/*****************************************************************************
*
* grail - Gesture Recognition And Instantiation Library
*
* Copyright (C) 2010 Canonical Ltd.
*
* 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 .
*
* Authors:
* Henrik Rydberg
*
****************************************************************************/
#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, const struct touch_dev_caps *caps)
{
struct gesture_recognizer *gru = ge->gru;
struct move_model *state = &gru->move;
float x = caps->info[TP_POS_X].maximum - caps->info[TP_POS_X].minimum;
float y = caps->info[TP_POS_Y].maximum - caps->info[TP_POS_Y].minimum;
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->nactive < 2 || 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->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->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);
}