/***************************************************************************** * * grail - Gesture Recognition And Instantiation Library * * Copyright (C) 2010 Canonical Ltd. * Copyright (C) 2010 Henrik Rydberg * * This program is free software: you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . * ****************************************************************************/ #include "grail-recognizer.h" #include static const float SN_MOVE = 200; static const float SN_ZOOM = 200; static const float SN_ROTATE = 200; static const float BAR_MOVE = 4; static const float BAR_ZOOM = 12; static const float BAR_ROTATE = 12; static void compute_position(float *x, float *y, const struct touch_frame *frame) { int i, n = frame->nactive; *x = 0; *y = 0; if (n < 1) return; for (i = 0; i < n; i++) { const struct touch *t = frame->active[i]; *x += t->prop[TP_POS_X]; *y += t->prop[TP_POS_Y]; } *x /= n; *y /= n; } static float compute_radius(float x, float y, const struct touch_frame *frame) { int i, n = frame->nactive; float r = 0, r2 = 0; if (n < 2) return r; for (i = 0; i < n; i++) { const struct touch *t = frame->active[i]; float dx = t->prop[TP_POS_X] - x; float dy = t->prop[TP_POS_Y] - y; r2 += dx * dx + dy * dy; } r2 /= n; r = sqrt(r2); return r; } static float compute_rotation(float x, float y, float r, const struct touch_frame *prev, const struct touch_frame *frame) { int i, n = frame->nactive; float da = 0, da2 = 0; if (n < 2) return da; for (i = 0; i < n; i++) { const struct touch *t = frame->active[i]; const struct touch *ot = &prev->touch[t->slot]; float dx = t->prop[TP_POS_X] - x; float dy = t->prop[TP_POS_Y] - y; float mx = t->prop[TP_POS_X] - ot->prop[TP_POS_X]; float my = t->prop[TP_POS_Y] - ot->prop[TP_POS_Y]; da2 += dx * my - dy * mx; } da2 /= n; da = da2 / r; return da; } static float move_filter(const struct filter_model *m, float val) { if (val > m->val - m->fuzz / 2 && val < m->val + m->fuzz / 2) return m->val; if (val > m->val - m->fuzz && val < m->val + m->fuzz) return (m->val * 3 + val) / 4; if (val > m->val - m->fuzz * 2 && val < m->val + m->fuzz * 2) return (m->val + val) / 2; return val; } static int move_reset(struct filter_model *m, float val) { m->delta = 0; m->tickle = 0; m->active = 0; m->val = val; m->orig = val; } static int move_update(struct filter_model *m, float val) { m->delta = val - m->val; m->tickle = fabs(m->delta) > 0; m->val = val; if (!m->active && fabs(val - m->orig) > m->bar) m->active = 1; return m->active; } void gru_init_motion(struct grail *ge) { struct gesture_recognizer *gru = ge->gru; struct move_model *state = &gru->move; struct grail_coord min, max; grail_get_units(&min, &max, ge); float x = max.x - min.x; float y = max.y - min.y; float r = sqrt(x * x + y * y); state->x.fuzz = x / SN_MOVE; state->y.fuzz = y / SN_MOVE; state->r.fuzz = r / SN_ZOOM; state->a.fuzz = r / SN_ROTATE; state->x.bar = BAR_MOVE * state->x.fuzz; state->y.bar = BAR_MOVE * state->y.fuzz; state->r.bar = BAR_ZOOM * state->r.fuzz; state->a.bar = BAR_ROTATE * state->a.fuzz; state->multi = 0; } void gru_motion(struct grail *ge, const struct touch_frame *frame) { struct gesture_recognizer *gru = ge->gru; struct move_model *state = &gru->move; float x, y, r, a; compute_position(&x, &y, frame); if (frame->ncreate || frame->ndestroy) { r = compute_radius(x, y, frame); a = 0; move_reset(&state->x, x); move_reset(&state->y, y); move_reset(&state->r, r); move_reset(&state->a, a); state->single = 0; state->multi = 0; } else if (frame->nactive < 2) { r = 0; a = 0; move_update(&state->x, x); move_update(&state->y, y); move_reset(&state->r, r); move_reset(&state->a, a); state->single = 1; state->multi = 0; } else { x = move_filter(&state->x, x); y = move_filter(&state->y, y); r = compute_radius(x, y, frame); r = move_filter(&state->r, r); a = state->a.val + compute_rotation(x, y, r, &gru->frame, frame); //a = move_filter(&state->a, a); move_update(&state->x, x); move_update(&state->y, y); move_update(&state->r, r); move_update(&state->a, a); state->single = 0; state->multi = 1; } state->ntouch = frame->nactive; state->time = frame->time; } void gru_event(struct grail *ge, int gid, const struct move_model *move, const grail_prop_t *prop, int nprop) { gin_gid_event(ge, gid, move->x.val, move->y.val, move->ntouch, prop, nprop, GRAIL_STATUS_UPDATE); } void gru_end(struct grail *ge, int gid, const struct move_model *move) { gin_gid_end(ge, gid, move->x.val, move->y.val, move->ntouch); }