commitf0b9b2af67Merge:373d65abbaa7bbAuthor: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Sat Sep 12 18:17:04 2026 +0800 Merge branch 'merge-testing' commit373d65a9d5Merge:28fc652dd0e6fdAuthor: harine <harinesumen@gmail.com> Date: Sat Sep 12 17:34:27 2026 +0800 Merge branch 'master' into Harine commit28fc652097Author: harine <harinesumen@gmail.com> Date: Sat Sep 12 17:34:07 2026 +0800 new stuff added yes commitbbaa7bb04fMerge:1c6ced2610bfd7Author: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Fri Sep 11 11:18:35 2026 +0800 Merge branch 'Gabriel' into merge-testing commit1c6ced2dceAuthor: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Fri Sep 11 11:12:30 2026 +0800 this good commitdd0e6fdc39Author: DefiantWanderer <yongwei1349@gmail.com> Date: Fri Sep 11 10:32:34 2026 +0800 Revert "fixing compatibility issues" This reverts commit564e7d83f8. commit564e7d83f8Author: DefiantWanderer <yongwei1349@gmail.com> Date: Fri Sep 11 10:28:40 2026 +0800 fixing compatibility issues commit610bfd7991Author: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Fri Sep 11 10:13:25 2026 +0800 Merged Khalil commitcfe76da1d3Merge:584818b9fcdc13Author: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Fri Sep 11 10:03:51 2026 +0800 Merge branch 'Khalil' into Gabriel commit584818b95aAuthor: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Thu Sep 10 12:47:06 2026 +0800 added back phase toggle button commit17fad430c1Author: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Thu Sep 10 12:09:46 2026 +0800 Cleaned up merge UI, added reset step button commitac4366d04dAuthor: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Thu Sep 10 00:31:47 2026 +0800 Added some UI to recording commitd601efcf43Author: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Thu Sep 10 00:13:06 2026 +0800 Corrected 5 step approach phases & added placeholders for future logic commit7cf217488aAuthor: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Wed Sep 9 22:48:06 2026 +0800 Cleared warnings commit981071ef74Author: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Wed Sep 9 20:09:18 2026 +0800 Fix Merge, cleaned up UI commitf30bbe2a34Merge:2f451157518594Author: Gabriel Low <73009315+gabriellow1111@users.noreply.github.com> Date: Tue Sep 8 14:11:21 2026 +0800 Merge branch 'au-au' into Gabriel commit9fcdc13699Author: Khalil Belabadia <belabakhalil@gmail.com> Date: Mon Sep 7 22:16:00 2026 +0800 Audio feedback update Added the following files : - AudioCue.kt - AudioFeedbackEngine - AudioFeedbackSettings Edited files : - BowlingCameraActivity (added the triggerAudiofeedback function) commit7518594440Merge:e7a9c2b7af128dAuthor: midnight-masala <2401021@sit.singaporetech.edu.sg> Date: Mon Sep 7 21:26:18 2026 +0800 Merge remote-tracking branch 'origin/au-au' into au-au # Conflicts: # app/src/main/java/com/example/jnicpp/bowling/BowlingCameraActivity.kt # app/src/main/res/layout-land/activity_bowling_camera.xml # app/src/main/res/layout/activity_bowling_camera.xml commite7a9c2b140Author: midnight-masala <2401021@sit.singaporetech.edu.sg> Date: Mon Sep 7 21:22:11 2026 +0800 Add live per-step form feedback based on joint angles Extends pose angle tracking with knee bend (hip-knee-ankle), then uses it alongside the existing elbow/shoulder angles in a new PoseStageAdvisor to give a short live cue for whichever step of the approach is in progress: push-away on step 2, downswing on step 3, backswing on step 4, and knee-bend/arm-extension on the final step. Thresholds are starting defaults, not measured coaching data, and are expected to be retuned against real approach footage. Also fixes a layout bug found while testing this live: the new feedback text was chained via ConstraintLayout's toBottomOf to the step banner above it, so whenever that banner was hidden (GONE) the feedback text rendered at its collapsed zero-height position instead of staying put, landing on top of the recording indicator. Both now sit in a plain vertical LinearLayout, which collapses GONE children correctly. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> commit7af128d575Author: midnight-masala <2401021@sit.singaporetech.edu.sg> Date: Mon Sep 7 20:58:03 2026 +0800 steps identify the steps commit2bb7c6ca7bAuthor: midnight-masala <2401021@sit.singaporetech.edu.sg> Date: Mon Sep 7 20:58:03 2026 +0800 Add live final-position feedback and fix step detection accuracy Shows a live banner as each step of the approach is counted, ending in "FINAL POSITION - RELEASE!" once the 5th footfall lands. Also fixes LiveStepDetector's peak-prominence check, which compared a candidate footfall only to its immediate neighboring frame and silently dropped real steps that landed across several closely-spaced frames; it now tracks the true rise/fall trough on each side instead. Switches PoseAnalyzer to ML Kit's faster base pose model (the accurate model was starving the peak detector of frames on unaccelerated hardware), and makes LiveStepDetector's stillness-based reset toggleable, currently off for easier testing against recorded reference clips. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Architecture
Technology stack
| Layer | Choice |
|---|---|
| Platform | Android (min SDK 24, target/compile SDK 36) |
| Languages | Kotlin (feature code), Java (legacy MainActivity entry point), C++ (native game shell) |
| Build | Gradle 9.x (version catalog), CMake 3.22.1 via Android's externalNativeBuild |
| Camera capture | CameraX (core, camera2, lifecycle, video, view, effects) |
| Pose detection | Google ML Kit Pose Detection (accurate model) |
| Concurrency | Kotlin Coroutines |
| UI (bowling feature) | Android Views + ViewBinding, custom Views for the pose overlay |
| UI (menu shell) | Native OpenGL ES 3.0, rendered from C++ via a GLSurfaceView |
| Rendering (native) | Custom C++ GLRenderer / UIRenderer |
High-level component map
The app is really two loosely-coupled subsystems living in one Gradle module (app/), connected by a single JNI call:
flowchart TB
subgraph Native["Native game shell (C++, JNI, OpenGL ES 3.0)"]
GSM[GameStateManager]
States[States: MainMenu / Menu1 / Menu2 / Menu3 / Settings]
UIR[UIRenderer / GLRenderer]
PB[PlatformBridge]
GSM --> States
GSM --> UIR
States --> PB
end
subgraph AndroidHost["Android host (Java/Kotlin)"]
MA[MainActivity\nGLSurfaceView host]
end
subgraph Bowling["Bowling capture + analysis (Kotlin)"]
BCA[BowlingCameraActivity]
CVM[CameraViewModel]
CXC[CameraXController]
PA[PoseAnalyzer]
LSD[LiveStepDetector]
PPD[PosePhaseDetector]
PAC[PoseAngleCalculator]
PLS[PoseLandmarkSmoother /\nAnkleHipMovingAverageFilter]
POV[PoseOverlayView /\nPoseSkeletonRenderer]
FUI[FeedbackUI / StepCounterUiController]
DSL[DebugSessionLogger]
PEA[ParameterEditorActivity /\nDetectorSettings]
AA[AdminAuth /\nAdminLoginPrompt]
end
MLKit[(ML Kit Pose Detection)]
PB -- "JNI: launchBowlingCamera()" --> MA
MA -- "startActivity()" --> BCA
BCA --> CVM --> CXC
CXC -- camera frames --> PA
PA -- landmarks --> MLKit
MLKit -- pose result --> PA
PA --> PLS --> LSD
PA --> PAC
LSD --> PPD
PPD --> FUI
PAC --> FUI
PA --> POV
CVM --> DSL
PEA --> CVM
AA --> PEA
Native game shell
GameStateManager(singleton) owns the currentGameStateand drivesUpdate()/Render()each frame. State transitions are deferred (RequestStateChange) so a state can safely trigger its own replacement mid-frame (e.g. from a button click handled duringRender()).- States (
MainMenuState,Menu1State,Menu2State,Menu3State,SettingsState) implement the actual menu screens;Menu3Stateis the entry point into the bowling feature. PlatformBridgeis the seam between shared state-machine code and platform-specific "launch a native feature" hooks, so state code doesn't need#ifdefs for Android vs. desktop. On Android,LaunchBowlingCamera()calls back intoMainActivityover JNI (caching aJavaVM+ global activity ref frominitGL()); on the Windows/GLFW build it's a no-op log.MainActivity(Java) hosts aGLSurfaceView(OpenGL ES 3.0,RENDERMODE_CONTINUOUSLY,setPreserveEGLContextOnPause(true)so launchingBowlingCameraActivityon top doesn't tear down and have to re-init the GL context/UI). Touch events are forwarded to native code (nativeOnTouch) for in-engine hit-testing.- Cross-platform note:
Platform.halready defines bothPLATFORM_ANDROIDandPLATFORM_WINDOWS(GLFW) branches, andmain.cpphas a GLFW desktop loop. Only the Android CMake/Gradle build is currently wired up — there is no standalone desktop build target yet, but the state-machine/rendering code is written to be portable.
Bowling capture & pose analysis pipeline
BowlingCameraActivityhosts the camera preview and UI chrome (switch camera, back, recording indicator); orientation follows the device sensor.CameraXControllerwraps CameraX use cases (preview, video, image analysis) and exposes camera frames.PoseAnalyzerruns each frame through ML Kit's accurate Pose Detection model and produces aPoseFrame.- Landmarks are smoothed (
PoseLandmarkSmoother,AnkleHipMovingAverageFilter) before being consumed by:LiveStepDetector/StepDetector/StepCountingSession— step counting during the approach.PosePhaseDetector— segments the approach into delivery phases.PoseAngleCalculator— computes joint angles at points of interest.
PoseOverlayView+PoseSkeletonRendererdraw the live skeleton over the camera preview.FeedbackUI/StepCounterUiControllersurface step count, phase, and feedback to the user.CameraViewModelcoordinates the above and survives configuration changes;DebugSessionLoggerrecords session data for offline tuning.DetectorSettings(viaParameterEditorActivity, gated byAdminAuth/AdminLoginPrompt) allows adjusting detection thresholds without a rebuild, for tuning during development/testing.
Known architectural gap
BowlingCameraActivity is reachable two ways today: directly (e.g. via adb/launcher shortcut) and from the native menu's Menu3State via PlatformBridge. Per in-code comments, the direct-launch path exists because the feature isn't yet fully wired into the menu's visual flow — this should converge as the menu integration matures.
Build & deployment
- Single Gradle module (
app), AGP + CMake (externalNativeBuild) for the native library, targetingarm64-v8a,armeabi-v7a,x86,x86_64. - No CI/CD pipeline exists yet — see
docs/deliverables.mdfor the CI/CD deliverable and milestone target. - No backend/server component exists; the app is fully on-device (no network calls in the current codebase).