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from __future__ import annotations
import argparse
import sys
import time
from collections import deque
from pathlib import Path
sys.path.insert(0, str(Path(__file__).resolve().parent))
import cv2
import numpy as np
import ui
from camera import CameraStream
from canvas import COLOR_NAMES, Canvas
from gestures import Gesture, GestureRecognizer
from menu import Menu
from mp_tracker import MediaPipeTracker
from renderer3d import Object3D
from smoothing import LandmarkFilter, OneEuroFilter, ScalarEMA
WINDOW = "Hand Tracking Drawing"
GRAB_HOLD_SECONDS = 0.35
OK_HOLD_SECONDS = 0.5
PINKY_HOLD_SECONDS = 0.4
WAVE_WINDOW_SECONDS = 1.3
WAVE_AMPLITUDE_RATIO = 0.35
WAVE_FLIPS = 4
WAVE_MEMORY_SECONDS = 0.7
WAVE_PALM_GRACE = 0.5
BYE_SECONDS = 1.0
STROKE_GRACE_SECONDS = 0.14
TOAST_SECONDS = 2.2
def parse_args() -> argparse.Namespace:
"""Parse command line arguments."""
root = Path(__file__).resolve().parent.parent
p = argparse.ArgumentParser(description="Hand tracking drawing (MediaPipe + OpenCV)")
p.add_argument("--camera", type=int, default=0)
p.add_argument("--mode", choices=("2d", "3d", "poses"), default="2d")
p.add_argument("--model", default=str(root / "models" / "hand_landmarker.task"))
p.add_argument("--depth-model", default=str(root / "models" / "yolo26s-depth.pt"))
p.add_argument("--depth-size", type=int, default=384)
p.add_argument("--depth-every", type=int, default=2)
p.add_argument("--pose-model", default=str(root / "models" / "yolo26s-pose.pt"))
p.add_argument("--pose-size", type=int, default=640)
p.add_argument("--pose-conf", type=float, default=0.35)
p.add_argument("--conf", type=float, default=0.25)
p.add_argument("--width", type=int, default=1280)
p.add_argument("--height", type=int, default=720)
p.add_argument("--max-hands", type=int, default=2)
p.add_argument("--output", default=str(root / "output"))
p.add_argument("--no-mirror", action="store_true")
p.add_argument("--no-menu", action="store_true")
p.add_argument("--show-skeleton", action="store_true", default=True)
p.add_argument("--video-mode", action="store_true", default=True)
p.add_argument("--no-video-mode", dest="video_mode", action="store_false")
p.add_argument("--debug", action="store_true")
return p.parse_args()
class WaveDetector:
"""Side to side shaking detector."""
def __init__(self, window: float = WAVE_WINDOW_SECONDS, flips: int = WAVE_FLIPS) -> None:
self.window = window
self.flips = flips
self._dir = 0
self._extreme: float | None = None
self._times: deque[float] = deque()
def reset(self) -> None:
"""Drop tracking state."""
self._dir = 0
self._extreme = None
self._times.clear()
def update(self, x: float, amplitude: float, now: float) -> bool:
"""Feed one sample."""
while self._times and now - self._times[0] > self.window:
self._times.popleft()
if self._extreme is None:
self._extreme = x
return False
delta = x - self._extreme
if abs(delta) >= amplitude:
direction = 1 if delta > 0 else -1
if direction != self._dir:
if self._dir != 0:
self._times.append(now)
self._dir = direction
self._extreme = x
return len(self._times) >= self.flips
class App:
"""Main application loop."""
def __init__(self, args: argparse.Namespace) -> None:
self.args = args
self.cam = CameraStream(args.camera, args.width, args.height)
self.h, self.w = self.cam.shape
print(f"[i] camera: {self.w}x{self.h} @ {self.cam.source_fps:.0f} FPS", flush=True)
self.tracker = MediaPipeTracker(args.model, conf=args.conf,
max_hands=args.max_hands, video_mode=args.video_mode)
self.device = self.tracker.device
print(f"[i] backend: mediapipe device: {self.device}", flush=True)
print(f"[i] model: {args.model}", flush=True)
self.recognizers = [GestureRecognizer() for _ in range(args.max_hands)]
self._slot_centers: list[np.ndarray | None] = [None] * args.max_hands
self._kp_filters = [LandmarkFilter() for _ in range(args.max_hands)]
self.canvas = Canvas(self.w, self.h, args.output)
self.tip_filter = OneEuroFilter(min_cutoff=1.0, beta=0.06)
self.mode_3d = False
self.object3d: Object3D | None = None
self._object_rev = -1
self.yaw, self.pitch, self.roll = 0.4, -0.25, 0.0
self.scale = 1.0
self.yaw_s, self.pitch_s = ScalarEMA(0.4, self.yaw), ScalarEMA(0.4, self.pitch)
self.scale_s = ScalarEMA(0.3, 1.0)
self._grab: tuple[np.ndarray, float, float] | None = None
self._grab_span: tuple[float, float] | None = None
self.show_help = False
self.show_debug = args.debug
self.show_skeleton = args.show_skeleton
self.grab_since: float | None = None
self._ok_since: float | None = None
self._ok_latched = False
self._palm_armed = True
self._middle_latched = False
self._pinky_since: float | None = None
self._pinky_latched = False
self._wave = [WaveDetector() for _ in range(args.max_hands)]
self._wave_until = [0.0] * args.max_hands
self._palm_seen = [0.0] * args.max_hands
self._bye_at: float | None = None
self._draw_lost_since: float | None = None
self._zoom_anchor: list[float] | None = None
self.toast_text = ""
self.toast_until = 0.0
self.fps = 0.0
self._last_t = time.perf_counter()
self._last_render: np.ndarray | None = None
def on_frame(self, frame: np.ndarray) -> None:
"""Per frame hook for subclasses."""
def toast(self, text: str, seconds: float = TOAST_SECONDS) -> None:
"""Show transient message."""
self.toast_text = text
self.toast_until = time.time() + seconds
def build_object(self) -> bool:
"""Rebuild 3D object."""
if self.object3d is not None and self._object_rev == self.canvas.revision:
return True
crop = self.canvas.cropped_bgra(padding=28)
if crop is None:
self.toast("Draw something first")
return False
self.object3d = Object3D(crop)
self._object_rev = self.canvas.revision
return True
def enter_3d(self) -> None:
"""Switch to 3D mode."""
if self.build_object():
self.mode_3d = True
self._palm_armed = False
self.canvas.end()
self.toast("Grabbed. Move fist to rotate")
def exit_3d(self) -> None:
"""Return to drawing mode."""
self.mode_3d = False
self._grab = None
self._grab_span = None
self.toast("Back to drawing")
def clear_canvas(self) -> None:
"""Wipe the board."""
self.stop_stroke(force=True)
self.canvas.clear()
self.object3d = None
self._object_rev = -1
self._grab = None
self._grab_span = None
self.grab_since = None
if self.mode_3d:
self.mode_3d = False
self.toast("Canvas cleared")
def handle_ok(self, states: list) -> None:
"""Clear on OK gesture."""
ok = any(s.gesture == Gesture.OK and s.stable for s in states)
if not ok:
self._ok_since = None
self._ok_latched = False
return
now = time.time()
self._ok_since = self._ok_since or now
if not self._ok_latched and now - self._ok_since >= OK_HOLD_SECONDS:
self._ok_latched = True
self.clear_canvas()
def handle_middle(self, states: list) -> None:
"""React to middle finger."""
shown = any(s.gesture == Gesture.MIDDLE and s.stable for s in states)
if not shown:
self._middle_latched = False
return
if not self._middle_latched:
self._middle_latched = True
self.toast(":((", 1.0)
def handle_pinky(self, states: list) -> None:
"""Undo on pinky gesture."""
shown = any(s.gesture == Gesture.PINKY and s.stable for s in states)
if not shown:
self._pinky_since = None
self._pinky_latched = False
return
now = time.time()
self._pinky_since = self._pinky_since or now
if not self._pinky_latched and now - self._pinky_since >= PINKY_HOLD_SECONDS:
self._pinky_latched = True
if self.canvas.strokes:
self.stop_stroke(force=True)
self.canvas.undo()
self.toast("Undo last stroke")
else:
self.toast("Nothing to undo")
def handle_draw_mode(self, states: list, dt: float) -> None:
"""Drive drawing and grab."""
drawing = [s for s in states if s.gesture == Gesture.DRAW]
grabbing = [s for s in states if s.gesture == Gesture.GRAB]
now = time.time()
if len(grabbing) >= 2:
self.stop_stroke(force=True)
self.zoom_canvas(grabbing)
self.grab_since = None
return
self._zoom_anchor = None
if drawing:
state = drawing[0]
self.canvas.begin()
self.canvas.add_point(self.tip_filter(state.cursor, dt))
self._draw_lost_since = None
self.grab_since = None
return
self.stop_stroke()
if grabbing:
self.grab_since = self.grab_since or now
if now - self.grab_since >= GRAB_HOLD_SECONDS:
self.grab_since = None
self.enter_3d()
else:
self.grab_since = None
def stop_stroke(self, force: bool = False) -> None:
"""End stroke after grace."""
if force:
self._draw_lost_since = None
self.canvas.end()
self.tip_filter.reset()
return
now = time.time()
self._draw_lost_since = self._draw_lost_since or now
if now - self._draw_lost_since >= STROKE_GRACE_SECONDS:
self.canvas.end()
self.tip_filter.reset()
def zoom_canvas(self, grabbing: list) -> None:
"""Scale canvas by fists."""
span = float(np.linalg.norm(grabbing[0].pinch_point - grabbing[1].pinch_point))
if self._zoom_anchor is None:
self._zoom_anchor = [span, 1.0]
return
span0, applied = self._zoom_anchor
if span0 < 1e-3:
return
target = float(np.clip(span / span0, 0.25, 4.0))
delta = target / applied
if abs(delta - 1.0) < 0.02:
return
span_px = self.canvas.content_span()
diag = float(np.hypot(self.w, self.h))
if (delta > 1 and span_px > diag * 0.95) or (delta < 1 and span_px < 40):
return
self.canvas.scale_content(delta)
self._zoom_anchor[1] = target
self.toast(f"Canvas scale {target * 100:.0f}%")
def handle_3d_mode(self, states: list, dt: float) -> None:
"""Rotate and scale object."""
grabbing = [s for s in states if s.gesture == Gesture.GRAB]
if grabbing:
p = grabbing[0].pinch_point
if self._grab is None:
self._grab = (p.copy(), self.yaw, self.pitch)
anchor, yaw0, pitch0 = self._grab
dx = (p[0] - anchor[0]) / self.w
dy = (p[1] - anchor[1]) / self.h
self.yaw = yaw0 + dx * 2.0 * np.pi * 1.1
self.pitch = float(np.clip(pitch0 + dy * np.pi * 1.1, -1.3, 1.3))
if len(grabbing) >= 2:
span = float(np.linalg.norm(grabbing[0].pinch_point - grabbing[1].pinch_point))
if self._grab_span is None:
self._grab_span = (span, self.scale)
span0, scale0 = self._grab_span
if span0 > 1e-3:
self.scale = float(np.clip(scale0 * (span / span0), 0.35, 2.6))
else:
self._grab_span = None
else:
self._grab = None
self._grab_span = None
self.yaw += 0.25 * dt
palm = any(s.gesture == Gesture.OPEN_PALM for s in states)
if not palm:
self._palm_armed = True
elif grabbing:
self._palm_armed = False
elif self._palm_armed:
self.exit_3d()
def assign_slots(self, hands, dt: float = 1 / 30) -> list:
"""Bind hands to slots."""
n = len(self.recognizers)
slots: list = [None] * n
free = list(range(n))
for hand in hands[:n]:
c = hand.center
best, best_d = None, float("inf")
for s in free:
prev = self._slot_centers[s]
d = float(np.linalg.norm(c - prev)) if prev is not None else 1e6
if d < best_d:
best, best_d = s, d
if best is None:
break
slots[best] = hand
free.remove(best)
result = []
now = time.time()
for i in range(n):
hand = slots[i]
if hand is None:
self._slot_centers[i] = None
self._kp_filters[i].reset()
self.recognizers[i](None)
self._wave[i].reset()
self._wave_until[i] = 0.0
self._palm_seen[i] = 0.0
continue
hand.keypoints = self._kp_filters[i](hand.keypoints, dt)
self._slot_centers[i] = hand.center
state = self.recognizers[i](hand)
self.track_wave(i, hand, state, now)
result.append((hand, state))
return result
def track_wave(self, slot: int, hand, state, now: float) -> None:
"""Follow one waving hand."""
if state.gesture == Gesture.OPEN_PALM:
self._palm_seen[slot] = now
if now - self._palm_seen[slot] > WAVE_PALM_GRACE:
self._wave[slot].reset()
self._wave_until[slot] = 0.0
return
amplitude = hand.scale * WAVE_AMPLITUDE_RATIO
if self._wave[slot].update(float(hand.center[0]), amplitude, now):
self._wave_until[slot] = now + WAVE_MEMORY_SECONDS
def handle_goodbye(self) -> None:
"""Quit on two waving hands."""
if self._bye_at is not None:
return
now = time.time()
if sum(1 for until in self._wave_until if now < until) >= 2:
self._bye_at = now + BYE_SECONDS
self.toast("Bye :)", BYE_SECONDS)
@staticmethod
def active_state(states: list):
"""Pick the acting hand."""
if not states:
return None
for wanted in (Gesture.DRAW, Gesture.GRAB, Gesture.MOVE):
for s in states:
if s.gesture == wanted:
return s
return max(states, key=lambda s: s.confidence)
def render(self, frame: np.ndarray, hands, states) -> np.ndarray:
"""Compose the output frame."""
if self.mode_3d and self.object3d is not None:
out = cv2.convertScaleAbs(frame, alpha=0.32)
out = self.object3d.render(
out,
yaw=self.yaw_s(self.yaw),
pitch=self.pitch_s(self.pitch),
roll=self.roll,
scale=self.scale_s(self.scale),
)
else:
out = self.canvas.composite_over(frame)
if self.show_skeleton:
for hand, st in zip(hands, states):
ui.draw_hand(out, hand, st)
active = self.active_state(states)
if not self.mode_3d and active is not None:
ui.draw_cursor(out, active.cursor, active.gesture,
self.canvas.color, self.canvas.thickness)
progress = 0.0
if self.grab_since is not None:
progress = (time.time() - self.grab_since) / GRAB_HOLD_SECONDS
shown = Gesture.NONE if active is None else active.gesture
if not self.mode_3d and len([s for s in states if s.gesture == Gesture.GRAB]) >= 2:
shown = Gesture.ZOOM
ui.draw_hud(
out,
gesture=shown,
hands_info=[(s.handedness, s.gesture) for s in states],
mode_3d=self.mode_3d,
fps=self.fps,
device=self.device,
color=self.canvas.color,
thickness=self.canvas.thickness,
strokes=len(self.canvas.strokes),
clear_progress=progress,
toast=self.toast_text if time.time() < self.toast_until else "",
)
if self.show_debug and states:
ui.draw_debug(out, hands, states)
if self.show_help:
ui.draw_help(out)
return out
def handle_key(self, key: int) -> bool:
"""Handle one keypress."""
if key in (ord("q"), 27):
return False
if key == ord("s"):
if self.canvas.is_empty:
self.toast("Canvas is empty")
else:
paths = self.canvas.save()
print("[+] saved:", flush=True)
for p in paths:
print(" ", p, flush=True)
self.toast(f"Saved {paths[0].name}")
elif key == ord("c"):
self.clear_canvas()
elif key == ord("u"):
self.canvas.undo()
self.toast("Undo last stroke")
elif key in (ord("["), ord("-"), ord(",")):
self.canvas.set_thickness(self.canvas.thickness - 2)
self.toast(f"Size {self.canvas.thickness}")
elif key in (ord("]"), ord("="), ord("+"), ord(".")):
self.canvas.set_thickness(self.canvas.thickness + 2)
self.toast(f"Size {self.canvas.thickness}")
elif key == ord("r"):
self.yaw, self.pitch, self.scale = 0.4, -0.25, 1.0
self.yaw_s.set(self.yaw)
self.pitch_s.set(self.pitch)
self.scale_s.set(1.0)
elif key == ord("h"):
self.show_help = not self.show_help
elif key == ord("k"):
self.show_skeleton = not self.show_skeleton
elif key == ord("d"):
self.show_debug = not self.show_debug
self.toast("Debug " + ("on" if self.show_debug else "off"))
elif key == ord(" "):
if self.mode_3d:
self.exit_3d()
else:
self.enter_3d()
elif ord("1") <= key <= ord("6"):
self.canvas.set_color(key - ord("1"))
self.toast(f"Color {COLOR_NAMES[(key - ord('1')) % len(COLOR_NAMES)]}")
return True
def run(self) -> None:
"""Run the main loop."""
cv2.namedWindow(WINDOW, cv2.WINDOW_NORMAL)
cv2.resizeWindow(WINDOW, self.w, self.h)
print("[i] window open. H help, Q quit.", flush=True)
self.toast("One finger to draw. H for help")
reason = "loop finished"
frames = 0
seq = -1
while True:
frame, seq = self.cam.wait_next(seq)
if self.cam.failed:
reason = "camera stopped delivering frames"
break
if not self.args.no_mirror:
frame = cv2.flip(frame, 1)
if frame.shape[:2] != (self.h, self.w):
frame = cv2.resize(frame, (self.w, self.h))
now = time.perf_counter()
dt = max(now - self._last_t, 1e-4)
self._last_t = now
self.fps += 0.12 * (1.0 / dt - self.fps)
self.on_frame(frame)
detected = self.tracker(frame)
paired = self.assign_slots(detected, dt)
hands = [h for h, _ in paired]
states = [s for _, s in paired]
self.handle_ok(states)
self.handle_middle(states)
self.handle_pinky(states)
self.handle_goodbye()
if self.mode_3d:
self.handle_3d_mode(states, dt)
else:
self.handle_draw_mode(states, dt)
out = self.render(frame, hands, states)
self._last_render = out
cv2.imshow(WINDOW, out)
key = cv2.waitKey(1) & 0xFF
frames += 1
if frames % 150 == 0:
print(f"[i] frames: {frames} {self.fps:.1f} FPS hands: {len(hands)}", flush=True)
if key != 255 and not self.handle_key(key):
reason = f"quit key pressed ({key})"
break
if cv2.getWindowProperty(WINDOW, cv2.WND_PROP_VISIBLE) < 1:
reason = "window closed"
break
if self._bye_at is not None and time.time() >= self._bye_at:
reason = "goodbye wave"
break
print(f"[i] stopped: {reason} (frames processed: {frames})", flush=True)
self.cam.release()
cv2.destroyAllWindows()
def build_app(args: argparse.Namespace):
"""Create the app for a mode."""
if args.mode == "3d":
from app3d import App3D
return App3D(args)
if args.mode == "poses":
from apppose import AppPose
return AppPose(args)
return App(args)
def main() -> int:
"""Program entry point."""
args = parse_args()
if not args.no_menu:
mode = Menu().run()
if mode is None:
print("[i] no mode selected", flush=True)
return 0
args.mode = mode
try:
build_app(args).run()
except (FileNotFoundError, RuntimeError, ImportError) as exc:
print(f"[!] {exc}", file=sys.stderr)
return 1
except KeyboardInterrupt:
print("\n[i] stopped by user")
return 0
if __name__ == "__main__":
raise SystemExit(main())
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