Author SHA1 Message Date
harineandClaude Sonnet 5 aa25d897dc Add .gitattributes for Git LFS binary tracking
Tracks ML models, video/audio, images, and Android build artifacts
via LFS with file locking, per the team's VM/source-control setup.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-16 16:19:27 +08:00
harine ac3eb98b9c Push changes with step counter and recognizing poses 2026-09-15 09:16:51 +08:00
12 changed files with 174 additions and 50 deletions
+37
View File
@@ -0,0 +1,37 @@
# Git LFS tracking for BowlEye
# Binary/large-asset types are stored via LFS and lockable, since binaries
# can't be merged. Run `git lfs lock <file>` before editing one of these.
# See docs/ and the "So you got your VM" onboarding deck for context.
# ML models (pose detection, custom-trained)
*.tflite filter=lfs diff=lfs merge=lfs -text lockable
*.onnx filter=lfs diff=lfs merge=lfs -text lockable
*.pt filter=lfs diff=lfs merge=lfs -text lockable
*.pb filter=lfs diff=lfs merge=lfs -text lockable
# Video / audio (bowling capture footage, test clips)
*.mp4 filter=lfs diff=lfs merge=lfs -text lockable
*.mov filter=lfs diff=lfs merge=lfs -text lockable
*.wav filter=lfs diff=lfs merge=lfs -text lockable
*.mp3 filter=lfs diff=lfs merge=lfs -text lockable
# Images
*.png filter=lfs diff=lfs merge=lfs -text lockable
*.jpg filter=lfs diff=lfs merge=lfs -text lockable
*.jpeg filter=lfs diff=lfs merge=lfs -text lockable
*.webp filter=lfs diff=lfs merge=lfs -text lockable
*.psd filter=lfs diff=lfs merge=lfs -text lockable
# Android build / signing artifacts
*.apk filter=lfs diff=lfs merge=lfs -text lockable
*.aab filter=lfs diff=lfs merge=lfs -text lockable
*.jar filter=lfs diff=lfs merge=lfs -text lockable
*.aar filter=lfs diff=lfs merge=lfs -text lockable
*.so filter=lfs diff=lfs merge=lfs -text lockable
*.keystore filter=lfs diff=lfs merge=lfs -text lockable
*.jks filter=lfs diff=lfs merge=lfs -text lockable
# Misc large/binary
*.zip filter=lfs diff=lfs merge=lfs -text lockable
*.fbx filter=lfs diff=lfs merge=lfs -text lockable
*.blend filter=lfs diff=lfs merge=lfs -text lockable
@@ -89,13 +89,17 @@ class BowlingCameraActivity : AppCompatActivity(), CameraXController.Callback {
// class for FeedbackUI // class for FeedbackUI
private lateinit var feedbackUI: FeedbackUI private lateinit var feedbackUI: FeedbackUI
// The team's 5-step terminology, in order -- deliberately not one entry
// per BowlingPhase, since some phases span two of these (see
// PosePhaseDetector.phaseForStep).
private val stepLabels = listOf( private val stepLabels = listOf(
R.string.pose_phase_starting_stance, R.string.pose_phase_starting_stance,
R.string.pose_phase_approach, R.string.step_term_half_step,
R.string.step_term_preparation_step,
R.string.pose_phase_pushaway, R.string.pose_phase_pushaway,
R.string.pose_phase_back_swing,
R.string.pose_phase_power_step, R.string.pose_phase_power_step,
R.string.pose_phase_slide_and_release, R.string.step_term_slide,
R.string.step_term_finishing_position,
) )
private var currentPhaseToggleIndex = 0 private var currentPhaseToggleIndex = 0
@@ -137,6 +141,7 @@ class BowlingCameraActivity : AppCompatActivity(), CameraXController.Callback {
stepCounterUi = StepCounterUiController( stepCounterUi = StepCounterUiController(
cardStepCounter = binding.cardStepCounter, cardStepCounter = binding.cardStepCounter,
textStepCountBig = binding.textStepCountBig, textStepCountBig = binding.textStepCountBig,
textStepCounterLabel = binding.textStepCounterLabel,
) )
feedbackUI = FeedbackUI(binding.root) feedbackUI = FeedbackUI(binding.root)
audioFeedbackSettings = AudioFeedbackSettings(applicationContext) audioFeedbackSettings = AudioFeedbackSettings(applicationContext)
@@ -259,7 +264,7 @@ class BowlingCameraActivity : AppCompatActivity(), CameraXController.Callback {
} }
launch { launch {
viewModel.stepEvents.collect { events -> viewModel.stepEvents.collect { events ->
stepCounterUi.renderStepCount(events.size) stepCounterUi.renderStepCount(events.size, events.lastOrNull()?.poseConfirmed ?: true)
if (events.isNotEmpty()) { if (events.isNotEmpty()) {
Log.d(TAG, "Step ${events.size}: ${events.last()}") Log.d(TAG, "Step ${events.size}: ${events.last()}")
} }
@@ -164,6 +164,7 @@ class CameraViewModel(application: Application) : AndroidViewModel(application)
angles = angles, angles = angles,
timestampMs = System.currentTimeMillis(), timestampMs = System.currentTimeMillis(),
isStartingPosition = isStartingStance, isStartingPosition = isStartingStance,
currentPhase = phaseResult.phase,
) )
val currentStepCount = stepEvents.value.size val currentStepCount = stepEvents.value.size
_poseStageFeedback.value = PoseStageAdvisor.feedback( _poseStageFeedback.value = PoseStageAdvisor.feedback(
@@ -399,14 +399,16 @@ class CameraXController(
} }
private fun drawPhaseBadgeOverlay(canvas: Canvas, phase: BowlingPhase, scale: Float) { private fun drawPhaseBadgeOverlay(canvas: Canvas, phase: BowlingPhase, scale: Float) {
val label = when (phase) { val label = appContext.getString(
BowlingPhase.STARTING_STANCE -> "Starting Stance" when (phase) {
BowlingPhase.APPROACH -> "Approach" BowlingPhase.STARTING_STANCE -> R.string.pose_phase_starting_stance
BowlingPhase.PUSHAWAY -> "Pushaway" BowlingPhase.APPROACH -> R.string.pose_phase_approach
BowlingPhase.BACK_SWING -> "Backswing" BowlingPhase.PUSHAWAY -> R.string.pose_phase_pushaway
BowlingPhase.POWER_STEP -> "Power Step" BowlingPhase.BACK_SWING -> R.string.pose_phase_back_swing
BowlingPhase.SLIDE_AND_RELEASE -> "Slide & Release" BowlingPhase.POWER_STEP -> R.string.pose_phase_power_step
} BowlingPhase.SLIDE_AND_RELEASE -> R.string.pose_phase_slide_and_release
}
)
val colorRes = when (phase) { val colorRes = when (phase) {
BowlingPhase.STARTING_STANCE -> R.color.Starting_stance_ready BowlingPhase.STARTING_STANCE -> R.color.Starting_stance_ready
BowlingPhase.APPROACH -> R.color.Approach_ready BowlingPhase.APPROACH -> R.color.Approach_ready
@@ -303,32 +303,40 @@ class PosePhaseDetector(
companion object { companion object {
/** /**
* @brief Maps a 5-step approach step count (0..5) to its corresponding [BowlingPhase]. * @brief Maps a 5-step approach step count (0..5) to the [BowlingPhase]
* the bowler should be in once that step has landed.
* *
* step 0 -> STARTING_STANCE * Follows the team's 5-step terminology: starting position -> 1/2 step
* step 1 -> APPROACH * -> preparation step -> push away & backswing -> power step -> slide
* step 2 -> PUSHAWAY * -> finishing position. The 1/2 and preparation steps are both
* step 3 -> BACK_SWING * [BowlingPhase.APPROACH] (ball still held, CG moving forward); the
* step 4 -> POWER_STEP * ball is pushed away into the swing on step 3, reaches the peak of
* step 5 -> SLIDE_AND_RELEASE * 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 { fun phaseForStep(stepCount: Int): BowlingPhase = when {
stepCount <= 0 -> BowlingPhase.STARTING_STANCE stepCount <= 0 -> BowlingPhase.STARTING_STANCE
stepCount == 1 -> BowlingPhase.APPROACH stepCount <= 2 -> BowlingPhase.APPROACH
stepCount == 2 -> BowlingPhase.PUSHAWAY stepCount == 3 -> BowlingPhase.PUSHAWAY
stepCount == 3 -> BowlingPhase.BACK_SWING
stepCount == 4 -> BowlingPhase.POWER_STEP stepCount == 4 -> BowlingPhase.POWER_STEP
else -> BowlingPhase.SLIDE_AND_RELEASE else -> BowlingPhase.SLIDE_AND_RELEASE
} }
/** /**
* @brief Maps a [BowlingPhase] to its corresponding 5-step approach step count. * @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.
*/ */
@Suppress("unused")
fun stepForPhase(phase: BowlingPhase): Int = when (phase) { fun stepForPhase(phase: BowlingPhase): Int = when (phase) {
BowlingPhase.STARTING_STANCE -> 0 BowlingPhase.STARTING_STANCE -> 0
BowlingPhase.APPROACH -> 1 BowlingPhase.APPROACH -> 1
BowlingPhase.PUSHAWAY -> 2 BowlingPhase.PUSHAWAY -> 3
BowlingPhase.BACK_SWING -> 3 BowlingPhase.BACK_SWING -> 3
BowlingPhase.POWER_STEP -> 4 BowlingPhase.POWER_STEP -> 4
BowlingPhase.SLIDE_AND_RELEASE -> 5 BowlingPhase.SLIDE_AND_RELEASE -> 5
@@ -31,19 +31,24 @@ package com.example.jnicpp.bowling
*/ */
object PoseStageAdvisor { object PoseStageAdvisor {
// Step-2 cue: ball still close to the body just after push-away, so the // Step names follow the team's 5-step terminology (see
// swing-arm shoulder angle (elbow-shoulder-hip) should still be small. // PosePhaseDetector.phaseForStep): 1/2 step, preparation step, push away
private const val PUSH_AWAY_MAX_SHOULDER_DEG = 30f // & backswing, power step, slide -> finishing position.
// Step-3 cue: arm swinging down and back past the body. // Preparation-step cue: the ball is still held close to the body before
private const val DOWNSWING_MIN_SHOULDER_DEG = 25f // the push away, so the swing-arm shoulder angle (elbow-shoulder-hip)
private const val DOWNSWING_MAX_SHOULDER_DEG = 75f // should still be small.
private const val PREPARATION_MAX_SHOULDER_DEG = 30f
// Step-4 cue: arm swinging well back behind the body. // Push away & backswing cue: ball pushed out and swinging past the body.
private const val BACKSWING_MIN_SHOULDER_DEG = 60f private const val PUSH_AWAY_MIN_SHOULDER_DEG = 25f
private const val PUSH_AWAY_MAX_SHOULDER_DEG = 75f
// Final-position cues: front knee bent to lower the slide, swing arm // Power-step cue: ball at the peak of the backswing, well behind the body.
// relatively straight through the release. private const val POWER_STEP_MIN_SHOULDER_DEG = 60f
// Slide / finishing-position cues: front knee bent to lower the slide,
// swing arm relatively straight through the release.
private const val RELEASE_MAX_KNEE_DEG = 140f private const val RELEASE_MAX_KNEE_DEG = 140f
private const val RELEASE_MIN_ELBOW_DEG = 150f private const val RELEASE_MIN_ELBOW_DEG = 150f
@@ -61,25 +66,35 @@ object PoseStageAdvisor {
val frontKnee = smallerOf(angles.leftKnee, angles.rightKnee) val frontKnee = smallerOf(angles.leftKnee, angles.rightKnee)
return when { return when {
(stepNumber == null || stepNumber <= 1) -> "Starting position - stay relaxed" (stepNumber == null || stepNumber <= 0) -> "Starting position - stay relaxed"
stepNumber == 1 -> "½ step - small step, weight shifting forward"
stepNumber == 2 -> swingShoulder?.let { stepNumber == 2 -> swingShoulder?.let {
if (it <= PUSH_AWAY_MAX_SHOULDER_DEG) "Good push-away" else "Push the ball out first" if (it <= PREPARATION_MAX_SHOULDER_DEG) {
"Good preparation step"
} else {
"Keep the ball close until the push away"
}
} }
stepNumber == 3 -> swingShoulder?.let { stepNumber == 3 -> swingShoulder?.let {
if (it in DOWNSWING_MIN_SHOULDER_DEG..DOWNSWING_MAX_SHOULDER_DEG) { if (it in PUSH_AWAY_MIN_SHOULDER_DEG..PUSH_AWAY_MAX_SHOULDER_DEG) {
"Good downswing" "Good push away & backswing"
} else { } else {
"Let the arm swing naturally" "Push the ball up and let it swing"
} }
} }
stepNumber == 4 -> swingShoulder?.let { stepNumber == 4 -> swingShoulder?.let {
if (it >= BACKSWING_MIN_SHOULDER_DEG) "Good backswing" else "Swing the arm further back" if (it >= POWER_STEP_MIN_SHOULDER_DEG) {
"Good power step - ball at the top"
} else {
"Let the ball swing higher on the power step"
}
} }
else -> { // final step (5+) else -> { // slide & finishing position (5+)
val kneeGood = frontKnee != null && frontKnee <= RELEASE_MAX_KNEE_DEG val kneeGood = frontKnee != null && frontKnee <= RELEASE_MAX_KNEE_DEG
val armGood = swingElbow != null && swingElbow >= RELEASE_MIN_ELBOW_DEG val armGood = swingElbow != null && swingElbow >= RELEASE_MIN_ELBOW_DEG
when { when {
@@ -6,16 +6,22 @@ package com.example.jnicpp.bowling
import android.view.View import android.view.View
import android.widget.TextView import android.widget.TextView
import androidx.core.content.ContextCompat
import com.example.jnicpp.R
/** /**
* @brief Owns rendering for [BowlingCameraActivity]'s step-counter card. * @brief Owns rendering for [BowlingCameraActivity]'s step-counter card.
* *
* @param cardStepCounter The step-counter card container view. * @param cardStepCounter The step-counter card container view.
* @param textStepCountBig The large step-count number TextView. * @param textStepCountBig The large step-count number TextView.
* @param textStepCounterLabel The small "STEPS" label below the count,
* repurposed to flag when the latest step wasn't corroborated by
* [PosePhaseDetector] -- see [renderStepCount]'s `latestPoseConfirmed`.
*/ */
class StepCounterUiController( class StepCounterUiController(
private val cardStepCounter: View, private val cardStepCounter: View,
private val textStepCountBig: TextView, private val textStepCountBig: TextView,
private val textStepCounterLabel: TextView,
) { ) {
// Last step count rendered, so pulse() in renderStepCount only plays // Last step count rendered, so pulse() in renderStepCount only plays
// when a new step actually pushed the count up. // when a new step actually pushed the count up.
@@ -36,14 +42,34 @@ class StepCounterUiController(
/** /**
* @brief Renders the current step count, pulsing the card if a new step was just confirmed. * @brief Renders the current step count, pulsing the card if a new step was just confirmed.
*
* Never withholds or delays a step because of [latestPoseConfirmed] --
* the ankle-peak count is always trusted (see [StepEvent.poseConfirmed]'s
* doc for why); this only swaps the small label below the number to flag
* a disagreement for whoever's testing/tuning detection to notice.
*
* @param stepCount Total steps counted so far in the current attempt. * @param stepCount Total steps counted so far in the current attempt.
* @param latestPoseConfirmed Whether the most recently counted step (if
* any) was corroborated by [PosePhaseDetector] at the time it was
* counted; ignored when [stepCount] is 0.
*/ */
fun renderStepCount(stepCount: Int) { fun renderStepCount(stepCount: Int, latestPoseConfirmed: Boolean = true) {
textStepCountBig.text = stepCount.toString() textStepCountBig.text = stepCount.toString()
if (stepCount > lastRenderedStepCount) { if (stepCount > lastRenderedStepCount) {
pulse() pulse()
} }
lastRenderedStepCount = stepCount lastRenderedStepCount = stepCount
val flagged = stepCount > 0 && !latestPoseConfirmed
textStepCounterLabel.text = textStepCounterLabel.context.getString(
if (flagged) R.string.step_counter_label_unconfirmed else R.string.step_counter_label
)
textStepCounterLabel.setTextColor(
ContextCompat.getColor(
textStepCounterLabel.context,
if (flagged) R.color.recording_red else R.color.step_counter_accent,
)
)
} }
/** @brief Briefly scales the step counter up and back down, drawing the eye to a newly confirmed step. */ /** @brief Briefly scales the step counter up and back down, drawing the eye to a newly confirmed step. */
@@ -57,12 +57,17 @@ class StepCountingSession {
* @param angles Joint angles computed for this same frame. * @param angles Joint angles computed for this same frame.
* @param timestampMs Wall-clock time this frame was analyzed, in milliseconds. * @param timestampMs Wall-clock time this frame was analyzed, in milliseconds.
* @param isStartingPosition Whether the bowler is currently in the starting position. * @param isStartingPosition Whether the bowler is currently in the starting position.
* @param currentPhase [PosePhaseDetector]'s currently-classified delivery
* phase for this same frame, or null if none currently validates
* -- used only to set each new [StepEvent.poseConfirmed] below,
* never to gate step counting itself (see that field's doc).
*/ */
fun onFrame( fun onFrame(
landmarks: Map<Int, SmoothedLandmark>, landmarks: Map<Int, SmoothedLandmark>,
angles: PoseAngles, angles: PoseAngles,
timestampMs: Long, timestampMs: Long,
isStartingPosition: Boolean = false, isStartingPosition: Boolean = false,
currentPhase: BowlingPhase? = null,
) { ) {
val smoothedAnkleHip = ankleHipSmoother.smooth(landmarks) val smoothedAnkleHip = ankleHipSmoother.smooth(landmarks)
val frame = buildPoseFrame( val frame = buildPoseFrame(
@@ -78,7 +83,15 @@ class StepCountingSession {
_stepEvents.value = emptyList() _stepEvents.value = emptyList()
} }
if (result.newSteps.isNotEmpty()) { if (result.newSteps.isNotEmpty()) {
_stepEvents.value += result.newSteps // Compared phase-to-phase (via each phase's starting step) rather
// than against the raw step number, since one phase can span
// several steps -- e.g. APPROACH covers steps 1-2, so a pose still
// in APPROACH is correct when step 2 lands.
val posePhaseStart = PosePhaseDetector.stepForPhase(currentPhase ?: BowlingPhase.STARTING_STANCE)
_stepEvents.value += result.newSteps.map { step ->
val expectedPhaseStart = PosePhaseDetector.stepForPhase(PosePhaseDetector.phaseForStep(step.stepIndex))
step.copy(poseConfirmed = posePhaseStart >= expectedPhaseStart)
}
} }
} }
@@ -19,11 +19,21 @@ enum class Foot { LEFT, RIGHT }
* @param timestampMs Time this foot-plant was detected, in milliseconds. * @param timestampMs Time this foot-plant was detected, in milliseconds.
* @param foot Which foot planted. * @param foot Which foot planted.
* @param stepIndex 1-based position of this step in the overall approach sequence. * @param stepIndex 1-based position of this step in the overall approach sequence.
* @param poseConfirmed Whether [PosePhaseDetector]'s independently-classified
* posture had already reached the delivery phase this step index
* expects (see [PosePhaseDetector.phaseForStep]) at the moment this
* step was counted -- see [StepCountingSession.onFrame]. The ankle-peak
* count is trusted either way (this never blocks a step from being
* counted); false just flags that the two signals disagreed, e.g. a
* step 1 landing before pose ever confirmed the bowler had actually
* left the starting stance. Always true from [StepDetector.detect]'s
* batch pass, which has no phase information to compare against.
*/ */
data class StepEvent( data class StepEvent(
val timestampMs: Long, val timestampMs: Long,
val foot: Foot, val foot: Foot,
val stepIndex: Int, val stepIndex: Int,
val poseConfirmed: Boolean = true,
) )
/** /**
@@ -102,6 +102,7 @@
android:textStyle="bold" /> android:textStyle="bold" />
<TextView <TextView
android:id="@+id/text_step_counter_label"
android:layout_width="wrap_content" android:layout_width="wrap_content"
android:layout_height="wrap_content" android:layout_height="wrap_content"
android:text="@string/step_counter_label" android:text="@string/step_counter_label"
@@ -142,6 +142,7 @@
android:textStyle="bold" /> android:textStyle="bold" />
<TextView <TextView
android:id="@+id/text_step_counter_label"
android:layout_width="wrap_content" android:layout_width="wrap_content"
android:layout_height="wrap_content" android:layout_height="wrap_content"
android:text="@string/step_counter_label" android:text="@string/step_counter_label"
+11 -6
View File
@@ -15,6 +15,7 @@
<string name="recording_timer_placeholder">00:00</string> <string name="recording_timer_placeholder">00:00</string>
<string name="step_count_big_placeholder">0</string> <string name="step_count_big_placeholder">0</string>
<string name="step_counter_label">STEPS</string> <string name="step_counter_label">STEPS</string>
<string name="step_counter_label_unconfirmed">STEPS · UNCONFIRMED BY POSE</string>
<string name="reset_counter">Reset Steps</string> <string name="reset_counter">Reset Steps</string>
<string name="reset_hint_idle">✋ Raise a hand, hold 5s to reset</string> <string name="reset_hint_idle">✋ Raise a hand, hold 5s to reset</string>
<string name="reset_hint_holding">Keep holding… %1$d%%</string> <string name="reset_hint_holding">Keep holding… %1$d%%</string>
@@ -50,12 +51,16 @@
<string name="editor_save">Save</string> <string name="editor_save">Save</string>
<string name="editor_saved_toast">Settings saved</string> <string name="editor_saved_toast">Settings saved</string>
<string name="editor_invalid_value_toast">Enter a valid number for every field</string> <string name="editor_invalid_value_toast">Enter a valid number for every field</string>
<string name="pose_phase_starting_stance">Starting Stance</string> <string name="pose_phase_starting_stance">Starting Position</string>
<string name="pose_phase_approach">Approach</string> <string name="pose_phase_approach">½ Step / Preparation Step</string>
<string name="pose_phase_pushaway">Pushaway</string> <string name="pose_phase_pushaway">Push Away &amp; Backswing</string>
<string name="pose_phase_back_swing">Backswing</string> <string name="pose_phase_back_swing">@string/pose_phase_pushaway</string>
<string name="pose_phase_power_step">Power Step</string> <string name="pose_phase_power_step">Power Step</string>
<string name="pose_phase_slide_and_release">Slide &amp; Release</string> <string name="pose_phase_slide_and_release">Slide &amp; Finishing Position</string>
<string name="pose_phase_waiting">Waiting for stance</string> <string name="pose_phase_waiting">Waiting for starting position</string>
<string name="step_term_half_step">½ Step</string>
<string name="step_term_preparation_step">Preparation Step</string>
<string name="step_term_slide">Slide</string>
<string name="step_term_finishing_position">Finishing Position</string>
<string name="pose_metrics_format">Torso: %1$s · Knee L: %2$s R: %3$s\nElbow L: %4$s R: %5$s</string> <string name="pose_metrics_format">Torso: %1$s · Knee L: %2$s R: %3$s\nElbow L: %4$s R: %5$s</string>
</resources> </resources>