/***************************************************************************** * * 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 = 50; static const float SN_ZOOM = 50; static const float SN_ROTATE = 200; static const float BAR_MOVE = 1; static const float BAR_ZOOM = 2; static const float BAR_ROTATE = 4; 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(float x, float x0, float fuzz) { if (x > x0 - fuzz / 2 && x < x0 + fuzz / 2) return x0; if (x > x0 - fuzz && x < x0 + fuzz) return (x0 * 3 + x) / 4; if (x > x0 - fuzz * 2 && x < x0 + fuzz * 2) return (x0 + x) / 2; return x; } 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->xfuzz = x / SN_MOVE; state->yfuzz = y / SN_MOVE; state->rfuzz = r / SN_ZOOM; state->afuzz = r / SN_ROTATE; state->xbar = BAR_MOVE * state->xfuzz; state->ybar = BAR_MOVE * state->yfuzz; state->rbar = BAR_ZOOM * state->rfuzz; state->abar = BAR_ROTATE * state->afuzz; } void gru_reset_motion(struct grail *ge, const struct touch_frame *frame) { struct gesture_recognizer *gru = ge->gru; struct move_model *state = &gru->move; compute_position(&state->x, &state->y, frame); state->r = compute_radius(state->x, state->y, frame); state->a = 0; state->ntouch = frame->nactive; } void gru_compute_motion(struct grail *ge, const struct touch_frame *frame) { struct gesture_inserter *gin = ge->gin; struct gesture_recognizer *gru = ge->gru; struct move_model *state = &gru->move; float x, y, r, a; compute_position(&x, &y, frame); x = move_filter(x, state->x, state->xfuzz); y = move_filter(y, state->y, state->yfuzz); r = compute_radius(x, y, frame); r = move_filter(r, state->r, state->rfuzz); a = state->a + compute_rotation(x, y, r, &gru->frame, frame); a = move_filter(a, state->a, state->afuzz); state->x = x; state->y = y; state->r = r; state->a = a; state->ntouch = frame->nactive; }