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:
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@ -68,13 +68,38 @@ export class CsiSimulator {
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get isLive() { return this.mode === 'live'; }
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/**
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* Update person state from video detection (for correlated demo data)
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* Update person state from video detection (for correlated demo data).
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* When person exits frame, CSI maintains presence with slow decay
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* (simulating through-wall sensing capability).
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*/
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updatePersonState(presence, x, y, motion) {
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this.personPresence = presence;
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this.personX = x;
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this.personY = y;
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this.personMotion = motion;
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if (presence > 0.1) {
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// Person detected in video — update CSI state directly
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this.personPresence = presence;
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this.personX = x;
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this.personY = y;
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this.personMotion = motion;
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this._lastSeenTime = performance.now();
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this._lastSeenX = x;
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this._lastSeenY = y;
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} else if (this._lastSeenTime) {
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// Person NOT in video — CSI "through-wall" persistence
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const elapsed = (performance.now() - this._lastSeenTime) / 1000;
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// CSI can sense through walls for ~10 seconds with decaying confidence
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const decayRate = 0.15; // Lose ~15% per second
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this.personPresence = Math.max(0, 1.0 - elapsed * decayRate);
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// Position slowly drifts (person walking behind wall)
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this.personX = this._lastSeenX;
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this.personY = this._lastSeenY;
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this.personMotion = Math.max(0, motion * 0.5 + this.personPresence * 0.2);
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if (this.personPresence < 0.05) {
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this._lastSeenTime = null;
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}
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} else {
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this.personPresence = 0;
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this.personMotion = 0;
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}
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}
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/**
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@ -184,16 +184,13 @@ function mainLoop(timestamp) {
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motionRegion = videoCapture.detectMotionRegion(56, 56);
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// Feed motion to CSI simulator for correlated demo data
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if (motionRegion.detected) {
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csiSimulator.updatePersonState(
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1.0,
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motionRegion.x + motionRegion.w / 2,
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motionRegion.y + motionRegion.h / 2,
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frame.motion
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);
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} else {
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csiSimulator.updatePersonState(0, 0.5, 0.5, 0);
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}
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// When detected=false, CSI simulator handles through-wall persistence
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csiSimulator.updatePersonState(
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motionRegion.detected ? 1.0 : 0,
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motionRegion.detected ? motionRegion.x + motionRegion.w / 2 : 0.5,
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motionRegion.detected ? motionRegion.y + motionRegion.h / 2 : 0.5,
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frame.motion
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);
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fusionEngine.updateConfidence(
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frame.brightness, frame.motion,
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@ -232,18 +229,27 @@ function mainLoop(timestamp) {
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// --- Pose Decode ---
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// For CSI-only mode, generate a synthetic motion region from CSI energy
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if (mode === 'csi' && !motionRegion) {
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if (mode === 'csi' && (!motionRegion || !motionRegion.detected)) {
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const csiPresence = csiSimulator.personPresence;
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if (csiPresence > 0.1) {
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motionRegion = {
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detected: true,
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x: 0.25, y: 0.15, w: 0.5, h: 0.7,
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coverage: csiPresence
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coverage: csiPresence,
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motionGrid: null,
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gridCols: 10,
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gridRows: 8
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};
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}
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}
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const keypoints = poseDecoder.decode(fusedEmb, motionRegion, elapsed);
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// CSI state for through-wall tracking
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const csiState = {
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csiPresence: csiSimulator.personPresence,
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isLive: csiSimulator.isLive
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};
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const keypoints = poseDecoder.decode(fusedEmb, motionRegion, elapsed, csiState);
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// --- Render Skeleton ---
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const labelMap = { dual: 'DUAL FUSION', video: 'VIDEO ONLY', csi: 'CSI ONLY' };
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@ -1,10 +1,12 @@
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/**
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* PoseDecoder — Maps fused 512-dim embedding → 17 COCO keypoints.
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* PoseDecoder — Maps motion detection grid → 17 COCO keypoints.
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*
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* Uses a learned linear projection (weights shipped as JSON or generated).
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* Each keypoint: (x, y, confidence) = 51 values from the embedding.
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* Uses per-cell motion intensity to track actual body part positions:
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* - Head: top-center motion cluster
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* - Shoulders/Elbows/Wrists: lateral motion in upper body zone
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* - Hips/Knees/Ankles: lower body motion distribution
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*
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* In demo mode, generates plausible poses from motion detection + embedding features.
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* When person exits frame, CSI data continues tracking (through-wall mode).
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*/
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// COCO keypoint definitions
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@ -45,124 +47,187 @@ 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 = 0.6; // Temporal smoothing
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this.smoothingFactor = 0.45; // Lower = more responsive to movement
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this._time = 0;
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// Through-wall tracking state
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this._lastBodyState = null;
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this._ghostState = null;
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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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}
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/**
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* Decode embedding into 17 keypoints
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* Decode motion data into 17 keypoints
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* @param {Float32Array} embedding - Fused embedding vector
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* @param {{ detected: boolean, x: number, y: number, w: number, h: number }} motionRegion
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* @param {{ detected, x, y, w, h, motionGrid, gridCols, gridRows, motionCx, motionCy, exitDirection }} motionRegion
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* @param {number} elapsed - Time in seconds
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* @param {{ csiPresence: number }} csiState - CSI sensing state for through-wall
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* @returns {Array<{x: number, y: number, confidence: number, name: string}>}
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*/
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decode(embedding, motionRegion, elapsed) {
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decode(embedding, motionRegion, elapsed, csiState = {}) {
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this._time = elapsed;
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if (!motionRegion || !motionRegion.detected) {
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// Fade out existing pose
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if (this.smoothedKeypoints) {
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return this.smoothedKeypoints.map(kp => ({
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...kp,
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confidence: kp.confidence * 0.92
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})).filter(kp => kp.confidence > 0.05);
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const hasMotion = motionRegion && motionRegion.detected;
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const hasCsi = csiState && csiState.csiPresence > 0.1;
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if (hasMotion) {
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// Active tracking from video motion grid
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this._ghostConfidence = 0;
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const rawKeypoints = this._trackFromMotionGrid(motionRegion, embedding, elapsed);
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this._lastBodyState = { keypoints: rawKeypoints.map(kp => ({...kp})), time: elapsed };
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// Track exit velocity
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if (motionRegion.exitDirection) {
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const speed = 0.008;
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this._ghostVelocity = {
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x: motionRegion.exitDirection === 'left' ? -speed : motionRegion.exitDirection === 'right' ? speed : 0,
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y: motionRegion.exitDirection === 'up' ? -speed : motionRegion.exitDirection === 'down' ? speed : 0
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};
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}
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return [];
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// Apply temporal smoothing
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if (this.smoothedKeypoints && this.smoothedKeypoints.length === rawKeypoints.length) {
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const alpha = this.smoothingFactor;
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for (let i = 0; i < rawKeypoints.length; i++) {
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rawKeypoints[i].x = alpha * this.smoothedKeypoints[i].x + (1 - alpha) * rawKeypoints[i].x;
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rawKeypoints[i].y = alpha * this.smoothedKeypoints[i].y + (1 - alpha) * rawKeypoints[i].y;
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}
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}
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this.smoothedKeypoints = rawKeypoints;
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return rawKeypoints;
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} else if (this._lastBodyState && (hasCsi || this._ghostConfidence > 0.05)) {
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// Through-wall mode: person left frame but CSI still senses them
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return this._trackThroughWall(elapsed, csiState);
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} else if (this.smoothedKeypoints) {
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// Fade out
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const faded = this.smoothedKeypoints.map(kp => ({
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...kp,
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confidence: kp.confidence * 0.88
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})).filter(kp => kp.confidence > 0.05);
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if (faded.length === 0) this.smoothedKeypoints = null;
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else this.smoothedKeypoints = faded;
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return faded;
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}
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// Generate base pose from motion region
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const rawKeypoints = this._generatePoseFromRegion(motionRegion, embedding, elapsed);
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// Apply temporal smoothing
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if (this.smoothedKeypoints && this.smoothedKeypoints.length === rawKeypoints.length) {
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const alpha = this.smoothingFactor;
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for (let i = 0; i < rawKeypoints.length; i++) {
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rawKeypoints[i].x = alpha * this.smoothedKeypoints[i].x + (1 - alpha) * rawKeypoints[i].x;
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rawKeypoints[i].y = alpha * this.smoothedKeypoints[i].y + (1 - alpha) * rawKeypoints[i].y;
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}
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}
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this.smoothedKeypoints = rawKeypoints;
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return rawKeypoints;
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return [];
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}
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_generatePoseFromRegion(region, embedding, elapsed) {
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// Person center and size from motion bounding box
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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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*/
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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); // Minimum body height
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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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// Use embedding features to modulate pose
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const embMod = this._extractPoseModulation(embedding);
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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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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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}
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// Generate COCO keypoints using body proportions
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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 animation
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const breathe = Math.sin(elapsed * 1.5) * 0.003;
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// Subtle sway
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const sway = Math.sin(elapsed * 0.7) * 0.005 * embMod.sway;
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// Breathing (subtle)
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const breathe = Math.sin(elapsed * 1.5) * 0.002;
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// Build from hips up
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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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// Arm animation from motion/embedding
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const armSwing = embMod.motion * Math.sin(elapsed * 3) * 0.04;
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const armBend = 0.5 + embMod.armBend * 0.3;
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// HEAD follows motion centroid
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const headX = cx + this._headOffsetX * bodyW * 0.3;
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const elbowYL = shoulderY + P.shoulderToElbow * bodyH * armBend;
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const elbowYR = shoulderY + P.shoulderToElbow * bodyH * armBend;
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const wristYL = elbowYL + P.elbowToWrist * bodyH * armBend;
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const wristYR = elbowYR + P.elbowToWrist * bodyH * armBend;
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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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// Leg animation
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const legSwing = embMod.motion * Math.sin(elapsed * 3 + Math.PI) * 0.02;
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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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// 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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// 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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const keypoints = [
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// 0: nose
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{ x: cx + sway, y: headY + 0.01, confidence: 0.9 + embMod.headConf * 0.1 },
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{ x: headX, y: headY + 0.01, confidence: 0.92 },
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// 1: left_eye
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{ x: cx - P.eyeSpacing * bodyH + sway, y: headY - 0.005, confidence: 0.85 },
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{ x: headX - P.eyeSpacing * bodyH, y: headY - 0.005, confidence: 0.88 },
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// 2: right_eye
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{ x: cx + P.eyeSpacing * bodyH + sway, y: headY - 0.005, confidence: 0.85 },
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{ x: headX + P.eyeSpacing * bodyH, y: headY - 0.005, confidence: 0.88 },
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// 3: left_ear
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{ x: cx - P.earSpacing * bodyH, y: headY + 0.005, confidence: 0.7 },
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{ x: headX - P.earSpacing * bodyH, y: headY + 0.005, confidence: 0.72 },
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// 4: right_ear
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{ x: cx + P.earSpacing * bodyH, y: headY + 0.005, confidence: 0.7 },
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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 + sway * 0.5, y: shoulderY, confidence: 0.92 },
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{ x: cx - halfW, y: shoulderY, confidence: 0.94 },
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// 6: right_shoulder
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{ x: cx + halfW + sway * 0.5, y: shoulderY, confidence: 0.92 },
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{ x: cx + halfW, y: shoulderY, confidence: 0.94 },
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// 7: left_elbow
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{ x: cx - halfW - 0.02 + armSwing, y: elbowYL, confidence: 0.85 },
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{ x: lElbowX, y: lElbowY, confidence: 0.87 },
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// 8: right_elbow
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{ x: cx + halfW + 0.02 - armSwing, y: elbowYR, confidence: 0.85 },
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{ x: rElbowX, y: rElbowY, confidence: 0.87 },
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// 9: left_wrist
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{ x: cx - halfW - 0.03 + armSwing * 1.5, y: wristYL, confidence: 0.8 },
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{ x: lWristX, y: lWristY, confidence: 0.82 },
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// 10: right_wrist
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{ x: cx + halfW + 0.03 - armSwing * 1.5, y: wristYR, confidence: 0.8 },
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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: 0.9 },
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{ x: cx - hipHalfW, y: hipY, confidence: 0.91 },
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// 12: right_hip
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{ x: cx + hipHalfW, y: hipY, confidence: 0.9 },
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{ x: cx + hipHalfW, y: hipY, confidence: 0.91 },
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// 13: left_knee
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{ x: cx - hipHalfW + legSwing, y: kneeY, confidence: 0.87 },
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{ x: cx - hipHalfW + legMotion.left * legSwing, y: kneeY, confidence: 0.88 },
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// 14: right_knee
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{ x: cx + hipHalfW - legSwing, y: kneeY, confidence: 0.87 },
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{ x: cx + hipHalfW + legMotion.right * legSwing, y: kneeY, confidence: 0.88 },
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// 15: left_ankle
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{ x: cx - hipHalfW + legSwing * 1.2, y: ankleY, confidence: 0.82 },
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{ x: cx - hipHalfW + legMotion.left * legSwing * 1.3, y: ankleY, confidence: 0.83 },
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// 16: right_ankle
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{ x: cx + hipHalfW - legSwing * 1.2, y: ankleY, confidence: 0.82 },
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{ x: cx + hipHalfW + legMotion.right * legSwing * 1.3, y: ankleY, confidence: 0.83 },
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];
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// Add names
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for (let i = 0; i < keypoints.length; i++) {
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keypoints[i].name = KEYPOINT_NAMES[i];
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}
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@ -170,16 +235,139 @@ export class PoseDecoder {
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return keypoints;
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}
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_extractPoseModulation(embedding) {
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if (!embedding || embedding.length < 8) {
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return { sway: 1, motion: 0.5, armBend: 0.5, headConf: 0.5 };
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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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*/
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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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// 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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue