src/FingersDance.GestureControl/GestureVector.cs
author PAMPHILE Jonathan <pamphile@efrei.fr>
Wed, 28 Oct 2009 11:57:38 +0100
changeset 178 56041bd3761e
parent 177 89cbcb52b674
child 189 b37888f59cf2
permissions -rw-r--r--
Mise en place de la reconnaissance de formes

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Input;
using System.Windows;

namespace GestureControl
{
    /// <summary>
    /// Take a list of points and try to recognize a pattern
    /// </summary>
    public class SurfaceGesture : List<SurfaceGestureVector>
    {

        #region Prop
        /// <summary>
        /// Allow some variation without log a direction
        /// </summary>
        public int Precision { get; set; }
        #endregion

        #region Constructor
        /// <summary>
        /// load know patterns and generate the vector list from a list of points with a default 20 precision factor
        /// </summary>
        /// <param name="list"></param>
        public SurfaceGesture(List<SurfaceGesturePoint> list)
        {
            this.Precision = 20;
            this.Generate(list);
        }
        /// <summary>
        /// load know patterns and generate the vector list from a list of points with a precision factor
        /// </summary>
        /// <param name="list"></param>
        /// <param name="precision"></param>
        public SurfaceGesture(List<SurfaceGesturePoint> list, int precision)
        {
            this.Precision = precision;
            this.Generate(list);
        }
        #endregion

        #region GenerateVector
        /// <summary>
        /// Generate list of vector from courbe mouvements, filter with the pas value
        /// </summary>
        /// <param name="list"></param>
        /// <param name="pas"></param>
        /// <returns></returns>
        private bool GenerateCourb(List<SurfaceGesturePoint> list, int pas)
        {
            int sep = list.Count / pas;
            double count = 0; ;
            SurfaceGesturePoint past = new SurfaceGesturePoint() { X = 0, Y = 0 };
            double y = 0;

            for (int i = 0; i < list.Count - 1; i++)
            {
                if (i % pas != 0)
                {
                    count += Math.Atan(list[i + 1].Y / list[i + 1].X) - Math.Atan(list[i].Y / list[i].X);
                }
                else
                {
                    count /= pas;
                    if (count == 0 || this.GetDistancePoints(past, list[i + 1]) < 5)
                    {
                        y = list[i + 1].Y;
                        past.X = count;
                        continue;
                    }
                    if (y > list[i + 1].Y)
                    {
                        if (past.X > count)
                            this.AddDirection(SurfaceGestureVectorDirection.UPRIGHT);
                        else
                            this.AddDirection(SurfaceGestureVectorDirection.UPLEFT);
                    }
                    else
                    {
                        if (past.X > count)
                            this.AddDirection(SurfaceGestureVectorDirection.DOWNRIGHT);
                        else
                            this.AddDirection(SurfaceGestureVectorDirection.DOWNLEFT);
                    }
                    y = list[i + 1].Y;
                    past.X = count;
                }
            }
            Console.Write(this);
            /*if (this.GetPattern() != "None")
                return true;
            else*/
                return false;
        }
        /// <summary>
        /// Get distance between two points
        /// </summary>
        /// <param name="p1"></param>
        /// <param name="p2"></param>
        /// <returns></returns>
        private int GetDistancePoints(SurfaceGesturePoint p1, SurfaceGesturePoint p2)
        {
            return (int)Math.Sqrt(Math.Pow((p2.X - p1.X), 2) + Math.Pow((p1.Y - p2.Y), 2));
        }
        /// <summary>
        /// add a direction in the vector list if past who not the same
        /// </summary>
        /// <param name="type"></param>
        private void AddDirection(SurfaceGestureVectorDirection type)
        {
            if (this.Count == 0)
            {
                this.Add(new SurfaceGestureVector { Direction = type, Lenght = 42 });
                return;
            }
            if (this[this.Count - 1].Direction != type)
                this.Add(new SurfaceGestureVector { Direction = type, Lenght = 42 });
        }
        /// <summary>
        /// generate list of vector
        /// </summary>
        /// <param name="list"></param>
        private void Generate(List<SurfaceGesturePoint> list)
        {
            if (list.Count < 2)
            {
                this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.TAP, Lenght = 0 });
                return;
            }
            SurfaceGestureVectorDirection lastDirection = SurfaceGestureVectorDirection.NONE;
            int lastPoint = 0;
            SurfaceGesturePoint LastChange = list[0];

            /////// TEST///////////
            if (this.GenerateCourb(list, 5) == true)
                return;
            this.Clear();
            ///////////////////////

            for (int i = 0; i < list.Count - 1; i++)
            {
                if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UP && lastDirection != SurfaceGestureVectorDirection.UP)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.UP;
                }
                else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWN && lastDirection != SurfaceGestureVectorDirection.DOWN)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.DOWN;
                }
                else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UPLEFT && lastDirection != SurfaceGestureVectorDirection.UPLEFT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.UPLEFT;
                }
                else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UPRIGHT && lastDirection != SurfaceGestureVectorDirection.UPRIGHT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.UPRIGHT;
                }
                else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWNLEFT && lastDirection != SurfaceGestureVectorDirection.DOWNLEFT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.DOWNLEFT;
                }
                else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWNRIGHT && lastDirection != SurfaceGestureVectorDirection.DOWNRIGHT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.DOWNRIGHT;
                }
                else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.LEFT && lastDirection != SurfaceGestureVectorDirection.LEFT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = (Math.Abs(LastChange.X - list[i + 1].X)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.LEFT;
                }
                else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.RIGHT && lastDirection != SurfaceGestureVectorDirection.RIGHT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = (Math.Abs(LastChange.X - list[i + 1].X)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.RIGHT;
                }
                else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UPLEFT && lastDirection != SurfaceGestureVectorDirection.UPLEFT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.UPLEFT;
                }
                else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UPRIGHT && lastDirection != SurfaceGestureVectorDirection.UPRIGHT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.UPRIGHT;
                }
                else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWNLEFT && lastDirection != SurfaceGestureVectorDirection.DOWNLEFT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.DOWNLEFT;
                }
                else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWNRIGHT && lastDirection != SurfaceGestureVectorDirection.DOWNRIGHT)
                {
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
                    LastChange = list[i + 1];
                    lastDirection = SurfaceGestureVectorDirection.DOWNRIGHT;
                }
                ++lastPoint;
            }
            Analyse(list);
        }

        private void Analyse(List<SurfaceGesturePoint> list)
        {
            //  Analyse de la forme

            double up = 0, down = 0, left = 0, right = 0, upleft = 0, upright = 0, downleft = 0, downright = 0;
            foreach (SurfaceGestureVector elt in this)
            {
                switch (elt.Direction)
                {
                    case SurfaceGestureVectorDirection.DOWN:
                        down += elt.Lenght;
                        break;
                    case SurfaceGestureVectorDirection.DOWNLEFT:
                        downleft += elt.Lenght;
                        break;
                    case SurfaceGestureVectorDirection.DOWNRIGHT:
                        downright += elt.Lenght;
                        break;
                    case SurfaceGestureVectorDirection.LEFT:
                        left += elt.Lenght;
                        break;
                    case SurfaceGestureVectorDirection.RIGHT:
                        right += elt.Lenght;
                        break;
                    case SurfaceGestureVectorDirection.UP:
                        up += elt.Lenght;
                        break;
                    case SurfaceGestureVectorDirection.UPLEFT:
                        upleft += elt.Lenght;
                        break;
                    case SurfaceGestureVectorDirection.UPRIGHT:
                        upright += elt.Lenght;
                        break;
                }
            }

            double diffX = Math.Abs(list[0].X - list[list.Count - 1].X);
            double diffY = Math.Abs(list[0].Y - list[list.Count - 1].Y);

            if (diffX < 5)
            {
                this.Clear();
                if (up > down)
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up });
                else
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down });
            }
            else if (diffY < 5)
            {
                this.Clear();
                if (left > right)
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left });
                else
                    this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right });
            }
        }

        private SurfaceGestureVectorDirection GetHorizontal(SurfaceGesturePoint p1, SurfaceGesturePoint p2)
        {
            if (p1.Y < p2.Y)
            {
                // go up
                if (Math.Abs(p2.Y - p1.Y) > this.Precision)
                {
                    if (Math.Abs(p2.X - p1.X) < Math.Abs(p2.Y - p1.Y))
                        return SurfaceGestureVectorDirection.DOWN;
                    else
                    {
                        if (p1.X < p2.X)
                            return SurfaceGestureVectorDirection.DOWNRIGHT;
                        else
                            return SurfaceGestureVectorDirection.DOWNLEFT;
                    }
                }
                    else
                    {
                        if (p1.X < p2.X)
                            return SurfaceGestureVectorDirection.DOWNRIGHT;
                        else
                            return SurfaceGestureVectorDirection.DOWNLEFT;
                    }
            }
            else
            {
                // go down
                if (Math.Abs(p1.Y - p2.Y) > this.Precision)
                {
                    if (Math.Abs(p1.X - p2.X) < Math.Abs(p1.Y - p2.Y))
                        return SurfaceGestureVectorDirection.UP;
                    else
                    {
                        if (p1.X < p2.X)
                            return SurfaceGestureVectorDirection.UPRIGHT;
                        else
                            return SurfaceGestureVectorDirection.UPLEFT;
                    }
                }
                else
                {
                    if (p1.X < p2.X)
                        return SurfaceGestureVectorDirection.UPRIGHT;
                    else
                        return SurfaceGestureVectorDirection.UPLEFT;
                }
            }
            return SurfaceGestureVectorDirection.NONE;
        }
        private SurfaceGestureVectorDirection GetVertical(SurfaceGesturePoint p1, SurfaceGesturePoint p2)
        {
            if (p1.X < p2.X)
            {
                // go left
                if (Math.Abs(p2.X - p1.X) > this.Precision)
                {
                    if (Math.Abs(p2.Y - p1.Y) < Math.Abs(p2.X - p1.X))
                        return SurfaceGestureVectorDirection.RIGHT;
                    else
                    {
                        if (p1.Y < p2.Y)
                            return SurfaceGestureVectorDirection.DOWNRIGHT;
                        else
                            return SurfaceGestureVectorDirection.UPRIGHT;
                    }
                }
                else
                {
                    if (p1.Y < p2.Y)
                        return SurfaceGestureVectorDirection.DOWNRIGHT;
                    else
                        return SurfaceGestureVectorDirection.UPRIGHT;
                }
            }
            else
            {
                // go right
                if (Math.Abs(p1.X - p2.X) > this.Precision)
                {
                    if (Math.Abs(p1.Y - p2.Y) < Math.Abs(p1.X - p2.X))
                        return SurfaceGestureVectorDirection.LEFT;
                    else
                    {
                        if (p1.Y < p2.Y)
                            return SurfaceGestureVectorDirection.DOWNLEFT;
                        else
                            return SurfaceGestureVectorDirection.UPLEFT;
                    }
                }
                else
                {
                    if (p1.Y < p2.Y)
                        return SurfaceGestureVectorDirection.DOWNLEFT;
                    else
                        return SurfaceGestureVectorDirection.UPLEFT;
                }
            }
            return SurfaceGestureVectorDirection.NONE;
        }
        #endregion

        #region Override
        public override String ToString()
        {
            String ret = "";

            foreach (SurfaceGestureVector v in this)
            {
                ret += (v.Direction + ", lenght:" + v.Lenght + ", precision:" + this.Precision + "\n");
                //Console.WriteLine(v.Direction + ", lenght:" + v.Lenght + ", precision:" + this.Precision);
            }
            return ret;
        }
        #endregion
    }
}