mount versions of pose-detectors combined
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+302
-240
@@ -1,262 +1,324 @@
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# gesture_control/arm_control.py
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import numpy as np
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import numpy as np
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import cv2
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import cv2
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class ArmController:
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def _clip_unit(v):
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return float(np.clip(v, -1.0, 1.0))
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def _apply_dead_zone(v, dz):
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return 0.0 if abs(v) < dz else v
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def _robust_metrics(landmarks, min_conf=0.5):
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"""
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Compute shoulder_center, shoulder_width, torso_height robustly.
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Uses hips if available; otherwise falls back to nose/shoulder geometry.
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Returns:
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shoulder_center (np.array shape (2,))
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shoulder_width (float)
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torso_height (float)
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ok (bool)
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"""
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def pt(i):
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return np.array(landmarks[i][:2], dtype=float), float(landmarks[i][3])
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l_sh, c_lsh = pt(11)
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r_sh, c_rsh = pt(12)
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if c_lsh < min_conf or c_rsh < min_conf:
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return None, 0.0, 0.0, False
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shoulder_center = (l_sh + r_sh) / 2.0
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shoulder_width = float(np.linalg.norm(r_sh - l_sh))
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if shoulder_width < 1e-3:
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return shoulder_center, 0.0, 0.0, False
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# Try hips
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l_hip, c_lhip = pt(23)
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r_hip, c_rhip = pt(24)
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if c_lhip >= min_conf and c_rhip >= min_conf:
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hip_center = (l_hip + r_hip) / 2.0
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torso_height = float(np.linalg.norm(hip_center - shoulder_center))
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if torso_height >= 1e-3:
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return shoulder_center, shoulder_width, torso_height, True
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# Fallbacks (upper-body only)
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nose, c_nose = pt(0)
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if c_nose >= min_conf:
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nose_to_shoulder = abs(nose[1] - shoulder_center[1])
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torso_height = max(1.6 * nose_to_shoulder, 0.9 * shoulder_width)
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else:
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torso_height = max(1.2 * shoulder_width, 1.0)
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return shoulder_center, shoulder_width, float(torso_height), True
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class ArmControllerMethod1:
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"""
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Method 1: Single-hand driving with right wrist.
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- Linear: vertical offset of right wrist from shoulder center (normalized by torso height)
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- Angular: horizontal offset of right wrist from shoulder center (normalized by shoulder width)
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"""
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def __init__(self, config, mirror=False):
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def __init__(self, config, mirror=False):
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"""
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Wrist-only controller using pose landmarks (indices 15 and 16).
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Behavior:
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- RIGHT wrist controls motion.
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- EXTINGUISHING only when BOTH wrists are visible AND BOTH are inside the TOP-CENTER rectangle:
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y < H/3 AND w/3 <= x <= 2w/3
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- Otherwise:
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* If RIGHT wrist visible -> 'move'
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* If no RIGHT wrist -> 'stop'
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"""
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self.config = config
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self.config = config
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self.mirror = mirror
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self.mirror = mirror
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self.dead_zone = config.get('dead_zone', 0.1)
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self.dead_zone = config.get('dead_zone', 0.15)
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self.debug = config.get('debug', False)
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self.debug = config.get('debug', False)
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self.min_conf = config.get('min_conf', 0.5)
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# UI speeds in 0..100; used to map from wrist offset to final robot speeds
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def compute_speeds(self, landmarks, frame_shape=None):
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self.max_speed = config.get('max_speed', 100)
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if landmarks is None:
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# Robot kinematics limits
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self.max_speed_linear = config.get('max_speed_linear', 0.8)
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self.max_speed_angular = config.get('max_speed_angular', 1.5)
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self.screen_width = config.get('screen_width', 640)
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self.screen_height = config.get('screen_height', 480)
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def update_frame_size(self, w, h):
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self.screen_width = int(w)
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self.screen_height = int(h)
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def _get_wrist_index(self, side):
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"""
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Wrist indices (MediaPipe Pose):
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- left wrist: 15
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- right wrist: 16
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With mirror=True, interpret 'left'/'right' as in mirrored preview.
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"""
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if self.mirror:
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return 16 if side == 'left' else 15
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else:
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return 15 if side == 'left' else 16
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def _get_wrist_position(self, landmarks, side):
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"""
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Return (x, y) of the requested wrist, or None if not visible.
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Only wrist landmarks are used; all other landmarks are ignored.
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"""
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idx = self._get_wrist_index(side)
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if idx >= len(landmarks):
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return None
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# If visibility exists (4th value), require >= 0.5
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if len(landmarks[idx]) >= 4 and landmarks[idx][3] < 0.5:
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return None
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x = float(landmarks[idx][0])
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y = float(landmarks[idx][1])
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return x, y
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def _in_top_center_section(self, x, y):
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"""
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Top-center rectangle:
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- y in [0, H/3)
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- x in [W/3, 2W/3)
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"""
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w_third = self.screen_width / 3.0
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h_third = self.screen_height / 3.0
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return (y < h_third) and (x >= w_third) and (x < 2.0 * w_third)
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def _both_wrists_in_top_center(self, landmarks):
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"""
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Returns True only if BOTH wrists are visible AND both are inside the top-center rectangle.
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"""
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lw = self._get_wrist_position(landmarks, 'left')
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rw = self._get_wrist_position(landmarks, 'right')
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if lw is None or rw is None:
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return False
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return self._in_top_center_section(lw[0], lw[1]) and self._in_top_center_section(rw[0], rw[1])
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def _scale_speed(self, norm_offset):
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"""
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norm_offset is in [0..1].
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Convert from [dead_zone..1] to [0..1], then scale to 0..max_speed.
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"""
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eff = (norm_offset - self.dead_zone) / (1.0 - self.dead_zone)
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eff = np.clip(eff, 0.0, 1.0)
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return round(eff * self.max_speed)
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def _compute_speeds(self, x, y):
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"""
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Compute directions and 0..100 speeds from a wrist position relative to screen center.
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Returns (h_dir, h_speed, v_dir, v_speed)
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- h_dir: 'left' | 'right' | 'center'
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- v_dir: 'up' | 'down' | 'center'
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"""
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cx = self.screen_width / 2.0
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cy = self.screen_height / 2.0
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# Normalize offset: -1..1
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dx = (x - cx) / (self.screen_width / 2.0)
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dy = (y - cy) / (self.screen_height / 2.0)
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dx = float(np.clip(dx, -1.0, 1.0))
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dy = float(np.clip(dy, -1.0, 1.0))
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# Horizontal
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if abs(dx) < self.dead_zone:
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h_dir, h_speed = 'center', 0
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elif dx > 0:
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h_dir = 'right'
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h_speed = self._scale_speed(abs(dx))
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else:
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h_dir = 'left'
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h_speed = self._scale_speed(abs(dx))
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# Vertical (image y grows down; up is dy < 0)
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if abs(dy) < self.dead_zone:
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v_dir, v_speed = 'center', 0
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elif dy < 0:
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v_dir = 'up'
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v_speed = self._scale_speed(abs(dy))
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else:
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v_dir = 'down'
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v_speed = self._scale_speed(abs(dy))
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return h_dir, h_speed, v_dir, v_speed
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def get_command(self, landmarks):
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"""
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Logic:
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- If BOTH wrists are visible AND BOTH are inside the top-center rectangle (the 'UP' section)
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-> {'command': 'extinguishing fire'}
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- Else if RIGHT wrist is visible -> {'command': 'move', ...} using RIGHT wrist position
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- Else -> {'command': 'stop'}
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"""
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if self._both_wrists_in_top_center(landmarks):
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if self.debug:
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print("Two wrists in TOP-CENTER ('UP' section) -> EXTINGUISHING FIRE")
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return {'command': 'extinguishing fire'}
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# Otherwise, control with RIGHT wrist only
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right_wrist = self._get_wrist_position(landmarks, 'right')
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if right_wrist is not None:
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x, y = right_wrist
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h_dir, h_speed, v_dir, v_speed = self._compute_speeds(x, y)
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return {
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'command': 'move',
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'x': x, 'y': y,
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'h_dir': h_dir, 'h_speed': h_speed,
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'v_dir': v_dir, 'v_speed': v_speed,
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}
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return {'command': 'stop'}
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def to_linear_angular(self, cmd):
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"""
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Convert a 'move' command (0..100 UI speeds) to robot linear/angular velocities.
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Mapping:
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- Vertical axis controls linear velocity: up -> +linear (forward), down -> -linear (backward)
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- Horizontal axis controls angular velocity: left -> +angular (CCW), right -> -angular (CW)
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"""
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if cmd.get('command') != 'move':
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return 0.0, 0.0
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return 0.0, 0.0
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v_dir, v_speed = cmd['v_dir'], float(cmd['v_speed'])
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# Require: shoulders + right wrist
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h_dir, h_speed = cmd['h_dir'], float(cmd['h_speed'])
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need = [11, 12, 16]
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if any(landmarks[i][3] < self.min_conf for i in need):
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return 0.0, 0.0
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# Normalize speeds to 0..1
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shoulder_center, shoulder_width, torso_height, ok = _robust_metrics(landmarks, self.min_conf)
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v_norm = v_speed / float(self.max_speed) if self.max_speed > 0 else 0.0
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if not ok or shoulder_width < 1e-3 or torso_height < 1e-3:
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h_norm = h_speed / float(self.max_speed) if self.max_speed > 0 else 0.0
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return 0.0, 0.0
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# Linear: forward/backward
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r_wr = landmarks[16][:2]
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if v_dir == 'up':
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linear = +v_norm * self.max_speed_linear
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# Positive linear when wrist above shoulder center (forward)
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elif v_dir == 'down':
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linear = (shoulder_center[1] - r_wr[1]) / torso_height
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linear = -v_norm * self.max_speed_linear
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# Positive angular when wrist to the right of shoulder center
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angular = (r_wr[0] - shoulder_center[0]) / shoulder_width
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if self.mirror:
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angular = -angular
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linear = _clip_unit(_apply_dead_zone(linear, self.dead_zone))
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angular = _clip_unit(_apply_dead_zone(angular, self.dead_zone))
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if self.debug:
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print(f"[M1] L:{linear:.2f} A:{angular:.2f}")
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return linear, angular
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def draw_overlay(self, frame, landmarks=None):
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if frame is None:
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return frame
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h, w = frame.shape[:2]
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# Draw center cross (screen center approximation)
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cv2.line(frame, (w // 2, 0), (w // 2, h), (0, 0, 0), 1)
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cv2.line(frame, (0, h // 2), (w, h // 2), (0, 0, 0), 1)
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# Draw right wrist
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if landmarks is not None and landmarks[16][3] > 0.5:
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x, y = int(landmarks[16][0]), int(landmarks[16][1])
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cv2.circle(frame, (x, y), 8, (0, 255, 255), -1)
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return frame
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class ArmControllerMethod2:
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"""
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Method 2: Two-hand blended control.
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- Linear: average vertical offset of both wrists from shoulder center (normalized by torso height)
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- Angular: horizontal balance of wrists around shoulder center (normalized by shoulder width)
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"""
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def __init__(self, config, mirror=False):
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self.config = config
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self.mirror = mirror
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self.dead_zone = config.get('dead_zone', 0.1)
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self.debug = config.get('debug', False)
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self.min_conf = config.get('min_conf', 0.5)
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def compute_speeds(self, landmarks, frame_shape=None):
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if landmarks is None:
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return 0.0, 0.0
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# Require: shoulders + both wrists
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need = [11, 12, 15, 16]
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if any(landmarks[i][3] < self.min_conf for i in need):
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return 0.0, 0.0
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shoulder_center, shoulder_width, torso_height, ok = _robust_metrics(landmarks, self.min_conf)
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if not ok or shoulder_width < 1e-3 or torso_height < 1e-3:
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return 0.0, 0.0
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l_wr = landmarks[15][:2]
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r_wr = landmarks[16][:2]
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# Linear: average elevation of both wrists
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lin_l = (shoulder_center[1] - l_wr[1]) / torso_height
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lin_r = (shoulder_center[1] - r_wr[1]) / torso_height
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linear = 0.5 * (lin_l + lin_r)
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# Angular: horizontal balance
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ang = ((r_wr[0] - shoulder_center[0]) - (shoulder_center[0] - l_wr[0])) / shoulder_width
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angular = ang
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if self.mirror:
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angular = -angular
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linear = _clip_unit(_apply_dead_zone(linear, self.dead_zone))
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angular = _clip_unit(_apply_dead_zone(angular, self.dead_zone))
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if self.debug:
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print(f"[M2] L:{linear:.2f} A:{angular:.2f}")
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return linear, angular
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def draw_overlay(self, frame, landmarks=None):
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if frame is None:
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return frame
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if landmarks is not None:
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for idx, color in [(15, (255, 0, 255)), (16, (0, 255, 255))]:
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if landmarks[idx][3] > 0.5:
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x, y = int(landmarks[idx][0]), int(landmarks[idx][1])
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cv2.circle(frame, (x, y), 8, color, -1)
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return frame
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class ArmControllerMethod3:
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"""
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Method 3: Elbow-augmented control.
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- Linear: average vertical offset of elbows (normalized by torso height)
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- Angular: wrist horizontal balance (normalized by shoulder width)
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"""
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def __init__(self, config, mirror=False):
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self.config = config
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self.mirror = mirror
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self.dead_zone = config.get('dead_zone', 0.1)
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self.debug = config.get('debug', False)
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self.min_conf = config.get('min_conf', 0.5)
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def compute_speeds(self, landmarks, frame_shape=None):
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if landmarks is None:
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return 0.0, 0.0
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# Require shoulders; prefer elbows for linear; wrists for angular.
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need_base = [11, 12]
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if any(landmarks[i][3] < self.min_conf for i in need_base):
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return 0.0, 0.0
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elbows_ok = (landmarks[13][3] >= self.min_conf and landmarks[14][3] >= self.min_conf)
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||||||
|
wrists_ok = (landmarks[15][3] >= self.min_conf and landmarks[16][3] >= self.min_conf)
|
||||||
|
|
||||||
|
if not elbows_ok and not wrists_ok:
|
||||||
|
return 0.0, 0.0
|
||||||
|
|
||||||
|
shoulder_center, shoulder_width, torso_height, ok = _robust_metrics(landmarks, self.min_conf)
|
||||||
|
if not ok or shoulder_width < 1e-3 or torso_height < 1e-3:
|
||||||
|
return 0.0, 0.0
|
||||||
|
|
||||||
|
# Linear: prefer elbows, fallback to wrists average if elbows missing
|
||||||
|
if elbows_ok:
|
||||||
|
l_el = landmarks[13][:2]
|
||||||
|
r_el = landmarks[14][:2]
|
||||||
|
lin_l = (shoulder_center[1] - l_el[1]) / torso_height
|
||||||
|
lin_r = (shoulder_center[1] - r_el[1]) / torso_height
|
||||||
|
linear = 0.5 * (lin_l + lin_r)
|
||||||
else:
|
else:
|
||||||
linear = 0.0
|
l_wr = landmarks[15][:2]
|
||||||
|
r_wr = landmarks[16][:2]
|
||||||
|
lin_l = (shoulder_center[1] - l_wr[1]) / torso_height
|
||||||
|
lin_r = (shoulder_center[1] - r_wr[1]) / torso_height
|
||||||
|
linear = 0.5 * (lin_l + lin_r)
|
||||||
|
|
||||||
# Angular: left/right
|
# Angular: use wrists if available, else 0
|
||||||
# Convention: left turn -> +angular, right turn -> -angular
|
if wrists_ok:
|
||||||
if h_dir == 'left':
|
l_wr = landmarks[15][:2]
|
||||||
angular = +h_norm * self.max_speed_angular
|
r_wr = landmarks[16][:2]
|
||||||
elif h_dir == 'right':
|
angular = ((r_wr[0] + l_wr[0]) - 2 * shoulder_center[0]) / shoulder_width
|
||||||
angular = -h_norm * self.max_speed_angular
|
|
||||||
else:
|
else:
|
||||||
angular = 0.0
|
angular = 0.0
|
||||||
|
|
||||||
return float(linear), float(angular)
|
if self.mirror:
|
||||||
|
angular = -angular
|
||||||
|
|
||||||
def draw_hands(self, frame, landmarks):
|
linear = _clip_unit(_apply_dead_zone(linear, self.dead_zone))
|
||||||
"""
|
angular = _clip_unit(_apply_dead_zone(angular, self.dead_zone))
|
||||||
Overlay control UI on the frame.
|
|
||||||
- Shows 3x3 grid.
|
|
||||||
- Extinguish only when both wrists are in the TOP-CENTER rectangle (the 'UP' section).
|
|
||||||
- Otherwise, RIGHT wrist controls motion.
|
|
||||||
"""
|
|
||||||
cmd = self.get_command(landmarks)
|
|
||||||
w, h = self.screen_width, self.screen_height
|
|
||||||
|
|
||||||
# 3x3 grid
|
|
||||||
grid_color = (200, 200, 200)
|
|
||||||
cv2.line(frame, (w // 3, 0), (w // 3, h), grid_color, 1)
|
|
||||||
cv2.line(frame, (2 * w // 3, 0), (2 * w // 3, h), grid_color, 1)
|
|
||||||
cv2.line(frame, (0, h // 3), (w, h // 3), grid_color, 1)
|
|
||||||
cv2.line(frame, (0, 2 * h // 3), (w, 2 * h // 3), grid_color, 1)
|
|
||||||
|
|
||||||
# Highlight the top-center rectangle (UP section)
|
|
||||||
x1, x2 = int(w / 3.0), int(2 * w / 3.0)
|
|
||||||
y2 = int(h / 3.0)
|
|
||||||
overlay = frame.copy()
|
|
||||||
cv2.rectangle(overlay, (x1, 0), (x2, y2), (0, 165, 255), -1) # orange overlay
|
|
||||||
cv2.addWeighted(overlay, 0.10, frame, 0.90, 0, frame)
|
|
||||||
|
|
||||||
# Center dot
|
|
||||||
cv2.circle(frame, (w // 2, h // 2), 6, (255, 255, 255), -1)
|
|
||||||
|
|
||||||
# Draw detected wrist points for feedback (if available)
|
|
||||||
lw = self._get_wrist_position(landmarks, 'left')
|
|
||||||
rw = self._get_wrist_position(landmarks, 'right')
|
|
||||||
if lw is not None:
|
|
||||||
cv2.circle(frame, (int(lw[0]), int(lw[1])), 10, (255, 0, 0), -1) # left: blue
|
|
||||||
if rw is not None:
|
|
||||||
cv2.circle(frame, (int(rw[0]), int(rw[1])), 10, (0, 255, 0), -1) # right: green
|
|
||||||
|
|
||||||
if cmd['command'] == 'stop':
|
|
||||||
cv2.putText(frame, "COMMAND: STOP", (20, 40),
|
|
||||||
cv2.FONT_HERSHEY_SIMPLEX, 0.9, (0, 0, 255), 3)
|
|
||||||
if self.debug:
|
|
||||||
print("COMMAND: stop")
|
|
||||||
return frame
|
|
||||||
|
|
||||||
if cmd['command'] == 'extinguishing fire':
|
|
||||||
cv2.putText(frame, "EXTINGUISHING FIRE (2 WRISTS IN TOP-CENTER 'UP' SECTION)", (20, 40),
|
|
||||||
cv2.FONT_HERSHEY_SIMPLEX, 0.75, (0, 165, 255), 2)
|
|
||||||
if self.debug:
|
|
||||||
print("COMMAND: extinguishing fire (two wrists in top-center section)")
|
|
||||||
return frame
|
|
||||||
|
|
||||||
# command == move (right wrist visible)
|
|
||||||
x, y = int(cmd['x']), int(cmd['y'])
|
|
||||||
cv2.circle(frame, (x, y), 12, (0, 255, 0), -1)
|
|
||||||
|
|
||||||
# Vector from center to wrist
|
|
||||||
cv2.line(frame, (w // 2, h // 2), (x, y), (0, 255, 0), 2)
|
|
||||||
|
|
||||||
v_dir, v_speed = cmd['v_dir'], cmd['v_speed']
|
|
||||||
h_dir, h_speed = cmd['h_dir'], cmd['h_speed']
|
|
||||||
|
|
||||||
cv2.putText(frame, f"V: {v_dir.upper()} {v_speed}", (20, 40),
|
|
||||||
cv2.FONT_HERSHEY_SIMPLEX, 0.8, (0, 255, 255), 2)
|
|
||||||
cv2.putText(frame, f"H: {h_dir.upper()} {h_speed}", (20, 75),
|
|
||||||
cv2.FONT_HERSHEY_SIMPLEX, 0.8, (0, 255, 255), 2)
|
|
||||||
|
|
||||||
if self.debug:
|
if self.debug:
|
||||||
print(f"V: {v_dir} {v_speed} | H: {h_dir} {h_speed}")
|
print(f"[M3] L:{linear:.2f} A:{angular:.2f}")
|
||||||
|
return linear, angular
|
||||||
|
|
||||||
|
def draw_overlay(self, frame, landmarks=None):
|
||||||
|
if frame is None:
|
||||||
|
return frame
|
||||||
|
if landmarks is not None:
|
||||||
|
for idx, color in [(13, (0, 200, 0)), (14, (0, 200, 0)), (15, (0, 255, 255)), (16, (255, 0, 255))]:
|
||||||
|
if landmarks[idx][3] > 0.5:
|
||||||
|
x, y = int(landmarks[idx][0]), int(landmarks[idx][1])
|
||||||
|
cv2.circle(frame, (x, y), 6, color, -1)
|
||||||
|
return frame
|
||||||
|
|
||||||
|
|
||||||
|
class ArmControllerMethod4:
|
||||||
|
"""
|
||||||
|
Method 4: 3x3 grid based on landmark 19 (right index finger tip).
|
||||||
|
Screen split at 2/5 and 3/5 (both axes). Center band = 0.
|
||||||
|
Proportional speed away from the center bands.
|
||||||
|
"""
|
||||||
|
def __init__(self, config, mirror=False):
|
||||||
|
self.config = config
|
||||||
|
self.mirror = mirror
|
||||||
|
self.finger_idx = 19 # right index finger tip
|
||||||
|
self.debug = config.get('debug', False)
|
||||||
|
|
||||||
|
def compute_speeds(self, landmarks, frame_shape=None):
|
||||||
|
linear = 0.0
|
||||||
|
angular = 0.0
|
||||||
|
|
||||||
|
if frame_shape is None or landmarks is None:
|
||||||
|
return 0.0, 0.0
|
||||||
|
if landmarks[self.finger_idx][3] < 0.5:
|
||||||
|
return 0.0, 0.0
|
||||||
|
|
||||||
|
h, w = int(frame_shape[0]), int(frame_shape[1])
|
||||||
|
x = landmarks[self.finger_idx][0]
|
||||||
|
y = landmarks[self.finger_idx][1]
|
||||||
|
|
||||||
|
# Angular (horizontal): center band 2/5..3/5 = 0
|
||||||
|
if 2 * w / 5 <= x <= 3 * w / 5:
|
||||||
|
angular = 0.0
|
||||||
|
elif x > 3 * w / 5:
|
||||||
|
angular = (x * 5) / (2 * w) - 1
|
||||||
|
else:
|
||||||
|
angular = (x - 3 * w / 5) / (2 * w / 5)
|
||||||
|
|
||||||
|
# Linear (vertical): center band 2/5..3/5 = 0
|
||||||
|
if 2 * h / 5 <= y <= 3 * h / 5:
|
||||||
|
linear = 0.0
|
||||||
|
elif y > 3 * h / 5:
|
||||||
|
linear = -((y * 5) / (2 * h) - 1)
|
||||||
|
else:
|
||||||
|
linear = -(y - 3 * h / 5) / (2 * h / 5)
|
||||||
|
|
||||||
|
if self.mirror:
|
||||||
|
angular = -angular
|
||||||
|
|
||||||
|
if self.debug:
|
||||||
|
print(f"[M4] L:{linear:.2f} A:{angular:.2f}")
|
||||||
|
return _clip_unit(linear), _clip_unit(angular)
|
||||||
|
|
||||||
|
def draw_overlay(self, frame, landmarks=None):
|
||||||
|
if frame is None:
|
||||||
|
return frame
|
||||||
|
|
||||||
|
h, w = frame.shape[:2]
|
||||||
|
x1, x2 = int(w * 2 / 5), int(w * 3 / 5)
|
||||||
|
y1, y2 = int(h * 2 / 5), int(h * 3 / 5)
|
||||||
|
|
||||||
|
# Grid lines
|
||||||
|
cv2.line(frame, (x1, 0), (x1, h), (0, 0, 0), 2)
|
||||||
|
cv2.line(frame, (x2, 0), (x2, h), (0, 0, 0), 2)
|
||||||
|
cv2.line(frame, (0, y1), (w, y1), (0, 0, 0), 2)
|
||||||
|
cv2.line(frame, (0, y2), (w, y2), (0, 0, 0), 2)
|
||||||
|
|
||||||
|
# Highlight active cell + finger
|
||||||
|
if landmarks is not None and landmarks[self.finger_idx][3] > 0.5:
|
||||||
|
fx, fy = int(landmarks[self.finger_idx][0]), int(landmarks[self.finger_idx][1])
|
||||||
|
cx0, cx1 = (0, x1) if fx < x1 else ((x2, w) if fx > x2 else (x1, x2))
|
||||||
|
cy0, cy1 = (0, y1) if fy < y1 else ((y2, h) if fy > y2 else (y1, y2))
|
||||||
|
|
||||||
|
overlay = frame.copy()
|
||||||
|
cv2.rectangle(overlay, (cx0, cy0), (cx1, cy1), (0, 255, 255), -1)
|
||||||
|
frame = cv2.addWeighted(overlay, 0.2, frame, 0.8, 0)
|
||||||
|
|
||||||
|
cv2.circle(frame, (fx, fy), 8, (0, 255, 255), -1)
|
||||||
|
cv2.circle(frame, (fx, fy), 12, (0, 120, 120), 2)
|
||||||
|
|
||||||
return frame
|
return frame
|
||||||
|
|||||||
@@ -1,82 +1,131 @@
|
|||||||
import numpy as np
|
import numpy as np
|
||||||
|
|
||||||
|
|
||||||
class SpecialGestureDetector:
|
class SpecialGestureDetector:
|
||||||
def __init__(self, mode='geometric', model_path=None, class_names=None):
|
"""
|
||||||
|
Detects special static gestures using either simple geometric rules or an ML classifier.
|
||||||
|
|
||||||
|
Supported gesture labels:
|
||||||
|
- 'cross' : forearms crossed near the chest
|
||||||
|
- 'light' : right arm pose approximating a 'light' toggle
|
||||||
|
- 'dome' : arms forming a dome above the head
|
||||||
|
- 'none' : no special gesture detected
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self, mode='geometric', model_path=None, class_names=None, debug=False, thresholds=None):
|
||||||
self.mode = mode
|
self.mode = mode
|
||||||
|
self.debug = debug
|
||||||
|
|
||||||
|
# Defaults for geometric detection
|
||||||
|
self.th = {
|
||||||
|
'min_conf': 0.5,
|
||||||
|
'shoulder_width_min': 30.0,
|
||||||
|
'torso_height_min': 10.0,
|
||||||
|
'chest_band': 0.25, # widened to be more forgiving
|
||||||
|
'wrists_near_factor': 0.6, # relaxed for dome
|
||||||
|
'elbow_far_factor': 0.9, # relaxed for dome
|
||||||
|
'light_elbow_min': 45.0,
|
||||||
|
'light_elbow_max': 120.0,
|
||||||
|
'light_shoulder_min': -5.0,
|
||||||
|
'light_shoulder_max': 20.0
|
||||||
|
}
|
||||||
|
if thresholds:
|
||||||
|
self.th.update(thresholds)
|
||||||
|
|
||||||
if mode == 'ml':
|
if mode == 'ml':
|
||||||
from ml_gestures.predict import MLGesturePredictor
|
from ml_gestures.predict import MLGesturePredictor
|
||||||
if model_path is None or class_names is None:
|
if model_path is None or class_names is None:
|
||||||
raise ValueError("Для ML нужны model_path и class_names")
|
raise ValueError("For ML mode, provide model_path and class_names")
|
||||||
self.ml_predictor = MLGesturePredictor(model_path, class_names)
|
self.ml_predictor = MLGesturePredictor(model_path, class_names)
|
||||||
print("Использую статический ML классификатор")
|
if self.debug:
|
||||||
|
print("SpecialGestureDetector: Using ML classifier")
|
||||||
else:
|
else:
|
||||||
self.ml_predictor = None
|
self.ml_predictor = None
|
||||||
print("Использую геометрические отношения для детекции специальных жестов")
|
if self.debug:
|
||||||
self.debug = False # Включите для отладки
|
print("SpecialGestureDetector: Using geometric rules")
|
||||||
|
|
||||||
def predict(self, landmarks):
|
def predict(self, landmarks):
|
||||||
|
if landmarks is None:
|
||||||
|
return 'none'
|
||||||
if self.mode == 'geometric':
|
if self.mode == 'geometric':
|
||||||
return self._geometric_predict(landmarks)
|
return self._geometric_predict(landmarks)
|
||||||
else:
|
else:
|
||||||
return self.ml_predictor.predict(landmarks)
|
return self.ml_predictor.predict(landmarks)
|
||||||
|
|
||||||
def _geometric_predict(self, landmarks):
|
def _geometric_predict(self, landmarks):
|
||||||
# Индексы MediaPipe
|
|
||||||
idx = {
|
idx = {
|
||||||
'nose': 0,
|
'nose': 0,
|
||||||
'left_shoulder': 11,
|
'left_shoulder': 11, 'right_shoulder': 12,
|
||||||
'right_shoulder': 12,
|
'left_elbow': 13, 'right_elbow': 14,
|
||||||
'left_elbow': 13,
|
'left_wrist': 15, 'right_wrist': 16,
|
||||||
'right_elbow': 14,
|
'left_hip': 23, 'right_hip': 24,
|
||||||
'left_wrist': 15,
|
|
||||||
'right_wrist': 16,
|
|
||||||
'left_hip': 23,
|
|
||||||
'right_hip': 24,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
# Повышенный порог уверенности для специальных жестов
|
min_conf = self.th['min_conf']
|
||||||
min_conf = 0.5
|
# Only upper-body required (hips optional)
|
||||||
required = ['left_shoulder', 'right_shoulder', 'left_elbow', 'right_elbow',
|
required = [
|
||||||
'left_wrist', 'right_wrist', 'nose']
|
'left_shoulder', 'right_shoulder',
|
||||||
|
'left_elbow', 'right_elbow',
|
||||||
|
'left_wrist', 'right_wrist',
|
||||||
|
'nose'
|
||||||
|
]
|
||||||
for p in required:
|
for p in required:
|
||||||
if landmarks[idx[p]][3] < min_conf:
|
if landmarks[idx[p]][3] < min_conf:
|
||||||
if self.debug:
|
if self.debug:
|
||||||
print(f"{p} low confidence")
|
print(f"[SG] Low confidence for {p}: {landmarks[idx[p]][3]:.2f}")
|
||||||
return 'none'
|
return 'none'
|
||||||
|
|
||||||
# Координаты (x, y)
|
l_sh = np.array(landmarks[idx['left_shoulder']][:2], dtype=float)
|
||||||
l_sh = landmarks[idx['left_shoulder']][:2]
|
r_sh = np.array(landmarks[idx['right_shoulder']][:2], dtype=float)
|
||||||
r_sh = landmarks[idx['right_shoulder']][:2]
|
l_el = np.array(landmarks[idx['left_elbow']][:2], dtype=float)
|
||||||
l_el = landmarks[idx['left_elbow']][:2]
|
r_el = np.array(landmarks[idx['right_elbow']][:2], dtype=float)
|
||||||
r_el = landmarks[idx['right_elbow']][:2]
|
l_wr = np.array(landmarks[idx['left_wrist']][:2], dtype=float)
|
||||||
l_wr = landmarks[idx['left_wrist']][:2]
|
r_wr = np.array(landmarks[idx['right_wrist']][:2], dtype=float)
|
||||||
r_wr = landmarks[idx['right_wrist']][:2]
|
nose = np.array(landmarks[idx['nose']][:2], dtype=float)
|
||||||
l_hip = landmarks[idx['left_hip']][:2]
|
|
||||||
r_hip = landmarks[idx['right_hip']][:2]
|
|
||||||
nose = np.array(landmarks[idx['nose']][:2])
|
|
||||||
|
|
||||||
shoulder_center_y = (l_sh[1] + r_sh[1]) / 2
|
l_hip = np.array(landmarks[idx['left_hip']][:2], dtype=float)
|
||||||
hip_center_y = (l_hip[1] + r_hip[1]) / 2
|
r_hip = np.array(landmarks[idx['right_hip']][:2], dtype=float)
|
||||||
torso_height = hip_center_y - shoulder_center_y
|
c_lhip = landmarks[idx['left_hip']][3]
|
||||||
|
c_rhip = landmarks[idx['right_hip']][3]
|
||||||
|
|
||||||
|
shoulder_center_y = (l_sh[1] + r_sh[1]) / 2.0
|
||||||
shoulder_width = np.linalg.norm(r_sh - l_sh)
|
shoulder_width = np.linalg.norm(r_sh - l_sh)
|
||||||
if shoulder_width < 30 or torso_height < 10:
|
if shoulder_width < self.th['shoulder_width_min']:
|
||||||
|
if self.debug:
|
||||||
|
print(f"[SG] Shoulder width too small: {shoulder_width:.1f}")
|
||||||
return 'none'
|
return 'none'
|
||||||
|
|
||||||
# ---- Вспомогательные функции ----
|
# Torso height: prefer hips if visible, otherwise fallback using nose/shoulders
|
||||||
def angle_between_vectors(v1, v2):
|
if c_lhip >= min_conf and c_rhip >= min_conf:
|
||||||
"""Угол между двумя векторами в градусах (0..180)"""
|
hip_center_y = (l_hip[1] + r_hip[1]) / 2.0
|
||||||
cos_a = np.dot(v1, v2) / (np.linalg.norm(v1) * np.linalg.norm(v2) + 1e-6)
|
torso_height = hip_center_y - shoulder_center_y
|
||||||
return np.arccos(np.clip(cos_a, -1.0, 1.0)) * 180 / np.pi
|
else:
|
||||||
|
nose_to_shoulder = abs(nose[1] - shoulder_center_y)
|
||||||
|
torso_height = max(1.6 * nose_to_shoulder, 0.9 * shoulder_width)
|
||||||
|
hip_center_y = shoulder_center_y + torso_height
|
||||||
|
|
||||||
def elbow_angle(shoulder, elbow, wrist):
|
if torso_height < self.th['torso_height_min']:
|
||||||
"""Угол в локте (плечо-локоть-запястье)"""
|
if self.debug:
|
||||||
v1 = shoulder - elbow
|
print(f"[SG] Torso height too small: {torso_height:.1f}")
|
||||||
v2 = wrist - elbow
|
return 'none'
|
||||||
|
|
||||||
|
def angle_between_vectors(v1, v2):
|
||||||
|
n1 = np.linalg.norm(v1)
|
||||||
|
n2 = np.linalg.norm(v2)
|
||||||
|
if n1 < 1e-6 or n2 < 1e-6:
|
||||||
|
return 0.0
|
||||||
|
cos_a = np.dot(v1, v2) / (n1 * n2)
|
||||||
|
cos_a = float(np.clip(cos_a, -1.0, 1.0))
|
||||||
|
return np.degrees(np.arccos(cos_a))
|
||||||
|
|
||||||
|
def joint_angle(p_prev, p_joint, p_next):
|
||||||
|
v1 = p_prev - p_joint
|
||||||
|
v2 = p_next - p_joint
|
||||||
return angle_between_vectors(v1, v2)
|
return angle_between_vectors(v1, v2)
|
||||||
|
|
||||||
def segments_intersect(p1, p2, p3, p4):
|
def segments_intersect(p1, p2, p3, p4):
|
||||||
def cross(o, a, b):
|
def cross(o, a, b):
|
||||||
return (a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o [1])* (b[0] - o[0])
|
return (a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o[1]) * (b[0] - o[0])
|
||||||
d1 = cross(p3, p4, p1)
|
d1 = cross(p3, p4, p1)
|
||||||
d2 = cross(p3, p4, p2)
|
d2 = cross(p3, p4, p2)
|
||||||
d3 = cross(p1, p2, p3)
|
d3 = cross(p1, p2, p3)
|
||||||
@@ -85,60 +134,51 @@ class SpecialGestureDetector:
|
|||||||
|
|
||||||
def line_intersection(p1, p2, p3, p4):
|
def line_intersection(p1, p2, p3, p4):
|
||||||
d1 = p2 - p1
|
d1 = p2 - p1
|
||||||
d2 = p4 -p3
|
d2 = p4 - p3
|
||||||
denom = d1[0] * d2[1] - d1[1] * d2[0]
|
denom = d1[0] * d2[1] - d1[1] * d2[0]
|
||||||
if abs(denom) < 1e-6:
|
if abs(denom) < 1e-6:
|
||||||
return None
|
return None
|
||||||
t = ((p3[0] - p1[0]) * d2[1] - (p3[1] - p1[1]) * d2[0]) / denom
|
t = ((p3[0] - p1[0]) * d2[1] - (p3[1] - p1[1]) * d2[0]) / denom
|
||||||
return p1 + t * d1
|
return p1 + t * d1
|
||||||
|
|
||||||
# ---- Вычисляем углы ----
|
# Angles (geometric cues)
|
||||||
l_angle = elbow_angle(l_sh, l_el, l_wr) # угол в левом локте
|
l_elbow_angle = joint_angle(l_sh, l_el, l_wr)
|
||||||
r_angle = elbow_angle(r_sh, r_el, r_wr) # угол в правом локте
|
r_elbow_angle = joint_angle(r_sh, r_el, r_wr)
|
||||||
|
r_shoulder_like_angle = joint_angle(r_hip, r_sh, r_el)
|
||||||
|
|
||||||
# ---- КРЕСТ ----
|
# 1) CROSS
|
||||||
'''
|
|
||||||
# 1. Оба локтя сильно согнуты (< 100°)
|
|
||||||
elbows_bent = (l_angle < 100 and r_angle < 100)
|
|
||||||
# 2. Левое запястье правее правого (перекрест)
|
|
||||||
wrists_crossed = l_wr[0] > r_wr[0] + 5 # небольшой запас в пикселях (можно и 0)
|
|
||||||
# 3. Запястья находятся между плечами и бёдрами по Y (уровень груди)
|
|
||||||
wrists_at_chest = (
|
|
||||||
shoulder_center_y - 0.3 * torso_height < l_wr[1] < hip_center_y + 0.3 * torso_height and
|
|
||||||
shoulder_center_y - 0.3 * torso_height < r_wr[1] < hip_center_y + 0.3 * torso_height
|
|
||||||
)
|
|
||||||
|
|
||||||
cross = elbows_bent and wrists_crossed and wrists_at_chest
|
|
||||||
if cross:
|
|
||||||
return 'cross'
|
|
||||||
'''
|
|
||||||
forearms_cross = segments_intersect(l_el, l_wr, r_el, r_wr)
|
forearms_cross = segments_intersect(l_el, l_wr, r_el, r_wr)
|
||||||
intersection = line_intersection(l_el, l_wr, r_el, r_wr)
|
intersection = line_intersection(l_el, l_wr, r_el, r_wr)
|
||||||
intersection_on_chest = False
|
intersection_on_chest = False
|
||||||
if intersection is not None:
|
if intersection is not None:
|
||||||
intersection_on_chest = (shoulder_center_y - 0.2 * torso_height < intersection[1] < hip_center_y + 0.2 * torso_height)
|
band = self.th['chest_band'] * torso_height
|
||||||
cross = forearms_cross and intersection_on_chest
|
intersection_on_chest = (shoulder_center_y - band) < intersection[1] < (hip_center_y + band)
|
||||||
if cross:
|
|
||||||
|
if self.debug:
|
||||||
|
print(f"[SG] cross_check: intersect={forearms_cross}, chest={intersection_on_chest}")
|
||||||
|
|
||||||
|
if forearms_cross and intersection_on_chest:
|
||||||
return 'cross'
|
return 'cross'
|
||||||
|
|
||||||
# ---- ДОМИК ----
|
# 2) LIGHT
|
||||||
# 1. Запястья выше носа
|
if (self.th['light_elbow_min'] < r_elbow_angle < self.th['light_elbow_max'] and
|
||||||
wrists_above_nose = (l_wr[1] < nose[1] and r_wr[1] < nose[1])
|
self.th['light_shoulder_min'] < r_shoulder_like_angle < self.th['light_shoulder_max']):
|
||||||
|
return 'light'
|
||||||
|
|
||||||
# 2. Локти выше плеч (верхняя граница плеч – min по Y среди плеч)
|
# 3) DOME
|
||||||
|
wrists_above_nose = (l_wr[1] < nose[1] and r_wr[1] < nose[1])
|
||||||
shoulders_top_y = min(l_sh[1], r_sh[1])
|
shoulders_top_y = min(l_sh[1], r_sh[1])
|
||||||
elbows_above_shoulders = (l_el[1] < shoulders_top_y and r_el[1] < shoulders_top_y)
|
elbows_above_shoulders = (l_el[1] < shoulders_top_y and r_el[1] < shoulders_top_y)
|
||||||
|
|
||||||
# 3. Расстояние между локтями > расстояние между плечами
|
|
||||||
elbow_distance = np.linalg.norm(l_el - r_el)
|
elbow_distance = np.linalg.norm(l_el - r_el)
|
||||||
elbows_far_apart = elbow_distance > shoulder_width
|
elbows_far_apart = elbow_distance > (self.th['elbow_far_factor'] * shoulder_width)
|
||||||
|
|
||||||
# 4. Расстояние между запястьями < половины ширины плеч
|
|
||||||
wrist_distance = np.linalg.norm(l_wr - r_wr)
|
wrist_distance = np.linalg.norm(l_wr - r_wr)
|
||||||
wrists_near = wrist_distance < 0.5 * shoulder_width
|
wrists_near = wrist_distance < (self.th['wrists_near_factor'] * shoulder_width)
|
||||||
|
|
||||||
dome = wrists_above_nose and elbows_above_shoulders and elbows_far_apart and wrists_near
|
if self.debug:
|
||||||
if dome:
|
print(f"[SG] dome_check: wrists_above={wrists_above_nose}, elbows_above={elbows_above_shoulders}, "
|
||||||
|
f"elbow_d={elbow_distance:.1f}, wrist_d={wrist_distance:.1f}")
|
||||||
|
|
||||||
|
if wrists_above_nose and elbows_above_shoulders and elbows_far_apart and wrists_near:
|
||||||
return 'dome'
|
return 'dome'
|
||||||
|
|
||||||
return 'none'
|
return 'none'
|
||||||
|
|||||||
Reference in New Issue
Block a user