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gesture_rec/gesture_control/arm_control.py

325 lines
11 KiB
Python

import numpy as np
import cv2
def _clip_unit(v):
return float(np.clip(v, -1.0, 1.0))
def _apply_dead_zone(v, dz):
return 0.0 if abs(v) < dz else v
def _robust_metrics(landmarks, min_conf=0.5):
"""
Compute shoulder_center, shoulder_width, torso_height robustly.
Uses hips if available; otherwise falls back to nose/shoulder geometry.
Returns:
shoulder_center (np.array shape (2,))
shoulder_width (float)
torso_height (float)
ok (bool)
"""
def pt(i):
return np.array(landmarks[i][:2], dtype=float), float(landmarks[i][3])
l_sh, c_lsh = pt(11)
r_sh, c_rsh = pt(12)
if c_lsh < min_conf or c_rsh < min_conf:
return None, 0.0, 0.0, False
shoulder_center = (l_sh + r_sh) / 2.0
shoulder_width = float(np.linalg.norm(r_sh - l_sh))
if shoulder_width < 1e-3:
return shoulder_center, 0.0, 0.0, False
# Try hips
l_hip, c_lhip = pt(23)
r_hip, c_rhip = pt(24)
if c_lhip >= min_conf and c_rhip >= min_conf:
hip_center = (l_hip + r_hip) / 2.0
torso_height = float(np.linalg.norm(hip_center - shoulder_center))
if torso_height >= 1e-3:
return shoulder_center, shoulder_width, torso_height, True
# Fallbacks (upper-body only)
nose, c_nose = pt(0)
if c_nose >= min_conf:
nose_to_shoulder = abs(nose[1] - shoulder_center[1])
torso_height = max(1.6 * nose_to_shoulder, 0.9 * shoulder_width)
else:
torso_height = max(1.2 * shoulder_width, 1.0)
return shoulder_center, shoulder_width, float(torso_height), True
class ArmControllerMethod1:
"""
Method 1: Single-hand driving with right wrist.
- Linear: vertical offset of right wrist from shoulder center (normalized by torso height)
- Angular: horizontal offset of right wrist from shoulder center (normalized by shoulder width)
"""
def __init__(self, config, mirror=False):
self.config = config
self.mirror = mirror
self.dead_zone = config.get('dead_zone', 0.1)
self.debug = config.get('debug', False)
self.min_conf = config.get('min_conf', 0.5)
def compute_speeds(self, landmarks, frame_shape=None):
if landmarks is None:
return 0.0, 0.0
# Require: shoulders + right wrist
need = [11, 12, 16]
if any(landmarks[i][3] < self.min_conf for i in need):
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
r_wr = landmarks[16][:2]
# Positive linear when wrist above shoulder center (forward)
linear = (shoulder_center[1] - r_wr[1]) / torso_height
# Positive angular when wrist to the right of shoulder center
angular = (r_wr[0] - shoulder_center[0]) / shoulder_width
if self.mirror:
angular = -angular
linear = _clip_unit(_apply_dead_zone(linear, self.dead_zone))
angular = _clip_unit(_apply_dead_zone(angular, self.dead_zone))
if self.debug:
print(f"[M1] L:{linear:.2f} A:{angular:.2f}")
return linear, angular
def draw_overlay(self, frame, landmarks=None):
if frame is None:
return frame
h, w = frame.shape[:2]
# Draw center cross (screen center approximation)
cv2.line(frame, (w // 2, 0), (w // 2, h), (0, 0, 0), 1)
cv2.line(frame, (0, h // 2), (w, h // 2), (0, 0, 0), 1)
# Draw right wrist
if landmarks is not None and landmarks[16][3] > 0.5:
x, y = int(landmarks[16][0]), int(landmarks[16][1])
cv2.circle(frame, (x, y), 8, (0, 255, 255), -1)
return frame
class ArmControllerMethod2:
"""
Method 2: Two-hand blended control.
- Linear: average vertical offset of both wrists from shoulder center (normalized by torso height)
- Angular: horizontal balance of wrists around shoulder center (normalized by shoulder width)
"""
def __init__(self, config, mirror=False):
self.config = config
self.mirror = mirror
self.dead_zone = config.get('dead_zone', 0.1)
self.debug = config.get('debug', False)
self.min_conf = config.get('min_conf', 0.5)
def compute_speeds(self, landmarks, frame_shape=None):
if landmarks is None:
return 0.0, 0.0
# Require: shoulders + both wrists
need = [11, 12, 15, 16]
if any(landmarks[i][3] < self.min_conf for i in need):
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
l_wr = landmarks[15][:2]
r_wr = landmarks[16][:2]
# Linear: average elevation of both wrists
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: horizontal balance
ang = ((r_wr[0] - shoulder_center[0]) - (shoulder_center[0] - l_wr[0])) / shoulder_width
angular = ang
if self.mirror:
angular = -angular
linear = _clip_unit(_apply_dead_zone(linear, self.dead_zone))
angular = _clip_unit(_apply_dead_zone(angular, self.dead_zone))
if self.debug:
print(f"[M2] 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 [(15, (255, 0, 255)), (16, (0, 255, 255))]:
if landmarks[idx][3] > 0.5:
x, y = int(landmarks[idx][0]), int(landmarks[idx][1])
cv2.circle(frame, (x, y), 8, color, -1)
return frame
class ArmControllerMethod3:
"""
Method 3: Elbow-augmented control.
- Linear: average vertical offset of elbows (normalized by torso height)
- Angular: wrist horizontal balance (normalized by shoulder width)
"""
def __init__(self, config, mirror=False):
self.config = config
self.mirror = mirror
self.dead_zone = config.get('dead_zone', 0.1)
self.debug = config.get('debug', False)
self.min_conf = config.get('min_conf', 0.5)
def compute_speeds(self, landmarks, frame_shape=None):
if landmarks is None:
return 0.0, 0.0
# Require shoulders; prefer elbows for linear; wrists for angular.
need_base = [11, 12]
if any(landmarks[i][3] < self.min_conf for i in need_base):
return 0.0, 0.0
elbows_ok = (landmarks[13][3] >= self.min_conf and landmarks[14][3] >= self.min_conf)
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:
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: use wrists if available, else 0
if wrists_ok:
l_wr = landmarks[15][:2]
r_wr = landmarks[16][:2]
angular = ((r_wr[0] + l_wr[0]) - 2 * shoulder_center[0]) / shoulder_width
else:
angular = 0.0
if self.mirror:
angular = -angular
linear = _clip_unit(_apply_dead_zone(linear, self.dead_zone))
angular = _clip_unit(_apply_dead_zone(angular, self.dead_zone))
if self.debug:
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