Merge remote-tracking branch 'origin/jingwen' into Harine

This commit is contained in:
harine
2026-09-16 22:54:25 +08:00
6 changed files with 237 additions and 169 deletions
@@ -450,6 +450,10 @@ class BowlingCameraActivity : AppCompatActivity(), CameraXController.Callback {
binding.textPoseFeedback.text = getString(R.string.pose_phase_slide_and_release)
binding.textPoseFeedback.setBackgroundColor(ContextCompat.getColor(this, R.color.Slide_and_release_ready))
}
BowlingPhase.FOLLOW_THROUGH -> {
binding.textPoseFeedback.text = getString(R.string.pose_phase_follow_through)
binding.textPoseFeedback.setBackgroundColor(ContextCompat.getColor(this, R.color.Follow_through_ready))
}
else -> {
binding.textPoseFeedback.text = correction ?: getString(R.string.pose_phase_waiting)
binding.textPoseFeedback.setBackgroundColor(ContextCompat.getColor(this, R.color.Starting_stance_waiting))
@@ -407,6 +407,7 @@ class CameraXController(
BowlingPhase.BACK_SWING -> R.string.pose_phase_back_swing
BowlingPhase.POWER_STEP -> R.string.pose_phase_power_step
BowlingPhase.SLIDE_AND_RELEASE -> R.string.pose_phase_slide_and_release
BowlingPhase.FOLLOW_THROUGH -> R.string.pose_phase_follow_through
}
)
val colorRes = when (phase) {
@@ -416,6 +417,7 @@ class CameraXController(
BowlingPhase.BACK_SWING -> R.color.Back_swing_ready
BowlingPhase.POWER_STEP -> R.color.Power_step_ready
BowlingPhase.SLIDE_AND_RELEASE -> R.color.Slide_and_release_ready
BowlingPhase.FOLLOW_THROUGH -> R.color.Follow_through_ready
}
val textPaint = overlayTextPaint.apply { textSize = 14f * scale }
val textWidth = textPaint.measureText(label)
@@ -11,10 +11,12 @@ import kotlin.math.atan2
/**
* @brief The delivery phases this app distinguishes, in the order a bowler moves through them.
*
* Only [BowlingPhase.STARTING_STANCE] has detection logic today (see
* [PosePhaseDetector]); the rest are declared up front so callers (state,
* UI) can already model "which of the 5 phases" without a later enum
* change, and get filled in one at a time.
* [BACK_SWING] and [POWER_STEP] are declared but not targeted by
* [PosePhaseDetector]'s live state machine (see [PosePhaseDetector.update]'s
* doc) -- they're kept only because [PosePhaseDetector.stepForPhase]/
* [PosePhaseDetector.phaseForStep] still use them to describe the team's
* full 5-step terminology to [StepCountingSession] and
* [BowlingCameraActivity]'s step labels.
*/
enum class BowlingPhase {
STARTING_STANCE,
@@ -22,7 +24,8 @@ enum class BowlingPhase {
PUSHAWAY,
BACK_SWING,
POWER_STEP,
SLIDE_AND_RELEASE
SLIDE_AND_RELEASE,
FOLLOW_THROUGH
}
/**
@@ -34,61 +37,85 @@ enum class BowlingPhase {
* detection classifies overall posture (torso lean, knee bend, elbow bend)
* against a per-phase reference range. The two run side by side off the
* same per-frame data (see [CameraViewModel.onPoseFrameUpdated]) but track
* completely independent state, and neither calls into the other.
* completely independent state, and neither calls into the other --
* [CameraViewModel] does cross-reference [stepForPhase]/[phaseForStep] to
* flag a [StepEvent] as pose-confirmed, but that's a read-only comparison
* after the fact, not a dependency between the two detectors themselves.
*
* [update] is fed one frame's landmarks/angles at a time, in recording (or
* live-preview) order. A posture only "counts" once a decaying progress
* counter (see [validFrameProgress]) climbs to [requiredConsecutiveFrames]
* counter (see [validFrameProgress]) climbs to [REQUIRED_CONSECUTIVE_FRAMES]
* -- this filters out a momentary, correct-looking pose caught mid-transition
* (e.g. a fleeting instant during the approach where the knee angle briefly
* passes through the starting-stance range) while still tolerating the
* occasional single-frame jitter a held stance sees in practice (see
* [update]'s doc for why this decays rather than resets outright). Once
* confirmed, it keeps reporting that phase through any invalid streak
* shorter than [requiredInvalidFramesToExit], reverting to null only once
* shorter than [REQUIRED_INVALID_FRAMES_TO_EXIT], reverting to null only once
* that streak runs longer.
*
* @param torsoTiltMinDegrees Minimum forward torso lean from vertical
* (shoulder-midpoint-to-hip-midpoint vector vs. vertical) still
* considered a starting-stance lean, in degrees.
* @param torsoTiltMaxDegrees Maximum forward torso lean from vertical still
* considered a starting-stance lean, in degrees.
* @param kneeAngleMinDegrees Minimum hip-knee-ankle angle still considered
* a near-straight standing leg, in degrees.
* @param kneeAngleMaxDegrees Maximum hip-knee-ankle angle still considered
* a near-straight standing leg, in degrees.
* @param elbowAngleMinDegrees Minimum shoulder-elbow-wrist angle still
* considered "holding the ball in front", in degrees.
* @param elbowAngleMaxDegrees Maximum shoulder-elbow-wrist angle still
* considered "holding the ball in front", in degrees.
* @param requiredConsecutiveFrames Target value for [validFrameProgress]
* (which increments by 1 on a valid frame, decrements by 1 -- not
* reset to 0 -- on an invalid one) before [update] starts reporting
* [BowlingPhase.STARTING_STANCE]. Despite the name, this is no
* longer a strict run of consecutive valid frames; see [update]'s doc.
* @param requiredInvalidFramesToExit How many consecutive frames the
* posture must fail to validate before [update] stops reporting
* [BowlingPhase.STARTING_STANCE] once it's already been confirmed.
* Deliberately separate from [requiredConsecutiveFrames] -- angle
* readings jitter a couple of degrees frame-to-frame even when the
* bowler is genuinely holding still, so reverting to null on the very
* first out-of-range frame (as opposed to requiring several in a
* row, same as confirming the stance in the first place) makes the
* label flicker between "confirmed" and "waiting" on that jitter
* alone rather than on an actual change of posture.
*/
class PosePhaseDetector(
private val torsoTiltMinDegrees: Float = 1f,
private val torsoTiltMaxDegrees: Float = 15f,
private val kneeAngleMinDegrees: Float = 150f,
private val kneeAngleMaxDegrees: Float = 180f,
private val elbowAngleMinDegrees: Float = 70f,
private val elbowAngleMaxDegrees: Float = 125f,
private val requiredConsecutiveFrames: Int = 8,
private val requiredInvalidFramesToExit: Int = 5,
) {
// Shared parameters for all phases (consecutive frames, etc) could be
// split out, but for now they're reused from the constructor.
class PosePhaseDetector {
// Timing constants for stability -- see update() for how they are used.
companion object {
private const val REQUIRED_CONSECUTIVE_FRAMES = 8
private const val REQUIRED_INVALID_FRAMES_TO_EXIT = 5
/**
* @brief The phases a bowler holds still in long enough for
* frame-by-frame angle correction to be meaningful -- see
* [correctionFor]'s doc for why the rest are excluded.
*/
private val STATIONARY_PHASES = setOf(
BowlingPhase.STARTING_STANCE,
BowlingPhase.PUSHAWAY,
BowlingPhase.SLIDE_AND_RELEASE,
)
/**
* @brief Maps a 5-step approach step count (0..5) to the [BowlingPhase]
* the bowler should be in once that step has landed.
*
* Follows the team's 5-step terminology: starting position -> 1/2 step
* -> preparation step -> push away & backswing -> power step -> slide
* -> finishing position. The 1/2 and preparation steps are both
* [BowlingPhase.APPROACH] (ball still held, CG moving forward); the
* ball is pushed away into the swing on step 3, reaches the peak of
* the backswing as the very short power step lands on step 4, and is
* released during the slide on step 5.
*
* step 0 -> STARTING_STANCE (starting position)
* steps 1-2 -> APPROACH (1/2 step, preparation step)
* step 3 -> PUSHAWAY (push away & backswing; BACK_SWING shares this step)
* step 4 -> POWER_STEP
* step 5+ -> SLIDE_AND_RELEASE (slide, finishing position)
*/
fun phaseForStep(stepCount: Int): BowlingPhase = when {
stepCount <= 0 -> BowlingPhase.STARTING_STANCE
stepCount <= 2 -> BowlingPhase.APPROACH
stepCount == 3 -> BowlingPhase.PUSHAWAY
stepCount == 4 -> BowlingPhase.POWER_STEP
else -> BowlingPhase.SLIDE_AND_RELEASE
}
/**
* @brief The first step of a 5-step approach at which [phase] begins
* -- see [phaseForStep] for the full mapping. APPROACH spans
* steps 1-2, and PUSHAWAY/BACK_SWING both begin on step 3.
* [BowlingPhase.FOLLOW_THROUGH] maps to the same step as
* [BowlingPhase.SLIDE_AND_RELEASE] -- it's a posture held
* right after the step 5 release, not a phase reached by a
* new footstep of its own.
*/
fun stepForPhase(phase: BowlingPhase): Int = when (phase) {
BowlingPhase.STARTING_STANCE -> 0
BowlingPhase.APPROACH -> 1
BowlingPhase.PUSHAWAY -> 3
BowlingPhase.BACK_SWING -> 3
BowlingPhase.POWER_STEP -> 4
BowlingPhase.SLIDE_AND_RELEASE -> 5
BowlingPhase.FOLLOW_THROUGH -> 5
}
}
// Decaying progress toward confirming a phase -- see update()'s
// doc for why this decays by one on an invalid frame rather than
@@ -138,14 +165,28 @@ class PosePhaseDetector(
/**
* @brief Feeds one frame's landmarks/angles into the detector.
*
* The live state machine only ever targets/holds
* [BowlingPhase.STARTING_STANCE], [BowlingPhase.APPROACH],
* [BowlingPhase.PUSHAWAY], [BowlingPhase.SLIDE_AND_RELEASE], and
* [BowlingPhase.FOLLOW_THROUGH] in sequence -- [BowlingPhase.BACK_SWING]
* and [BowlingPhase.POWER_STEP] are skipped entirely (see
* [BowlingPhase]'s doc) since they're too brief to reliably catch a
* held, camera-visible posture for. A "skip-ahead" pass also checks
* every phase later than the immediate next one each frame, so a
* bowler moving faster than the camera's sample rate (missing the
* immediate next phase's held moment) still gets picked up once they
* reach whichever later phase actually validates, rather than getting
* stuck waiting for a phase that already passed.
*
* @param landmarks Smoothed landmarks for this frame, keyed by ML Kit's `PoseLandmark` type constant.
* @param angles Joint angles computed for this same frame (see
* [PoseAngleCalculator]) -- elbow angles are reused from here
* rather than recomputed, so this detector doesn't duplicate that math.
* @return This frame's [Metrics] alongside [BowlingPhase.STARTING_STANCE]
* once [validFrameProgress] has climbed to [requiredConsecutiveFrames],
* continuing to report it through brief invalid streaks shorter
* than [requiredInvalidFramesToExit], otherwise alongside a null phase.
* @return This frame's [Metrics] alongside the currently-confirmed
* [BowlingPhase] once [validFrameProgress] has climbed to
* [REQUIRED_CONSECUTIVE_FRAMES], continuing to report it through
* brief invalid streaks shorter than [REQUIRED_INVALID_FRAMES_TO_EXIT],
* otherwise alongside a null phase.
*/
fun update(landmarks: Map<Int, SmoothedLandmark>, angles: PoseAngles): Result {
val metrics = Metrics(
@@ -156,39 +197,54 @@ class PosePhaseDetector(
rightElbowAngleDegrees = angles.rightElbow
)
// If the posture matches starting stance, target starting stance even if currently in another phase
val isStartingValid = isStartingStanceValid(metrics)
val targetPhase = if ((isStartingValid && currentPhase != BowlingPhase.STARTING_STANCE)) {
BowlingPhase.STARTING_STANCE
} else {
when (currentPhase) {
null -> BowlingPhase.STARTING_STANCE
BowlingPhase.STARTING_STANCE -> BowlingPhase.APPROACH
BowlingPhase.APPROACH -> BowlingPhase.PUSHAWAY
BowlingPhase.PUSHAWAY -> BowlingPhase.BACK_SWING
BowlingPhase.BACK_SWING -> BowlingPhase.POWER_STEP
BowlingPhase.POWER_STEP -> BowlingPhase.SLIDE_AND_RELEASE
// The only BowlingPhase not already matched above -- every
// other case (including null) is explicit, so reaching here
// means currentPhase is SLIDE_AND_RELEASE, there's no phase
// after it to advance to.
else -> BowlingPhase.SLIDE_AND_RELEASE
}
// Identify the next phase we are looking for in the sequence.
val targetPhase = when (currentPhase) {
null -> BowlingPhase.STARTING_STANCE
BowlingPhase.STARTING_STANCE -> BowlingPhase.APPROACH
BowlingPhase.APPROACH -> BowlingPhase.PUSHAWAY
BowlingPhase.PUSHAWAY -> BowlingPhase.SLIDE_AND_RELEASE
BowlingPhase.SLIDE_AND_RELEASE -> BowlingPhase.FOLLOW_THROUGH
else -> currentPhase
}
// 1. Check if the user is in the NEXT phase.
val isTargetValid = when (targetPhase) {
BowlingPhase.STARTING_STANCE -> isStartingValid
var isTargetValid = when (targetPhase) {
BowlingPhase.STARTING_STANCE -> isStartingStanceValid(metrics)
BowlingPhase.APPROACH -> isApproachValid(metrics)
BowlingPhase.PUSHAWAY -> isPushawayValid(metrics)
BowlingPhase.BACK_SWING -> isBackSwingValid(metrics)
BowlingPhase.POWER_STEP -> isPowerStepValid(metrics)
BowlingPhase.SLIDE_AND_RELEASE -> isSlideAndReleaseValid(metrics)
BowlingPhase.SLIDE_AND_RELEASE -> isSlideReleaseValid(metrics, landmarks)
BowlingPhase.FOLLOW_THROUGH -> isFollowThroughValid(metrics, landmarks)
else -> false
}
// SKIP-AHEAD: check if the user jumped to a LATER phase in the
// sequence (camera sample rate missed the immediate next phase's
// held moment) -- see update()'s doc.
val allPhases = BowlingPhase.entries
val currentIdx = currentPhase?.ordinal ?: -1
for (i in (currentIdx + 2) until allPhases.size) {
val p = allPhases[i]
val isThisValid = when (p) {
BowlingPhase.APPROACH -> isApproachValid(metrics)
BowlingPhase.PUSHAWAY -> isPushawayValid(metrics)
BowlingPhase.SLIDE_AND_RELEASE -> isSlideReleaseValid(metrics, landmarks)
BowlingPhase.FOLLOW_THROUGH -> isFollowThroughValid(metrics, landmarks)
else -> false
}
if (isThisValid) {
currentPhase = p
validFrameProgress = REQUIRED_CONSECUTIVE_FRAMES
consecutiveInvalidFrames = 0
isTargetValid = true
break
}
}
if (isTargetValid) {
validFrameProgress = (validFrameProgress + 1).coerceAtMost(requiredConsecutiveFrames)
if (validFrameProgress >= requiredConsecutiveFrames) {
validFrameProgress = (validFrameProgress + 1).coerceAtMost(REQUIRED_CONSECUTIVE_FRAMES)
if (validFrameProgress >= REQUIRED_CONSECUTIVE_FRAMES) {
currentPhase = targetPhase
validFrameProgress = 0
consecutiveInvalidFrames = 0
@@ -198,14 +254,18 @@ class PosePhaseDetector(
}
// 2. Check if the user has broken their CURRENT confirmed phase.
// BACK_SWING/POWER_STEP can never be currentPhase (the state
// machine above never targets or skip-ahead-targets them), so they
// fail unconditionally here rather than needing their own check.
val isCurrentStillValid = when (currentPhase) {
BowlingPhase.STARTING_STANCE -> isStartingStanceValid(metrics)
BowlingPhase.APPROACH -> isApproachValid(metrics)
BowlingPhase.PUSHAWAY -> isPushawayValid(metrics)
BowlingPhase.BACK_SWING -> isBackSwingValid(metrics)
BowlingPhase.POWER_STEP -> isPowerStepValid(metrics)
BowlingPhase.SLIDE_AND_RELEASE -> isSlideAndReleaseValid(metrics)
else -> true
BowlingPhase.BACK_SWING -> false
BowlingPhase.POWER_STEP -> false
BowlingPhase.SLIDE_AND_RELEASE -> isSlideReleaseValid(metrics, landmarks)
BowlingPhase.FOLLOW_THROUGH -> isFollowThroughValid(metrics, landmarks)
else -> true // If null, only care about progress toward STARTING_STANCE.
}
if (isCurrentStillValid || isTargetValid) {
@@ -215,7 +275,7 @@ class PosePhaseDetector(
}
// 3. Handle resets: If we lose the current posture for too long, reset to null.
if (consecutiveInvalidFrames >= requiredInvalidFramesToExit) {
if (consecutiveInvalidFrames >= REQUIRED_INVALID_FRAMES_TO_EXIT) {
currentPhase = null
validFrameProgress = 0
consecutiveInvalidFrames = 0
@@ -251,35 +311,35 @@ class PosePhaseDetector(
*/
fun isStartingStanceValid(metrics: Metrics): Boolean {
val torsoTilt = metrics.torsoTiltDegrees ?: return false
if (torsoTilt !in torsoTiltMinDegrees..torsoTiltMaxDegrees) return false
if (torsoTilt !in 1f..20f) return false
val kneeAngles = listOfNotNull(metrics.leftKneeAngleDegrees, metrics.rightKneeAngleDegrees)
if (kneeAngles.isEmpty() || kneeAngles.any { it !in kneeAngleMinDegrees..kneeAngleMaxDegrees }) return false
if (kneeAngles.isEmpty() || kneeAngles.any { it !in 150f..180f }) return false
val elbowAngles = listOfNotNull(metrics.leftElbowAngleDegrees, metrics.rightElbowAngleDegrees)
return elbowAngles.isNotEmpty() && elbowAngles.all { it in elbowAngleMinDegrees..elbowAngleMaxDegrees }
return elbowAngles.isNotEmpty() && elbowAngles.all { it in 70f..125f }
}
/**
* @brief Checks whether this single frame's [Metrics] match the approach phase.
*
* Approach is characterized by:
* - Torso Tilt: 5-20 degrees
* - Torso Tilt: 5-30 degrees
* - Knee Angle: 145-180 degrees
* - Elbow Angle: 60-130 degrees
* - Elbow Angle: 60-140 degrees
*
* @param metrics This frame's raw angle readings.
* @return true if torso tilt, knee angles, and elbow angles fall within range.
*/
private fun isApproachValid(metrics: Metrics): Boolean {
val torsoTilt = metrics.torsoTiltDegrees ?: return false
if (torsoTilt !in 5f..20f) return false
if (torsoTilt !in 5f..30f) return false
val kneeAngles = listOfNotNull(metrics.leftKneeAngleDegrees, metrics.rightKneeAngleDegrees)
if (kneeAngles.isEmpty() || kneeAngles.any { it !in 145f..180f }) return false
val elbowAngles = listOfNotNull(metrics.leftElbowAngleDegrees, metrics.rightElbowAngleDegrees)
return elbowAngles.isNotEmpty() && elbowAngles.all { it in 60f..130f }
return elbowAngles.isNotEmpty() && elbowAngles.all { it in 60f..140f }
}
/**
@@ -306,17 +366,9 @@ class PosePhaseDetector(
return elbowAngles.isNotEmpty() && elbowAngles.any { it in 130f..180f }
}
/** @brief Placeholder validation for Backswing phase (Step 3). */
@Suppress("UNUSED_PARAMETER")
private fun isBackSwingValid(metrics: Metrics): Boolean = true
/** @brief Placeholder validation for Power Step phase (Step 4). */
@Suppress("UNUSED_PARAMETER")
private fun isPowerStepValid(metrics: Metrics): Boolean = true
/**
* @brief Checks whether this single frame's [Metrics] match the slide &
* release phase (finishing position, step 5).
* @brief Checks whether this single frame's [Metrics]/[landmarks] match
* the slide & release phase (finishing position, step 5).
*
* Slide & release is characterized by:
* - Torso Tilt: 15-45 degrees (the deepest forward lean of any phase --
@@ -325,13 +377,17 @@ class PosePhaseDetector(
* sliding/front leg lowers the body through the release; requiring
* only one, not both, since we don't know which leg is forward)
* - Elbow Angle: at least one elbow extended to 150-180 degrees (the
* swing arm straightens through the release -- same release cue
* [PoseStageAdvisor] already uses for its own final-step check)
* swing arm straightens through the release)
* - Wrist position: at least one wrist below shoulder height, so a
* straight-arm backswing (which also passes the angle checks above)
* doesn't get mistaken for the release.
*
* @param metrics This frame's raw angle readings.
* @return true if torso tilt, at least one bent knee, and at least one extended elbow all fall within range.
* @param landmarks This frame's raw landmarks, for the wrist/shoulder height check.
* @return true if torso tilt, at least one bent knee, at least one
* extended elbow, and at least one lowered wrist all hold.
*/
private fun isSlideAndReleaseValid(metrics: Metrics): Boolean {
private fun isSlideReleaseValid(metrics: Metrics, landmarks: Map<Int, SmoothedLandmark>): Boolean {
val torsoTilt = metrics.torsoTiltDegrees ?: return false
if (torsoTilt !in 15f..45f) return false
@@ -339,7 +395,61 @@ class PosePhaseDetector(
if (kneeAngles.isEmpty() || kneeAngles.none { it in 90f..150f }) return false
val elbowAngles = listOfNotNull(metrics.leftElbowAngleDegrees, metrics.rightElbowAngleDegrees)
return elbowAngles.isNotEmpty() && elbowAngles.any { it in 150f..180f }
if (elbowAngles.isEmpty() || elbowAngles.none { it in 150f..180f }) return false
val shoulderY = midpoint(landmarks, PoseLandmark.LEFT_SHOULDER, PoseLandmark.RIGHT_SHOULDER)?.second ?: return false
val leftWristY = reliable(landmarks, PoseLandmark.LEFT_WRIST)?.y
val rightWristY = reliable(landmarks, PoseLandmark.RIGHT_WRIST)?.y
val anyWristBelowShoulder = (leftWristY != null && leftWristY > shoulderY) || (rightWristY != null && rightWristY > shoulderY)
return anyWristBelowShoulder
}
/**
* @brief Checks whether this single frame's [Metrics]/[landmarks] match the follow-through phase.
*
* Follow through is characterized by:
* - Torso Tilt: 10-40 degrees
* - Knee Angle: at least one knee at 100-165 degrees (sliding knee)
* - Elbow Angle: at least one elbow at 140-180 degrees
* - Wrist position: at least one wrist above shoulder height *and* in
* front of the body (facing direction inferred from shoulder-vs-hip
* x position), distinguishing the follow-through's raised arm from
* the starting stance's held-low one.
*
* @param metrics This frame's raw angle readings.
* @param landmarks This frame's raw landmarks, for the wrist/shoulder/hip position check.
* @return true if torso tilt, at least one bent knee, at least one
* extended elbow, and a raised-and-forward wrist all hold.
*/
private fun isFollowThroughValid(metrics: Metrics, landmarks: Map<Int, SmoothedLandmark>): Boolean {
val torsoTilt = metrics.torsoTiltDegrees ?: return false
if (torsoTilt !in 10f..40f) return false
val kneeAngles = listOfNotNull(metrics.leftKneeAngleDegrees, metrics.rightKneeAngleDegrees)
if (kneeAngles.isEmpty() || kneeAngles.none { it in 100f..165f }) return false
val elbowAngles = listOfNotNull(metrics.leftElbowAngleDegrees, metrics.rightElbowAngleDegrees)
if (elbowAngles.isEmpty() || elbowAngles.none { it in 140f..180f }) return false
val shoulderPos = midpoint(landmarks, PoseLandmark.LEFT_SHOULDER, PoseLandmark.RIGHT_SHOULDER) ?: return false
val shoulderY = shoulderPos.second
val shoulderX = shoulderPos.first
val hipPos = midpoint(landmarks, PoseLandmark.LEFT_HIP, PoseLandmark.RIGHT_HIP) ?: return false
val hipX = hipPos.first
// Facing direction: if the shoulder sits to the right of the hip,
// the bowler is facing right (+x), and vice versa.
val facingRight = shoulderX > hipX
val leftWrist = reliable(landmarks, PoseLandmark.LEFT_WRIST)
val rightWrist = reliable(landmarks, PoseLandmark.RIGHT_WRIST)
return listOfNotNull(leftWrist, rightWrist).any { wrist ->
val isHigh = wrist.y < shoulderY
val isInFront = if (facingRight) wrist.x > shoulderX else wrist.x < shoulderX
isHigh && isInFront
}
}
/**
@@ -348,11 +458,14 @@ class PosePhaseDetector(
*
* Only covers [STATIONARY_PHASES] -- the three phases a bowler actually
* holds still in long enough for frame-by-frame angle feedback to be
* meaningful. The remaining phases (approach, backswing, power step) are
* mid-motion by nature, so a per-frame "here's what's wrong" cue would
* either be stale by the time it's read or just describe normal
* transitional movement as an error; those are left to [update]'s
* existing pass/fail phase label instead.
* meaningful. The remaining phases (approach, the skipped back-swing/
* power-step, follow-through) are mid-motion or too brief by nature, so
* a per-frame "here's what's wrong" cue would either be stale by the
* time it's read or just describe normal transitional movement as an
* error; those are left to [update]'s existing pass/fail phase label
* instead. Deliberately metrics-only (doesn't see the wrist-position
* check [isSlideReleaseValid] added) -- a bowler failing only that
* check gets no correction text rather than a misleading one.
*
* Checks each phase's conditions in the same order as its `isXValid`
* counterpart and returns on the first one that fails, so the bowler
@@ -371,13 +484,13 @@ class PosePhaseDetector(
val elbowAngles = listOfNotNull(metrics.leftElbowAngleDegrees, metrics.rightElbowAngleDegrees)
when {
torsoTilt == null -> null
torsoTilt > torsoTiltMaxDegrees -> "Stand up straighter"
torsoTilt < torsoTiltMinDegrees -> "Relax your stance slightly"
torsoTilt > 20f -> "Stand up straighter"
torsoTilt < 1f -> "Relax your stance slightly"
kneeAngles.isEmpty() -> null
kneeAngles.any { it < kneeAngleMinDegrees } -> "Straighten your legs"
kneeAngles.any { it < 150f } -> "Straighten your legs"
elbowAngles.isEmpty() -> null
elbowAngles.any { it > elbowAngleMaxDegrees } -> "Bring the ball in closer to your body"
elbowAngles.any { it < elbowAngleMinDegrees } -> "Relax your arms a little"
elbowAngles.any { it > 125f } -> "Bring the ball in closer to your body"
elbowAngles.any { it < 70f } -> "Relax your arms a little"
else -> null
}
}
@@ -414,59 +527,6 @@ class PosePhaseDetector(
else -> null
}
companion object {
/**
* @brief The phases a bowler holds still in long enough for
* frame-by-frame angle correction to be meaningful -- see
* [correctionFor]'s doc for why the rest are excluded.
*/
private val STATIONARY_PHASES = setOf(
BowlingPhase.STARTING_STANCE,
BowlingPhase.PUSHAWAY,
BowlingPhase.SLIDE_AND_RELEASE,
)
/**
* @brief Maps a 5-step approach step count (0..5) to the [BowlingPhase]
* the bowler should be in once that step has landed.
*
* Follows the team's 5-step terminology: starting position -> 1/2 step
* -> preparation step -> push away & backswing -> power step -> slide
* -> finishing position. The 1/2 and preparation steps are both
* [BowlingPhase.APPROACH] (ball still held, CG moving forward); the
* ball is pushed away into the swing on step 3, reaches the peak of
* the backswing as the very short power step lands on step 4, and is
* released during the slide on step 5.
*
* step 0 -> STARTING_STANCE (starting position)
* steps 1-2 -> APPROACH (1/2 step, preparation step)
* step 3 -> PUSHAWAY (push away & backswing; BACK_SWING shares this step)
* step 4 -> POWER_STEP
* step 5+ -> SLIDE_AND_RELEASE (slide, finishing position)
*/
fun phaseForStep(stepCount: Int): BowlingPhase = when {
stepCount <= 0 -> BowlingPhase.STARTING_STANCE
stepCount <= 2 -> BowlingPhase.APPROACH
stepCount == 3 -> BowlingPhase.PUSHAWAY
stepCount == 4 -> BowlingPhase.POWER_STEP
else -> BowlingPhase.SLIDE_AND_RELEASE
}
/**
* @brief The first step of a 5-step approach at which [phase] begins
* -- see [phaseForStep] for the full mapping. APPROACH spans
* steps 1-2, and PUSHAWAY/BACK_SWING both begin on step 3.
*/
fun stepForPhase(phase: BowlingPhase): Int = when (phase) {
BowlingPhase.STARTING_STANCE -> 0
BowlingPhase.APPROACH -> 1
BowlingPhase.PUSHAWAY -> 3
BowlingPhase.BACK_SWING -> 3
BowlingPhase.POWER_STEP -> 4
BowlingPhase.SLIDE_AND_RELEASE -> 5
}
}
/**
* @brief Forward/backward torso lean from vertical, from the
* shoulder-midpoint-to-hip-midpoint vector.
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@@ -21,5 +21,6 @@
<color name="Back_swing_ready">#CC9C27B0</color> <!-- purple -->
<color name="Power_step_ready">#CCFF9800</color> <!-- orange/amber -->
<color name="Slide_and_release_ready">#CCE91E63</color> <!-- pink/red -->
<color name="Follow_through_ready">#CC00BCD4</color> <!-- cyan -->
<color name="final_position_highlight">#FFFFD600</color>
</resources>
+1
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@@ -57,6 +57,7 @@
<string name="pose_phase_back_swing">@string/pose_phase_pushaway</string>
<string name="pose_phase_power_step">Power Step</string>
<string name="pose_phase_slide_and_release">Slide &amp; Finishing Position</string>
<string name="pose_phase_follow_through">Follow Through</string>
<string name="pose_phase_waiting">Waiting for starting position…</string>
<string name="step_term_half_step">½ Step</string>
<string name="step_term_preparation_step">Preparation Step</string>