// add the entire signal b to this signal, at the subpixel destination offset. // void MLSignal::add2D(const MLSignal& b, const Vec2& destOffset) { MLSignal& a = *this; Vec2 iDestOffset, fDestOffset; destOffset.getIntAndFracParts(iDestOffset, fDestOffset); int destX = iDestOffset[0]; int destY = iDestOffset[1]; float srcPosFX = fDestOffset[0]; float srcPosFY = fDestOffset[1]; MLRect srcRect(0, 0, b.getWidth() + 1, b.getHeight() + 1); // add (1, 1) for interpolation MLRect destRect = srcRect.translated(iDestOffset).intersect(getBoundsRect()); for(int j=destRect.top(); j<destRect.bottom(); ++j) { for(int i=destRect.left(); i<destRect.right(); ++i) { a(i, j) += b.getInterpolatedLinear(i - destX - srcPosFX, j - destY - srcPosFY); } } setConstant(false); }
// a simple pixel-by-pixel measure of the distance between two signals. // float rmsDifference2D(const MLSignal& a, const MLSignal& b) { int w = min(a.getWidth(), b.getWidth()); int h = min(a.getHeight(), b.getHeight()); float sum = 0.; float d; for(int j=0; j<h; ++j) { for(int i=0; i<w; ++i) { d = a(i, j) - b(i, j); sum += d*d; } } sum /= w*h; sum = sqrtf(sum); return sum; }
void TouchTracker::Calibrator::setCalibration(const MLSignal& v) { if((v.getHeight() == kTemplateSize) && (v.getWidth() == kTemplateSize)) { mCalibrateSignal = v; mHasCalibration = true; } else { MLConsole() << "TouchTracker::Calibrator::setCalibration: bad size, restoring default.\n"; mHasCalibration = false; } }
void TouchTracker::Calibrator::setNormalizeMap(const MLSignal& v) { if((v.getHeight() == mSrcHeight) && (v.getWidth() == mSrcWidth)) { mNormalizeMap = v; mHasNormalizeMap = true; } else { MLConsole() << "TouchTracker::Calibrator::setNormalizeMap: restoring default.\n"; mNormalizeMap.fill(1.f); mHasNormalizeMap = false; } }
// add the entire signal b to this signal, at the integer destination offset. // void MLSignal::add2D(const MLSignal& b, int destX, int destY) { MLSignal& a = *this; MLRect srcRect(0, 0, b.getWidth(), b.getHeight()); MLRect destRect = srcRect.translated(Vec2(destX, destY)).intersect(getBoundsRect()); for(int j=destRect.top(); j<destRect.bottom(); ++j) { for(int i=destRect.left(); i<destRect.right(); ++i) { a(i, j) += b(i - destX, j - destY); } } setConstant(false); }
// setFrame() - set the 2D frame i to the incoming signal. void MLSignal::setFrame(int i, const MLSignal& src) { // only valid for 3D signals assert(is3D()); // source must be 2D assert(src.is2D()); // src signal should match our dimensions if((src.getWidth() != mWidth) || (src.getHeight() != mHeight)) { return; } MLSample* pDestFrame = mDataAligned + plane(i); const MLSample* pSrc = src.getConstBuffer(); std::copy(pSrc, pSrc + src.getSize(), pDestFrame); }
// expire or move existing touches based on new signal input. // void TouchTracker::updateTouches(const MLSignal& in) { // copy input signal to border land int width = in.getWidth(); int height = in.getHeight(); mTemp.copy(in); mTemplateMask.clear(); // sort active touches by Z // copy into sorting container, referring back to unsorted touches int activeTouches = 0; for(int i = 0; i < mMaxTouchesPerFrame; ++i) { Touch& t = mTouches[i]; if (t.isActive()) { t.unsortedIdx = i; mTouchesToSort[activeTouches++] = t; } } std::sort(mTouchesToSort.begin(), mTouchesToSort.begin() + activeTouches, compareTouchZ()); // update active touches in sorted order, referring to existing touches in place for(int i = 0; i < activeTouches; ++i) { int refIdx = mTouchesToSort[i].unsortedIdx; Touch& t = mTouches[refIdx]; Vec2 pos(t.x, t.y); Vec2 newPos = pos; float newX = t.x; float newY = t.y; float newZ = in.getInterpolatedLinear(pos); // if not preparing to remove, update position. if (t.releaseCtr == 0) { Vec2 minPos(0, 0); Vec2 maxPos(width, height); int ix = floor(pos.x() + 0.5f); int iy = floor(pos.y() + 0.5f); // move to any higher neighboring integer value Vec2 newPeak; newPeak = adjustPeak(mTemp, ix, iy); Vec2 newPeakI, newPeakF; newPeak.getIntAndFracParts(newPeakI, newPeakF); int newPx = newPeakI.x(); int newPy = newPeakI.y(); // get exact location and new key Vec2 correctPos = mTemp.correctPeak(newPx, newPy); newPos = correctPos; int newKey = getKeyIndexAtPoint(newPos); // move the touch. if((newKey == t.key) || !keyIsOccupied(newKey)) { // This must be the only place a touch can move from key to key. pos = newPos; newX = pos.x(); newY = pos.y(); t.key = newKey; } } // look for reasons to release newZ = in.getInterpolatedLinear(newPos); bool thresholdTest = (newZ > mOffThreshold); float inhibit = getInhibitThreshold(pos); bool inhibitTest = (newZ > inhibit); t.tDist = mCalibrator.differenceFromTemplateTouchWithMask(mTemp, pos, mTemplateMask); bool templateTest = (t.tDist < mTemplateThresh); bool overrideTest = (newZ > mOverrideThresh); t.age++; // handle release // TODO get releaseDetect: evidence that touch has been released. // from matching release curve over ~ 50 samples. if (!thresholdTest || (!templateTest && !overrideTest) || (!inhibitTest)) { /* debug if(!thresholdTest && (t.releaseCtr == 0)) { debug() << refIdx << " REL thresholdFail: " << newZ << " at " << pos << "\n"; } if(!inhibitTest && (t.releaseCtr == 0)) { debug() << refIdx << " REL inhibitFail: " << newZ << " < " << inhibit << "\n"; } if(!templateTest && (t.releaseCtr == 0)) { debug() << refIdx << " REL templateFail: " << t.tDist << " at " << pos << "\n"; } */ if(t.releaseCtr == 0) { t.releaseSlope = t.z / (float)kTouchReleaseFrames; } t.releaseCtr++; newZ = t.z - t.releaseSlope; } else { // reset off counter t.releaseCtr = 0; } // filter position and assign new touch values const float e = 2.718281828; float xyCutoff = (newZ - mOnThreshold) / (mMaxForce*0.25); xyCutoff = clamp(xyCutoff, 0.f, 1.f); xyCutoff *= xyCutoff; xyCutoff *= xyCutoff; xyCutoff = xyCutoff*100.; xyCutoff = clamp(xyCutoff, 1.f, 100.f); float x = powf(e, -kMLTwoPi * xyCutoff / (float)mSampleRate); float a0 = 1.f - x; float b1 = -x; t.dz = newZ - t.z; // these can't be filtered too much or updateTouches will not work // for fast movements. Revisit when we rewrite the touch tracker. t.x = a0*newX - b1*t.x; t.y = a0*newY - b1*t.y; t.z = newZ; // filter z based on user lowpass setting and touch age float lp = mLopass; lp -= t.age*(mLopass*0.75f/kAttackFrames); lp = clamp(lp, mLopass, mLopass*0.25f); // WTF??? float xz = powf(e, -kMLTwoPi * lp / (float)mSampleRate); float a0z = 1.f - xz; float b1z = -xz; t.zf = a0z*(newZ - mOnThreshold) - b1z*t.zf; // remove touch if filtered z is below threshold if(t.zf < 0.) { // debug() << refIdx << " OFF with z:" << t.z << " td:" << t.tDist << "\n"; removeTouchAtIndex(refIdx); } // subtract updated touch from the input sum. // mTemplateScaled is scratch space. mTemplateScaled.clear(); mTemplateScaled.add2D(mCalibrator.getTemplate(pos), 0, 0); mTemplateScaled.scale(-t.z*mCalibrator.getZAdjust(pos)); mTemp.add2D(mTemplateScaled, Vec2(pos - Vec2(kTemplateRadius, kTemplateRadius))); mTemp.sigMax(0.0); // add touch neighborhood to template mask. This allows crowded touches // to pass the template test by ignoring areas shared with other touches. Vec2 maskPos(t.x, t.y); const MLSignal& tmplate = mCalibrator.getTemplate(maskPos); mTemplateMask.add2D(tmplate, maskPos - Vec2(kTemplateRadius, kTemplateRadius)); } }
// if any neighbors of the input coordinates are higher, move the coordinates there. // Vec2 TouchTracker::adjustPeak(const MLSignal& in, int xp, int yp) { int width = in.getWidth(); int height = in.getHeight(); int x = clamp(xp, 1, width - 2); int y = clamp(yp, 1, height - 2); float t = 0.0; int rx = x; int ry = y; float a = in(x - 1, y - 1); float b = in(x, y - 1); float c = in(x + 1, y - 1); float d = in(x - 1, y); float e = in(x, y); float f = in(x + 1, y); float g = in(x - 1, y + 1); float h = in(x, y + 1); float i = in(x + 1, y + 1); float fmax = e; if (y > 0) { if (a > fmax + t) { // debug() << "<^ "; fmax = a; rx = x - 1; ry = y - 1; } if (b > fmax + t) { // debug() << "^ "; fmax = b; rx = x; ry = y - 1; } if (c > fmax + t) { // debug() << ">^ "; fmax = c; rx = x + 1; ry = y - 1; } } if (d > fmax + t) { // debug() << "<- "; fmax = d; rx = x - 1; ry = y; } if (f > fmax + t) { // debug() << "-> "; fmax = f; rx = x + 1; ry = y; } if (y < in.getHeight() - 1) { if (g > fmax + t) { // debug() << "<_ "; fmax = g; rx = x - 1; ry = y + 1; } if (h > fmax + t) { // debug() << "_ "; fmax = h; rx = x; ry = y + 1; } if (i > fmax + t) { // debug() << ">_ "; fmax = i; rx = x + 1; ry = y + 1; } } return Vec2(rx, ry); }
float TouchTracker::Calibrator::differenceFromTemplateTouchWithMask(const MLSignal& in, Vec2 pos, const MLSignal& mask) { static float maskThresh = 0.001f; static MLSignal a2(kTemplateSize, kTemplateSize); static MLSignal b(kTemplateSize, kTemplateSize); static MLSignal b2(kTemplateSize, kTemplateSize); float r = 0.f; int height = in.getHeight(); int width = in.getWidth(); MLRect boundsRect(0, 0, width, height); // use linear interpolated z value from input float linearZ = in.getInterpolatedLinear(pos)*getZAdjust(pos); linearZ = clamp(linearZ, 0.00001f, 1.f); float z1 = 1./linearZ; const MLSignal& a = getTemplate(pos); // get normalized input values surrounding touch int tr = kTemplateRadius; b.clear(); for(int j=0; j < kTemplateSize; ++j) { for(int i=0; i < kTemplateSize; ++i) { Vec2 vInPos = pos + Vec2((float)i - tr,(float)j - tr); if (boundsRect.contains(vInPos) && (mask.getInterpolatedLinear(vInPos) < maskThresh)) { float inVal = in.getInterpolatedLinear(vInPos); inVal *= z1; b(i, j) = inVal; } } } int tests = 0; float sum = 0.; // add differences in z from template a2.copy(a); b2.copy(b); a2.partialDiffX(); b2.partialDiffX(); for(int j=0; j < kTemplateSize; ++j) { for(int i=0; i < kTemplateSize; ++i) { if(b(i, j) > 0.) { float d = a2(i, j) - b2(i, j); sum += d*d; tests++; } } } // get RMS difference if(tests > 0) { r = sqrtf(sum / tests); } return r; }