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>
103 lines
5.8 KiB
Markdown
103 lines
5.8 KiB
Markdown
# Architecture
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## Technology stack
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| Layer | Choice |
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| Platform | Android (min SDK 24, target/compile SDK 36) |
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| Languages | Kotlin (feature code), Java (legacy `MainActivity` entry point), C++ (native game shell) |
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| Build | Gradle 9.x (version catalog), CMake 3.22.1 via Android's `externalNativeBuild` |
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| Camera capture | CameraX (`core`, `camera2`, `lifecycle`, `video`, `view`, `effects`) |
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| Pose detection | Google ML Kit Pose Detection (accurate model) |
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| Concurrency | Kotlin Coroutines |
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| UI (bowling feature) | Android Views + ViewBinding, custom `View`s for the pose overlay |
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| UI (menu shell) | Native OpenGL ES 3.0, rendered from C++ via a `GLSurfaceView` |
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| Rendering (native) | Custom C++ `GLRenderer` / `UIRenderer` |
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## High-level component map
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The app is really two loosely-coupled subsystems living in one Gradle module (`app/`), connected by a single JNI call:
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```mermaid
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flowchart TB
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subgraph Native["Native game shell (C++, JNI, OpenGL ES 3.0)"]
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GSM[GameStateManager]
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States[States: MainMenu / Menu1 / Menu2 / Menu3 / Settings]
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UIR[UIRenderer / GLRenderer]
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PB[PlatformBridge]
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GSM --> States
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GSM --> UIR
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States --> PB
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end
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subgraph AndroidHost["Android host (Java/Kotlin)"]
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MA[MainActivity\nGLSurfaceView host]
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end
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subgraph Bowling["Bowling capture + analysis (Kotlin)"]
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BCA[BowlingCameraActivity]
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CVM[CameraViewModel]
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CXC[CameraXController]
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PA[PoseAnalyzer]
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LSD[LiveStepDetector]
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PPD[PosePhaseDetector]
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PAC[PoseAngleCalculator]
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PLS[PoseLandmarkSmoother /\nAnkleHipMovingAverageFilter]
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POV[PoseOverlayView /\nPoseSkeletonRenderer]
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FUI[FeedbackUI / StepCounterUiController]
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DSL[DebugSessionLogger]
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PEA[ParameterEditorActivity /\nDetectorSettings]
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AA[AdminAuth /\nAdminLoginPrompt]
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end
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MLKit[(ML Kit Pose Detection)]
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PB -- "JNI: launchBowlingCamera()" --> MA
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MA -- "startActivity()" --> BCA
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BCA --> CVM --> CXC
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CXC -- camera frames --> PA
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PA -- landmarks --> MLKit
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MLKit -- pose result --> PA
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PA --> PLS --> LSD
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PA --> PAC
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LSD --> PPD
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PPD --> FUI
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PAC --> FUI
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PA --> POV
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CVM --> DSL
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PEA --> CVM
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AA --> PEA
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```
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## Native game shell
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- **`GameStateManager`** (singleton) owns the current `GameState` and drives `Update()` / `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 during `Render()`).
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- **States** (`MainMenuState`, `Menu1State`, `Menu2State`, `Menu3State`, `SettingsState`) implement the actual menu screens; `Menu3State` is the entry point into the bowling feature.
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- **`PlatformBridge`** is the seam between shared state-machine code and platform-specific "launch a native feature" hooks, so state code doesn't need `#ifdef`s for Android vs. desktop. On Android, `LaunchBowlingCamera()` calls back into `MainActivity` over JNI (caching a `JavaVM` + global activity ref from `initGL()`); on the Windows/GLFW build it's a no-op log.
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- **`MainActivity`** (Java) hosts a `GLSurfaceView` (OpenGL ES 3.0, `RENDERMODE_CONTINUOUSLY`, `setPreserveEGLContextOnPause(true)` so launching `BowlingCameraActivity` on 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.
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- **Cross-platform note:** `Platform.h` already defines both `PLATFORM_ANDROID` and `PLATFORM_WINDOWS` (GLFW) branches, and `main.cpp` has 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.
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## Bowling capture & pose analysis pipeline
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1. **`BowlingCameraActivity`** hosts the camera preview and UI chrome (switch camera, back, recording indicator); orientation follows the device sensor.
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2. **`CameraXController`** wraps CameraX use cases (preview, video, image analysis) and exposes camera frames.
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3. **`PoseAnalyzer`** runs each frame through ML Kit's accurate Pose Detection model and produces a `PoseFrame`.
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4. Landmarks are smoothed (**`PoseLandmarkSmoother`**, **`AnkleHipMovingAverageFilter`**) before being consumed by:
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- **`LiveStepDetector`** / **`StepDetector`** / **`StepCountingSession`** — step counting during the approach.
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- **`PosePhaseDetector`** — segments the approach into delivery phases.
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- **`PoseAngleCalculator`** — computes joint angles at points of interest.
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5. **`PoseOverlayView`** + **`PoseSkeletonRenderer`** draw the live skeleton over the camera preview.
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6. **`FeedbackUI`** / **`StepCounterUiController`** surface step count, phase, and feedback to the user.
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7. **`CameraViewModel`** coordinates the above and survives configuration changes; **`DebugSessionLogger`** records session data for offline tuning.
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8. **`DetectorSettings`** (via **`ParameterEditorActivity`**, gated by **`AdminAuth`**/**`AdminLoginPrompt`**) allows adjusting detection thresholds without a rebuild, for tuning during development/testing.
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## Known architectural gap
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`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.
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## Build & deployment
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- Single Gradle module (`app`), AGP + CMake (`externalNativeBuild`) for the native library, targeting `arm64-v8a`, `armeabi-v7a`, `x86`, `x86_64`.
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- No CI/CD pipeline exists yet — see `docs/deliverables.md` for the CI/CD deliverable and milestone target.
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- No backend/server component exists; the app is fully on-device (no network calls in the current codebase).
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