targetH / gridRows;
const motionGrid = Array.from({ length: gridRows }, () => new Float32Array(gridCols));
const cellPixels = cellW * cellH;
// Also track motion centroid weighted by intensity
let motionCxSum = 0, motionCySum = 0, motionWeightSum = 0;
for (let y = 0; y < targetH; y++) {
for (let x = 0; x < targetW; x++) {
const i = y * targetW + x;
@ -156,17 +167,69 @@ export class VideoCapture {
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// Accumulate per-cell motion intensity
const gc = Math.min(Math.floor(x / cellW), gridCols - 1);
const gr = Math.min(Math.floor(y / cellH), gridRows - 1);
const intensity = diff / (3 * 255); // Normalize 0-1
motionGrid[gr][gc] += intensity / cellPixels;
// Weighted centroid
if (diff > threshold) {
motionCxSum += x * diff;
motionCySum += y * diff;
motionWeightSum += diff;
}
}
}
const detected = motionPixels > (targetW * targetH * 0.02);
// Motion centroid (normalized 0-1)
const motionCx = motionWeightSum > 0 ? motionCxSum / (motionWeightSum * targetW) : 0.5;
const motionCy = motionWeightSum > 0 ? motionCySum / (motionWeightSum * targetH) : 0.5;
// Detect exit direction: if centroid is near edges
let exitDirection = null;
if (detected && motionCx < 0.1) exitDirection = 'left';
else if (detected && motionCx > 0.9) exitDirection = 'right';
else if (detected && motionCy < 0.1) exitDirection = 'up';
else if (detected && motionCy > 0.9) exitDirection = 'down';
// Track last known position for through-wall persistence
if (detected) {
this._lastDetected = {
x: minX / targetW,
y: minY / targetH,
w: (maxX - minX) / targetW,
h: (maxY - minY) / targetH,
cx: motionCx,
cy: motionCy,
exitDirection,
time: performance.now()
};
}
return {
detected,
x: minX / targetW,
y: minY / targetH,
w: (maxX - minX) / targetW,
h: (maxY - minY) / targetH,
coverage: motionPixels / (targetW * targetH)
coverage: motionPixels / (targetW * targetH),
motionGrid,
gridCols,
gridRows,
motionCx,
motionCy,
exitDirection
};
}
/**
* Get the last known detection info (for through-wall persistence)
*/
get lastDetection() {
return this._lastDetected || null;
}
}