/usr/lib/python2.7/dist-packages/libavg/gesture.py is in python-libavg 1.8.0-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 | # -*- coding: utf-8 -*-
# libavg - Media Playback Engine.
# Copyright (C) 2003-2014 Ulrich von Zadow
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2 of the License, or (at your option) any later version.
#
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# Current versions can be found at www.libavg.de
#
from libavg import avg, statemachine, player, filter
import weakref
import math
class Recognizer(avg.Publisher):
POSSIBLE = avg.Publisher.genMessageID()
DETECTED = avg.Publisher.genMessageID()
FAILED = avg.Publisher.genMessageID()
MOTION = avg.Publisher.genMessageID()
UP = avg.Publisher.genMessageID()
END = avg.Publisher.genMessageID()
def __init__(self, node, isContinuous, maxContacts, initialEvent,
possibleHandler=None, failHandler=None, detectedHandler=None,
endHandler=None):
super(Recognizer, self).__init__()
if node:
self.__node = weakref.ref(node)
else:
self.__node = None
self.__isContinuous = isContinuous
self.__maxContacts = maxContacts
self.__setEventHandler()
self.__isEnabled = True
self._contacts = set()
self.__dirty = False
self.publish(Recognizer.POSSIBLE)
self.publish(Recognizer.DETECTED)
self.publish(Recognizer.FAILED)
self.publish(Recognizer.END)
self.__stateMachine = statemachine.StateMachine(str(type(self)), "IDLE")
if self.__isContinuous:
self.publish(Recognizer.MOTION)
self.publish(Recognizer.UP)
self.__stateMachine.addState("IDLE", ("POSSIBLE", "RUNNING"))
self.__stateMachine.addState("POSSIBLE", ("IDLE", "RUNNING"))
self.__stateMachine.addState("RUNNING", ("IDLE",))
else:
self.__stateMachine.addState("IDLE", ("POSSIBLE",))
self.__stateMachine.addState("POSSIBLE", ("IDLE",))
self.subscribe(Recognizer.POSSIBLE, possibleHandler)
self.subscribe(Recognizer.FAILED, failHandler)
self.subscribe(Recognizer.DETECTED, detectedHandler)
self.subscribe(Recognizer.END, endHandler)
# self.__stateMachine.traceChanges(True)
self.__frameHandlerID = None
if initialEvent:
self.__onDown(initialEvent)
@property
def contacts(self):
return list(self._contacts)
def abort(self):
if self.__isEnabled:
self.__abort()
self.__setEventHandler()
def enable(self, isEnabled):
if bool(isEnabled) != self.__isEnabled:
self.__isEnabled = bool(isEnabled)
if isEnabled:
self.__setEventHandler()
else:
self.__abort()
def isEnabled(self):
return self.__isEnabled
def getState(self):
return self.__stateMachine.state
def _setPossible(self, event):
self.__stateMachine.changeState("POSSIBLE")
self.notifySubscribers(Recognizer.POSSIBLE, [])
def _setFail(self, event):
assert(self.__stateMachine.state != "RUNNING")
if self.__stateMachine.state != "IDLE":
self.__stateMachine.changeState("IDLE")
self._disconnectContacts()
self.notifySubscribers(Recognizer.FAILED, [])
def _setDetected(self, event):
if self.__isContinuous:
self.__stateMachine.changeState("RUNNING")
else:
self.__stateMachine.changeState("IDLE")
self.notifySubscribers(Recognizer.DETECTED, [])
def _setEnd(self, event):
assert(self.__stateMachine.state != "POSSIBLE")
if self.__stateMachine.state != "IDLE":
self.__stateMachine.changeState("IDLE")
self.notifySubscribers(Recognizer.END, [])
def __onDown(self, event):
nodeGone = self._handleNodeGone()
if event.contact and not(nodeGone):
if (self.__maxContacts == None or len(self._contacts) <
self.__maxContacts):
event.contact.subscribe(avg.Contact.CURSOR_MOTION, self.__onMotion)
event.contact.subscribe(avg.Contact.CURSOR_UP, self.__onUp)
self._contacts.add(event.contact)
if len(self._contacts) == 1:
self.__frameHandlerID = player.subscribe(player.ON_FRAME,
self._onFrame)
self.__dirty = True
return self._handleDown(event)
def __onMotion(self, event):
nodeGone = self._handleNodeGone()
if event.contact and not(nodeGone):
self.__dirty = True
self._handleMove(event)
def __onUp(self, event):
nodeGone = self._handleNodeGone()
if event.contact and not(nodeGone):
self.__dirty = True
self._contacts.remove(event.contact)
if len(self._contacts) == 0:
player.unsubscribe(player.ON_FRAME, self.__frameHandlerID)
self.__frameHandlerID = None
self._handleUp(event)
def __abort(self):
if self.__stateMachine.state != "IDLE":
self.__stateMachine.changeState("IDLE")
if len(self._contacts) != 0:
self._disconnectContacts()
if self.__node and self.__node():
self.__node().unsubscribe(avg.Node.CURSOR_DOWN, self.__onDown)
def _disconnectContacts(self):
for contact in self._contacts:
contact.unsubscribe(avg.Contact.CURSOR_MOTION, self.__onMotion)
contact.unsubscribe(avg.Contact.CURSOR_UP, self.__onUp)
self._contacts = set()
if self.__frameHandlerID:
player.unsubscribe(player.ON_FRAME, self.__frameHandlerID)
self.__frameHandlerID = None
def _handleDown(self, event):
pass
def _handleMove(self, event):
pass
def _handleUp(self, event):
pass
def _handleChange(self):
pass
def _onFrame(self):
nodeGone = self._handleNodeGone()
if not(nodeGone) and self.__dirty:
self._handleChange()
self.__dirty = False
def _handleNodeGone(self):
if self.__node and not(self.__node()):
self.enable(False)
return True
else:
return False
def __setEventHandler(self):
if self.__node and self.__node():
self.__node().subscribe(avg.Node.CURSOR_DOWN, self.__onDown)
class TapRecognizer(Recognizer):
MAX_TAP_DIST = None
def __init__(self, node, maxTime=None, maxDist=None, initialEvent=None,
possibleHandler=None, failHandler=None, detectedHandler=None):
self.__maxTime = maxTime
if maxDist == None:
maxDist = TapRecognizer.MAX_TAP_DIST
self.__maxDist = maxDist
super(TapRecognizer, self).__init__(node, False, 1, initialEvent,
possibleHandler, failHandler, detectedHandler)
def _handleDown(self, event):
self._setPossible(event)
self.__startTime = player.getFrameTime()
def _handleMove(self, event):
if self.getState() != "IDLE":
if (event.contact.distancefromstart >
self.__maxDist*player.getPixelsPerMM()):
self._setFail(event)
def _handleUp(self, event):
if self.getState() == "POSSIBLE":
if (event.contact.distancefromstart >
self.__maxDist*player.getPixelsPerMM()):
self._setFail(event)
else:
self._setDetected(event)
def _onFrame(self):
downTime = player.getFrameTime() - self.__startTime
if self.getState() == "POSSIBLE":
if self.__maxTime and downTime > self.__maxTime:
self._setFail(None)
super(TapRecognizer, self)._onFrame()
class DoubletapRecognizer(Recognizer):
MAX_DOUBLETAP_TIME = None
def __init__(self, node, maxTime=None, maxDist=None, initialEvent=None,
possibleHandler=None, failHandler=None, detectedHandler=None):
if maxTime == None:
maxTime = DoubletapRecognizer.MAX_DOUBLETAP_TIME
self.__maxTime = maxTime
if maxDist == None:
maxDist = TapRecognizer.MAX_TAP_DIST
self.__maxDist = maxDist
self.__stateMachine = statemachine.StateMachine("DoubletapRecognizer", "IDLE")
self.__stateMachine.addState("IDLE", ("DOWN1",), enterFunc=self.__enterIdle)
self.__stateMachine.addState("DOWN1", ("UP1", "IDLE"))
self.__stateMachine.addState("UP1", ("DOWN2", "IDLE"))
self.__stateMachine.addState("DOWN2", ("IDLE",))
#self.__stateMachine.traceChanges(True)
self.__frameHandlerID = None
super(DoubletapRecognizer, self).__init__(node, False, 1,
initialEvent, possibleHandler, failHandler, detectedHandler)
def abort(self):
if self.__stateMachine.state != "IDLE":
self.__stateMachine.changeState("IDLE")
super(DoubletapRecognizer, self).abort()
def enable(self, isEnabled):
if self.__stateMachine.state != "IDLE":
self.__stateMachine.changeState("IDLE")
super(DoubletapRecognizer, self).enable(isEnabled)
def _handleDown(self, event):
self.__startTime = player.getFrameTime()
if self.__stateMachine.state == "IDLE":
self.__frameHandlerID = player.subscribe(player.ON_FRAME, self.__onFrame)
self.__stateMachine.changeState("DOWN1")
self.__startPos = event.pos
self._setPossible(event)
elif self.__stateMachine.state == "UP1":
if ((event.pos - self.__startPos).getNorm() >
self.__maxDist*player.getPixelsPerMM()):
self.__stateMachine.changeState("IDLE")
self._setFail(event)
else:
self.__stateMachine.changeState("DOWN2")
else:
assert(False), self.__stateMachine.state
def _handleMove(self, event):
if self.__stateMachine.state != "IDLE":
if ((event.pos - self.__startPos).getNorm() >
self.__maxDist*player.getPixelsPerMM()):
self.__stateMachine.changeState("IDLE")
self._setFail(event)
def _handleUp(self, event):
if self.__stateMachine.state == "DOWN1":
self.__startTime = player.getFrameTime()
self.__stateMachine.changeState("UP1")
elif self.__stateMachine.state == "DOWN2":
if ((event.pos - self.__startPos).getNorm() >
self.__maxDist*player.getPixelsPerMM()):
self._setFail(event)
else:
self._setDetected(event)
self.__stateMachine.changeState("IDLE")
elif self.__stateMachine.state == "IDLE":
pass
else:
assert(False), self.__stateMachine.state
def __onFrame(self):
downTime = player.getFrameTime() - self.__startTime
if downTime > self.__maxTime:
self._setFail(None)
self.__stateMachine.changeState("IDLE")
def __enterIdle(self):
player.unsubscribe(player.ON_FRAME, self.__frameHandlerID)
class SwipeRecognizer(Recognizer):
LEFT = 1
RIGHT = 2
UP = 3
DOWN = 4
SWIPE_DIRECTION_TOLERANCE = math.pi/8
MIN_SWIPE_DIST = 50
MAX_SWIPE_CONTACT_DIST = 100
def __init__(self, node, direction, numContacts=1, initialEvent=None,
directionTolerance=SWIPE_DIRECTION_TOLERANCE, minDist=MIN_SWIPE_DIST,
maxContactDist=MAX_SWIPE_CONTACT_DIST,
possibleHandler=None, failHandler=None, detectedHandler=None):
self.__numContacts = numContacts
self.__angleWanted = self.__angleFromDirection(direction)
self.__directionTolerance = directionTolerance
self.__minDist = minDist*player.getPixelsPerMM()
self.__maxInterContactDist = maxContactDist*player.getPixelsPerMM()
super(SwipeRecognizer, self).__init__(node, False, numContacts,
initialEvent, possibleHandler=possibleHandler, failHandler=failHandler,
detectedHandler=detectedHandler)
def _handleDown(self, event):
if len(self._contacts) == 1:
self.__startPos = event.pos
else:
if (event.pos-self.__startPos).getNorm() > self.__maxInterContactDist:
self._setFail(event)
return
if len(self._contacts) == self.__numContacts:
self._setPossible(event)
def _handleMove(self, event):
pass
def _handleUp(self, event):
if self.getState() == "POSSIBLE":
if (event.contact.distancefromstart < self.__minDist or
not(self.__isValidAngle(event.contact.motionangle))):
self._setFail(event)
elif len(self._contacts) == 0:
self._setDetected(event)
def __angleFromDirection(self, direction):
if direction == SwipeRecognizer.RIGHT:
return 0
elif direction == SwipeRecognizer.DOWN:
return math.pi/2
elif direction == SwipeRecognizer.LEFT:
return math.pi
elif direction == SwipeRecognizer.UP:
return 3*math.pi/2
else:
raise RuntimeError("%s is not a valid direction."%direction)
def __isValidAngle(self, angle):
if angle < 0:
angle += 2*math.pi
minAngle = self.__angleWanted - self.__directionTolerance
maxAngle = self.__angleWanted + self.__directionTolerance
if minAngle >= 0:
return angle > minAngle and angle < maxAngle
else:
# Valid range spans 0
return angle > minAngle+2*math.pi or angle < maxAngle
class HoldRecognizer(Recognizer):
HOLD_DELAY = None
def __init__(self, node, delay=None, maxDist=None, initialEvent=None,
possibleHandler=None, failHandler=None,
detectedHandler=None, stopHandler=None):
if delay == None:
delay = HoldRecognizer.HOLD_DELAY
self.__delay = delay
if maxDist == None:
maxDist = TapRecognizer.MAX_TAP_DIST
self.__maxDist = maxDist
self.__lastEvent = None
super(HoldRecognizer, self).__init__(node, True, 1, initialEvent,
possibleHandler, failHandler, detectedHandler, stopHandler)
def _handleDown(self, event):
self.__lastEvent = event
self._setPossible(event)
self.__startTime = player.getFrameTime()
def _handleMove(self, event):
self.__lastEvent = event
if self.getState() == "POSSIBLE":
if (event.contact.distancefromstart >
self.__maxDist*player.getPixelsPerMM()):
self._setFail(event)
def _handleUp(self, event):
self.__lastEvent = event
if self.getState() == "POSSIBLE":
self._setFail(event)
elif self.getState() == "RUNNING":
self._setEnd(event)
def _onFrame(self):
downTime = player.getFrameTime() - self.__startTime
if self.getState() == "POSSIBLE":
if downTime > self.__delay:
self._setDetected(self.__lastEvent)
super(HoldRecognizer, self)._onFrame()
class DragRecognizer(Recognizer):
ANY_DIRECTION = 0
VERTICAL = 1
HORIZONTAL = 2
DIRECTION_TOLERANCE = math.pi/4
MIN_DRAG_DIST = None
FRICTION = None
def __init__(self, eventNode, coordSysNode=None, initialEvent=None,
direction=ANY_DIRECTION, directionTolerance=DIRECTION_TOLERANCE,
friction=None, minDragDist=None,
possibleHandler=None, failHandler=None, detectedHandler=None,
moveHandler=None, upHandler=None, endHandler=None):
if coordSysNode != None:
self.__coordSysNode = weakref.ref(coordSysNode)
else:
self.__coordSysNode = weakref.ref(eventNode)
self.__direction = direction
self.__directionTolerance = directionTolerance
if minDragDist != None:
self.__minDragDist = minDragDist
else:
if self.__direction == DragRecognizer.ANY_DIRECTION:
self.__minDragDist = 0
else:
self.__minDragDist = DragRecognizer.MIN_DRAG_DIST
if friction == None:
self.__friction = DragRecognizer.FRICTION
else:
self.__friction = friction
self.__isSliding = False
self.__inertiaHandler = None
super(DragRecognizer, self).__init__(eventNode, True, 1,
initialEvent, possibleHandler=possibleHandler, failHandler=failHandler,
detectedHandler=detectedHandler, endHandler=endHandler)
self.subscribe(Recognizer.MOTION, moveHandler)
self.subscribe(Recognizer.UP, upHandler)
def abort(self):
if self.__inertiaHandler:
self.__inertiaHandler.abort()
self.__inertiaHandler = None
super(DragRecognizer, self).abort()
def _handleDown(self, event):
if not self._handleCoordSysNodeUnlinked():
if self.__inertiaHandler:
self.__inertiaHandler.abort()
self._setEnd(event)
if self.__friction != -1:
self.__inertiaHandler = InertiaHandler(self.__friction,
self.__onInertiaMove, self.__onInertiaStop)
if self.__minDragDist == 0:
self._setDetected(event)
else:
self._setPossible(event)
pos = self.__relEventPos(event)
self.__dragStartPos = pos
self.__lastPos = pos
def _handleMove(self, event):
if not self._handleCoordSysNodeUnlinked():
if self.getState() != "IDLE":
pos = self.__relEventPos(event)
offset = pos - self.__dragStartPos
if self.getState() == "RUNNING":
self.notifySubscribers(Recognizer.MOTION, [offset]);
else:
if offset.getNorm() > self.__minDragDist*player.getPixelsPerMM():
if self.__angleFits(offset):
self._setDetected(event)
self.notifySubscribers(Recognizer.MOTION, [offset]);
else:
self.__fail(event)
if self.__inertiaHandler:
self.__inertiaHandler.onDrag(Transform(pos - self.__lastPos))
self.__lastPos = pos
def _handleUp(self, event):
if not self._handleCoordSysNodeUnlinked():
if self.getState() != "IDLE":
pos = self.__relEventPos(event)
if self.getState() == "RUNNING":
self.__offset = pos - self.__dragStartPos
self.notifySubscribers(Recognizer.UP, [self.__offset]);
if self.__friction != -1:
self.__isSliding = True
self.__inertiaHandler.onDrag(Transform(pos - self.__lastPos))
self.__inertiaHandler.onUp()
else:
self._setEnd(event)
else:
self.__fail(event)
def _handleCoordSysNodeUnlinked(self):
if self.__coordSysNode().getParent():
return False
else:
self.abort()
return True
def __fail(self, event):
self._setFail(event)
if self.__inertiaHandler:
self.__inertiaHandler.abort()
self.__inertiaHandler = None
def __onInertiaMove(self, transform):
self.__offset += transform.trans
self.notifySubscribers(Recognizer.MOTION, [self.__offset]);
def __onInertiaStop(self):
self.__inertiaHandler = None
self.__isSliding = False
if self.getState() == "POSSIBLE":
self._setFail(None)
else:
self._setEnd(None)
def __relEventPos(self, event):
return self.__coordSysNode().getParent().getRelPos(event.pos)
def __angleFits(self, offset):
angle = offset.getAngle()
if angle < 0:
angle = -angle
if self.__direction == DragRecognizer.VERTICAL:
return (angle > math.pi/2-self.__directionTolerance
and angle < math.pi/2+self.__directionTolerance)
elif self.__direction == DragRecognizer.HORIZONTAL:
return (angle < self.__directionTolerance
or angle > math.pi-self.__directionTolerance)
else:
return True
class Mat3x3:
# Internal class. Will be removed again.
def __init__(self, row0=(1,0,0), row1=(0,1,0), row2=(0,0,1)):
self.m = [row0, row1, row2]
@classmethod
def translate(cls, t):
return Mat3x3([1, 0, t[0]],
[0, 1, t[1]])
@classmethod
def rotate(cls, a):
return Mat3x3([math.cos(a), -math.sin(a), 0],
[math.sin(a), math.cos(a), 0])
@classmethod
def pivotRotate(cls, t, a):
rot = Mat3x3.rotate(a)
trans = Mat3x3.translate(t)
return trans.applyMat(rot.applyMat(trans.inverse()))
@classmethod
def scale(cls, s):
return Mat3x3([s[0], 0, 0],
[0, s[1], 0])
@classmethod
def fromNode(cls, node):
return Mat3x3.translate(node.pos).applyMat(
Mat3x3.translate(node.pivot).applyMat(
Mat3x3.rotate(node.angle).applyMat(
Mat3x3.translate(-node.pivot).applyMat(
Mat3x3.scale(node.size)))))
def setNodeTransform(self, node):
v = self.applyVec([1,0,0])
rot = avg.Point2D(v[0], v[1]).getAngle()
node.angle = rot
if self.getScale().x < 9999 and self.getScale().y < 9999:
node.size = self.getScale()
else:
node.size = (0,0)
node.pivot = node.size/2
v = self.applyVec([0,0,1])
node.pos = (avg.Point2D(v[0], v[1]) + (node.pivot).getRotated(node.angle) -
node.pivot)
def getScale(self):
v = self.applyVec([1,0,0])
xscale = avg.Point2D(v[0], v[1]).getNorm()
v = self.applyVec([0,1,0])
yscale = avg.Point2D(v[0], v[1]).getNorm()
return avg.Point2D(xscale, yscale)
def __str__(self):
return self.m.__str__()
def applyVec(self, v):
m = self.m
v1 = []
for i in range(3):
v1.append(m[i][0]*v[0] + m[i][1]*v[1] + m[i][2]*v[2])
return v1
def applyMat(self, m1):
m0 = self.m
result = Mat3x3()
for i in range(3):
v = []
for j in range(3):
v.append(m0[i][0]*m1.m[0][j] + m0[i][1]*m1.m[1][j] + m0[i][2]*m1.m[2][j])
result.m[i] = v
return result
def det(self):
m = self.m
return float( m[0][0] * (m[2][2]*m[1][1]-m[2][1]*m[1][2])
-m[1][0] * (m[2][2]*m[0][1]-m[2][1]*m[0][2])
+m[2][0] * (m[1][2]*m[0][1]-m[1][1]*m[0][2]))
def scalarMult(self, s):
m = self.m
result = Mat3x3()
for i in range(3):
v = []
for j in range(3):
v.append(m[i][j]*s)
result.m[i] = v
return result
def inverse(self):
m = self.m
temp = Mat3x3([ m[2][2]*m[1][1]-m[2][1]*m[1][2], -(m[2][2]*m[0][1]-m[2][1]*m[0][2]), m[1][2]*m[0][1]-m[1][1]*m[0][2] ],
[-(m[2][2]*m[1][0]-m[2][0]*m[1][2]), m[2][2]*m[0][0]-m[2][0]*m[0][2] , -(m[1][2]*m[0][0]-m[1][0]*m[0][2])],
[ m[2][1]*m[1][0]-m[2][0]*m[1][1], -(m[2][1]*m[0][0]-m[2][0]*m[0][1]), m[1][1]*m[0][0]-m[1][0]*m[0][1] ])
return temp.scalarMult(1/self.det())
def getCentroid(indexes, pts):
c = avg.Point2D(0, 0)
for i in indexes:
c += pts[i]
return c/len(indexes)
def calcKMeans(pts):
# in: List of points
# out: Two lists, each containing indexes into the input list
assert(len(pts) > 1)
p1 = pts[0]
p2 = pts[1]
oldP1 = None
oldP2 = None
j = 0
while not(p1 == oldP1 and p2 == oldP2) and j < 50:
l1 = []
l2 = []
# Group points
for i, pt in enumerate(pts):
dist1 = (pt-p1).getNorm()
dist2 = (pt-p2).getNorm()
if dist1 < dist2:
l1.append(i)
else:
l2.append(i)
oldP1 = p1
oldP2 = p2
p1 = getCentroid(l1, pts)
p2 = getCentroid(l2, pts)
j += 1
return l1, l2
class Transform():
def __init__(self, trans, rot=0, scale=1, pivot=(0,0)):
self.trans = avg.Point2D(trans)
self.rot = rot
self.scale = scale
self.pivot = avg.Point2D(pivot)
def moveNode(self, node):
transMat = Mat3x3.translate(self.trans)
rotMat = Mat3x3.rotate(self.rot)
scaleMat = Mat3x3.scale((self.scale, self.scale))
pivotMat = Mat3x3.translate(self.pivot)
invPivotMat = pivotMat.inverse()
startTransform = Mat3x3.fromNode(node)
newTransform = pivotMat.applyMat(
rotMat.applyMat(
scaleMat.applyMat(
invPivotMat.applyMat(
transMat.applyMat(
startTransform)))))
newTransform.setNodeTransform(node)
def __repr__(self):
return "Transform"+str((self.trans, self.rot, self.scale, self.pivot))
class TransformRecognizer(Recognizer):
FILTER_MIN_CUTOFF = None
FILTER_BETA = None
def __init__(self, eventNode, coordSysNode=None, initialEvent=None, friction=None,
detectedHandler=None, moveHandler=None, upHandler=None, endHandler=None):
if coordSysNode != None:
self.__coordSysNode = weakref.ref(coordSysNode)
else:
self.__coordSysNode = weakref.ref(eventNode)
if friction == None:
self.__friction = DragRecognizer.FRICTION
else:
self.__friction = friction
self.__baseTransform = Mat3x3()
self.__lastPosns = []
self.__posns = []
self.__inertiaHandler = None
self.__filters = {}
self.__frameHandlerID = None
super(TransformRecognizer, self).__init__(eventNode, True, None,
initialEvent, detectedHandler=detectedHandler, endHandler=endHandler)
self.subscribe(Recognizer.MOTION, moveHandler)
self.subscribe(Recognizer.UP, upHandler)
def enable(self, isEnabled):
if bool(isEnabled) != self.isEnabled() and not(isEnabled):
self.__abort()
super(TransformRecognizer, self).enable(isEnabled)
def abort(self):
self.__abort()
super(TransformRecognizer, self).abort()
def _handleDown(self, event):
numContacts = len(self._contacts)
self.__newPhase()
if self.__isFiltered():
self.__filters[event.contact] = [
filter.OneEuroFilter(mincutoff=TransformRecognizer.FILTER_MIN_CUTOFF,
beta=TransformRecognizer.FILTER_BETA),
filter.OneEuroFilter(mincutoff=TransformRecognizer.FILTER_MIN_CUTOFF,
beta=TransformRecognizer.FILTER_BETA)]
if numContacts == 1:
if self.__inertiaHandler:
self.__inertiaHandler.abort()
self._setEnd(event)
self._setDetected(event)
self.__frameHandlerID = player.subscribe(player.ON_FRAME, self.__onFrame)
if self.__friction != -1:
self.__inertiaHandler = InertiaHandler(self.__friction,
self.__onInertiaMove, self.__onInertiaStop)
def _handleUp(self, event):
numContacts = len(self._contacts)
if numContacts == 0:
contact = event.contact
transform = Transform(self.__filteredRelContactPos(contact)
- self.__lastPosns[0])
self.notifySubscribers(Recognizer.UP, [transform]);
player.unsubscribe(player.ON_FRAME, self.__frameHandlerID)
self.__frameHandlerID = None
if self.__friction != -1:
self.__inertiaHandler.onDrag(transform)
self.__inertiaHandler.onUp()
else:
self._setEnd(event)
elif numContacts == 1:
self.__newPhase()
else:
self.__newPhase()
if self.__isFiltered():
del self.__filters[event.contact]
def _handleNodeGone(self):
if self.__coordSysNode and not(self.__coordSysNode()):
self.enable(False)
return True
else:
return super(TransformRecognizer, self)._handleNodeGone()
def __onFrame(self):
nodeGone = self._handleNodeGone()
if not(nodeGone):
self.__move()
def __move(self):
numContacts = len(self._contacts)
contactPosns = [self.__filteredRelContactPos(contact)
for contact in self._contacts]
if numContacts == 1:
transform = Transform(contactPosns[0] - self.__lastPosns[0])
if self.__friction != -1:
self.__inertiaHandler.onDrag(transform)
self.notifySubscribers(Recognizer.MOTION, [transform]);
self.__lastPosns = contactPosns
else:
if numContacts == 2:
self.__posns = contactPosns
else:
self.__posns = [getCentroid(self.__clusters[i], contactPosns) for
i in range(2)]
startDelta = self.__lastPosns[1]-self.__lastPosns[0]
curDelta = self.__posns[1]-self.__posns[0]
pivot = (self.__posns[0]+self.__posns[1])/2
rot = avg.Point2D.angle(curDelta, startDelta)
if self.__lastPosns[0] == self.__lastPosns[1]:
scale = 1
else:
scale = ((self.__posns[0]-self.__posns[1]).getNorm() /
(self.__lastPosns[0]-self.__lastPosns[1]).getNorm())
trans = ((self.__posns[0]+self.__posns[1])/2 -
(self.__lastPosns[0]+self.__lastPosns[1])/2)
transform = Transform(trans, rot, scale, pivot)
if self.__friction != -1:
self.__inertiaHandler.onDrag(transform)
self.notifySubscribers(Recognizer.MOTION, [transform]);
self.__lastPosns = self.__posns
def __newPhase(self):
self.__lastPosns = []
numContacts = len(self._contacts)
contactPosns = [self.__relContactPos(contact)
for contact in self._contacts]
if numContacts == 1:
self.__lastPosns.append(contactPosns[0])
else:
if numContacts == 2:
self.__lastPosns = contactPosns
else:
self.__clusters = calcKMeans(contactPosns)
self.__lastPosns = [getCentroid(self.__clusters[i], contactPosns) for
i in range(2)]
def __onInertiaMove(self, transform):
self.notifySubscribers(Recognizer.MOTION, [transform]);
def __onInertiaStop(self):
self.__inertiaHandler = None
self._setEnd(None)
def __filteredRelContactPos(self, contact):
rawPos = self.__relContactPos(contact)
if self.__isFiltered():
f = self.__filters[contact]
return avg.Point2D(f[0].apply(rawPos.x, player.getFrameTime()),
f[1].apply(rawPos.y, player.getFrameTime()))
else:
return rawPos
def __relContactPos(self, contact):
return self.__coordSysNode().getParent().getRelPos(contact.events[-1].pos)
def __isFiltered(self):
return TransformRecognizer.FILTER_MIN_CUTOFF != None
def __abort(self):
if self.__frameHandlerID:
player.unsubscribe(player.ON_FRAME, self.__frameHandlerID)
self.__frameHandlerID = None
if self.__inertiaHandler:
self.__inertiaHandler.abort()
self.__inertiaHandler = None
class InertiaHandler(object):
def __init__(self, friction, moveHandler, stopHandler):
self.__friction = friction
self.__moveHandler = moveHandler
self.__stopHandler = stopHandler
self.__transVel = avg.Point2D(0, 0)
self.__curPivot = avg.Point2D(0, 0)
self.__angVel = 0
self.__sizeVel = avg.Point2D(0, 0)
self.__frameHandlerID = player.subscribe(player.ON_FRAME, self.__onDragFrame)
def abort(self):
player.unsubscribe(player.ON_FRAME, self.__frameHandlerID)
self.__stopHandler = None
self.__moveHandler = None
def onDrag(self, transform):
frameDuration = player.getFrameDuration()
if frameDuration > 0:
self.__transVel += 0.1*transform.trans/frameDuration
if transform.pivot != avg.Point2D(0,0):
self.__curPivot = transform.pivot
if transform.rot > math.pi:
transform.rot -= 2*math.pi
if frameDuration > 0:
self.__angVel += 0.1*transform.rot/frameDuration
def onUp(self):
player.unsubscribe(player.ON_FRAME, self.__frameHandlerID)
self.__frameHandlerID = player.subscribe(player.ON_FRAME, self.__onInertiaFrame)
self.__onInertiaFrame()
def __onDragFrame(self):
self.__transVel *= 0.9
self.__angVel *= 0.9
def __onInertiaFrame(self):
transNorm = self.__transVel.getNorm()
if transNorm - self.__friction > 0:
direction = self.__transVel.getNormalized()
self.__transVel = direction * (transNorm-self.__friction)
curTrans = self.__transVel * player.getFrameDuration()
else:
curTrans = avg.Point2D(0, 0)
if self.__angVel != 0:
angSign = self.__angVel/math.fabs(self.__angVel)
self.__angVel = self.__angVel - angSign*self.__friction/200
newAngSign = self.__angVel/math.fabs(self.__angVel)
if newAngSign != angSign:
self.__angVel = 0
curAng = self.__angVel * player.getFrameDuration()
self.__curPivot += curTrans
if transNorm - self.__friction > 0 or self.__angVel != 0:
if self.__moveHandler:
self.__moveHandler(Transform(curTrans, curAng, 1, self.__curPivot))
else:
self.__stop()
def __stop(self):
player.unsubscribe(player.ON_FRAME, self.__frameHandlerID)
self.__stopHandler()
self.__stopHandler = None
self.__moveHandler = None
def initConfig():
def getFloatOption(name):
return float(player.getConfigOption("gesture", name))
TapRecognizer.MAX_TAP_DIST = getFloatOption("maxtapdist")
DoubletapRecognizer.MAX_DOUBLETAP_TIME = getFloatOption("maxdoubletaptime")
SwipeRecognizer.MIN_SWIPE_DIST = getFloatOption("minswipedist")
SwipeRecognizer.SWIPE_DIRECTION_TOLERANCE = getFloatOption("swipedirectiontolerance")
SwipeRecognizer.MAX_SWIPE_CONTACT_DIST = getFloatOption("maxswipecontactdist")
HoldRecognizer.HOLD_DELAY = getFloatOption("holddelay")
DragRecognizer.MIN_DRAG_DIST = getFloatOption("mindragdist")
DragRecognizer.FRICTION = getFloatOption("friction")
TransformRecognizer.FILTER_MIN_CUTOFF = getFloatOption("filtermincutoff")
if TransformRecognizer.FILTER_MIN_CUTOFF == -1:
TransformRecognizer.FILTER_MIN_CUTOFF = None
TransformRecognizer.FILTER_BETA = getFloatOption("filterbeta")
initConfig()
|