deploy: 6-stage RuVector WASM attention pipeline + pose fusion updates

Co-Authored-By: claude-flow <ruv@ruv.net>
This commit is contained in:
ruv
2026-03-12 21:06:04 -04:00
parent 04c6d1a595
commit b76f5230ab
28 changed files with 7398 additions and 386 deletions
+316 -136
View File
@@ -9,24 +9,35 @@
* When person exits frame, CSI data continues tracking (through-wall mode).
*/
// COCO keypoint definitions
// Extended keypoint definitions: 17 COCO + 9 hand/fingertip approximations = 26 total
export const KEYPOINT_NAMES = [
'nose', 'left_eye', 'right_eye', 'left_ear', 'right_ear',
'left_shoulder', 'right_shoulder', 'left_elbow', 'right_elbow',
'left_wrist', 'right_wrist', 'left_hip', 'right_hip',
'left_knee', 'right_knee', 'left_ankle', 'right_ankle'
'left_knee', 'right_knee', 'left_ankle', 'right_ankle',
// Extended: hand keypoints (17-25)
'left_thumb', 'left_index', 'left_pinky', // 17, 18, 19
'right_thumb', 'right_index', 'right_pinky', // 20, 21, 22
'left_foot_index', 'right_foot_index', // 23, 24 (toe tips)
'neck', // 25 (mid-shoulder)
];
// Skeleton connections (pairs of keypoint indices)
export const SKELETON_CONNECTIONS = [
[0, 1], [0, 2], [1, 3], [2, 4], // Head
[5, 6], // Shoulders
[0, 25], // Nose → neck
[25, 5], [25, 6], // Neck → shoulders
[5, 7], [7, 9], // Left arm
[6, 8], [8, 10], // Right arm
[5, 11], [6, 12], // Torso
[11, 12], // Hips
[11, 13], [13, 15], // Left leg
[12, 14], [14, 16], // Right leg
// Hand connections
[9, 17], [9, 18], [9, 19], // Left wrist → fingers
[10, 20], [10, 21], [10, 22], // Right wrist → fingers
// Foot connections
[15, 23], [16, 24], // Ankles → toes
];
// Standard body proportions (relative to body height)
@@ -41,13 +52,19 @@ const PROPORTIONS = {
kneeToAnkle: 0.24,
eyeSpacing: 0.04,
earSpacing: 0.07,
// Hand proportions
wristToFinger: 0.09,
fingerSpread: 0.04,
thumbAngle: 0.6, // radians from wrist-elbow axis
// Foot proportions
ankleToToe: 0.06,
};
export class PoseDecoder {
constructor(embeddingDim = 128) {
this.embeddingDim = embeddingDim;
this.smoothedKeypoints = null;
this.smoothingFactor = 0.45; // Lower = more responsive to movement
this.smoothingFactor = 0.25; // Low = responsive to real movement
this._time = 0;
// Through-wall tracking state
@@ -56,12 +73,53 @@ export class PoseDecoder {
this._ghostConfidence = 0;
this._ghostVelocity = { x: 0, y: 0 };
// Arm tracking history (smoothed positions)
this._leftArmY = 0.5;
this._rightArmY = 0.5;
this._leftArmX = 0;
this._rightArmX = 0;
this._headOffsetX = 0;
// Zone centroid tracking (normalized 0-1 positions)
this._headCx = 0.5;
this._headCy = 0.15;
this._leftArmCx = 0.3;
this._leftArmCy = 0.35;
this._rightArmCx = 0.7;
this._rightArmCy = 0.35;
this._leftLegCx = 0.4;
this._leftLegCy = 0.8;
this._rightLegCx = 0.6;
this._rightLegCy = 0.8;
this._torsoCx = 0.5;
this._torsoCy = 0.45;
// RuVector embedding → joint mapping
// Each joint gets 2 consecutive embedding dimensions (dx, dy offset)
// and 1 dimension for confidence modulation. 26 joints × 3 = 78 dims used from 128.
// Remaining 50 dims encode global pose features (body scale, rotation, lean).
this._jointEmbMap = this._buildJointEmbeddingMap(embeddingDim);
// Attention contribution tracking (for UI overlay)
this.attentionStats = { energy: 0, maxDim: 0, refinementMag: 0 };
}
/**
* Build the mapping from embedding dimensions to joint refinement signals.
* This maps the RuVector attention output to anatomically meaningful joint offsets.
*/
_buildJointEmbeddingMap(dim) {
const map = [];
// 26 joints × 3 dims each (dx, dy, confidence_mod) = 78 dims
for (let j = 0; j < 26; j++) {
const base = j * 3;
if (base + 2 < dim) {
map.push({ dxDim: base, dyDim: base + 1, confDim: base + 2 });
} else {
map.push({ dxDim: j % dim, dyDim: (j + 1) % dim, confDim: (j + 2) % dim });
}
}
// Global pose features from dims 78-127
return {
joints: map,
scaleDim: Math.min(78, dim - 1), // body scale factor
rotDim: Math.min(79, dim - 1), // body rotation
leanXDim: Math.min(80, dim - 1), // lateral lean
leanYDim: Math.min(81, dim - 1), // forward/back lean
};
}
/**
@@ -125,71 +183,129 @@ export class PoseDecoder {
/**
* Track body parts from the motion grid.
* The grid tells us WHERE motion is happening → we map that to joint positions.
* Finds the centroid of motion in each body zone and positions joints there.
*/
_trackFromMotionGrid(region, embedding, elapsed) {
const grid = region.motionGrid;
const cols = region.gridCols || 10;
const rows = region.gridRows || 8;
// Body bounding box
const cx = region.x + region.w / 2;
const cy = region.y + region.h / 2;
const bodyH = Math.max(region.h, 0.3);
const bodyW = Math.max(region.w, 0.15);
// Body bounding box (in normalized 0-1 coords)
const bx = region.x, by = region.y, bw = region.w, bh = region.h;
const cx = bx + bw / 2;
const cy = by + bh / 2;
const bodyH = Math.max(bh, 0.3);
const bodyW = Math.max(bw, 0.15);
// Analyze the motion grid to find arm positions
// Divide body into zones: head (top 20%), arms (top 60% sides), torso (center), legs (bottom 40%)
// Find motion centroids per body zone from the grid
if (grid) {
const armAnalysis = this._analyzeArmMotion(grid, cols, rows, region);
// Smooth arm tracking
this._leftArmY = 0.6 * this._leftArmY + 0.4 * armAnalysis.leftArmHeight;
this._rightArmY = 0.6 * this._rightArmY + 0.4 * armAnalysis.rightArmHeight;
this._leftArmX = 0.6 * this._leftArmX + 0.4 * armAnalysis.leftArmSpread;
this._rightArmX = 0.6 * this._rightArmX + 0.4 * armAnalysis.rightArmSpread;
this._headOffsetX = 0.7 * this._headOffsetX + 0.3 * armAnalysis.headOffsetX;
const zones = this._findZoneCentroids(grid, cols, rows, bx, by, bw, bh);
// Smooth with low alpha for responsiveness
const a = 0.3; // 30% old, 70% new → responsive
this._headCx = a * this._headCx + (1 - a) * zones.head.x;
this._headCy = a * this._headCy + (1 - a) * zones.head.y;
this._leftArmCx = a * this._leftArmCx + (1 - a) * zones.leftArm.x;
this._leftArmCy = a * this._leftArmCy + (1 - a) * zones.leftArm.y;
this._rightArmCx= a * this._rightArmCx+ (1 - a) * zones.rightArm.x;
this._rightArmCy= a * this._rightArmCy+ (1 - a) * zones.rightArm.y;
this._leftLegCx = a * this._leftLegCx + (1 - a) * zones.leftLeg.x;
this._leftLegCy = a * this._leftLegCy + (1 - a) * zones.leftLeg.y;
this._rightLegCx= a * this._rightLegCx+ (1 - a) * zones.rightLeg.x;
this._rightLegCy= a * this._rightLegCy+ (1 - a) * zones.rightLeg.y;
this._torsoCx = a * this._torsoCx + (1 - a) * zones.torso.x;
this._torsoCy = a * this._torsoCy + (1 - a) * zones.torso.y;
}
const P = PROPORTIONS;
const halfW = P.shoulderWidth * bodyH / 2;
const hipHalfW = P.hipWidth * bodyH / 2;
// Breathing (subtle)
const breathe = Math.sin(elapsed * 1.5) * 0.002;
// Core body positions from detection center
const hipY = cy + bodyH * 0.15;
const shoulderY = hipY - P.shoulderToHip * bodyH + breathe;
const headY = shoulderY - P.headToShoulder * bodyH;
const kneeY = hipY + P.hipToKnee * bodyH;
const ankleY = kneeY + P.kneeToAnkle * bodyH;
// === Position joints using tracked centroids ===
// HEAD follows motion centroid
const headX = cx + this._headOffsetX * bodyW * 0.3;
// HEAD: tracked centroid (top zone)
const headX = this._headCx;
const headY = this._headCy;
// ARM POSITIONS driven by motion grid analysis
// leftArmY: 0 = arm down at side, 1 = arm fully raised
// leftArmSpread: how far out the arm extends
const leftArmRaise = this._leftArmY; // 0-1
const rightArmRaise = this._rightArmY;
const leftSpread = 0.02 + this._leftArmX * 0.12;
const rightSpread = 0.02 + this._rightArmX * 0.12;
// TORSO center drives shoulder/hip
const torsoX = this._torsoCx;
const shoulderY = this._torsoCy - bodyH * 0.08 + breathe;
const halfW = P.shoulderWidth * bodyH / 2;
const hipHalfW = P.hipWidth * bodyH / 2;
const hipY = shoulderY + P.shoulderToHip * bodyH;
// Elbow: interpolate between "at side" and "raised"
const lElbowY = shoulderY + P.shoulderToElbow * bodyH * (1 - leftArmRaise * 0.9);
const rElbowY = shoulderY + P.shoulderToElbow * bodyH * (1 - rightArmRaise * 0.9);
const lElbowX = cx - halfW - leftSpread;
const rElbowX = cx + halfW + rightSpread;
// ARMS: elbow + wrist driven toward arm zone centroids
// Left arm: shoulder is fixed, elbow/wrist pulled toward left arm centroid
const lShX = torsoX - halfW;
const lShY = shoulderY;
// Vector from shoulder toward arm centroid
const lArmDx = this._leftArmCx - lShX;
const lArmDy = this._leftArmCy - lShY;
const lArmDist = Math.sqrt(lArmDx * lArmDx + lArmDy * lArmDy) || 0.01;
const lArmNx = lArmDx / lArmDist;
const lArmNy = lArmDy / lArmDist;
// Elbow at shoulderToElbow distance along that direction
const elbowLen = P.shoulderToElbow * bodyH;
const lElbowX = lShX + lArmNx * elbowLen;
const lElbowY = lShY + lArmNy * elbowLen;
// Wrist continues further
const wristLen = P.elbowToWrist * bodyH;
const lWristX = lElbowX + lArmNx * wristLen;
const lWristY = lElbowY + lArmNy * wristLen;
// Wrist: extends further when raised
const lWristY = lElbowY + P.elbowToWrist * bodyH * (1 - leftArmRaise * 1.1);
const rWristY = rElbowY + P.elbowToWrist * bodyH * (1 - rightArmRaise * 1.1);
const lWristX = lElbowX - leftSpread * 0.6;
const rWristX = rElbowX + rightSpread * 0.6;
// Right arm: same approach
const rShX = torsoX + halfW;
const rShY = shoulderY;
const rArmDx = this._rightArmCx - rShX;
const rArmDy = this._rightArmCy - rShY;
const rArmDist = Math.sqrt(rArmDx * rArmDx + rArmDy * rArmDy) || 0.01;
const rArmNx = rArmDx / rArmDist;
const rArmNy = rArmDy / rArmDist;
const rElbowX = rShX + rArmNx * elbowLen;
const rElbowY = rShY + rArmNy * elbowLen;
const rWristX = rElbowX + rArmNx * wristLen;
const rWristY = rElbowY + rArmNy * wristLen;
// Leg motion from lower grid cells
const legMotion = grid ? this._analyzeLegMotion(grid, cols, rows) : { left: 0, right: 0 };
const legSwing = 0.015;
// LEGS: knees/ankles pulled toward leg zone centroids
const lHipX = torsoX - hipHalfW;
const rHipX = torsoX + hipHalfW;
const lLegDx = this._leftLegCx - lHipX;
const lLegDy = Math.max(0.05, this._leftLegCy - hipY); // always downward
const lLegDist = Math.sqrt(lLegDx * lLegDx + lLegDy * lLegDy) || 0.01;
const lLegNx = lLegDx / lLegDist;
const lLegNy = lLegDy / lLegDist;
const kneeLen = P.hipToKnee * bodyH;
const ankleLen = P.kneeToAnkle * bodyH;
const lKneeX = lHipX + lLegNx * kneeLen;
const lKneeY = hipY + lLegNy * kneeLen;
const lAnkleX = lKneeX + lLegNx * ankleLen;
const lAnkleY = lKneeY + lLegNy * ankleLen;
const rLegDx = this._rightLegCx - rHipX;
const rLegDy = Math.max(0.05, this._rightLegCy - hipY);
const rLegDist = Math.sqrt(rLegDx * rLegDx + rLegDy * rLegDy) || 0.01;
const rLegNx = rLegDx / rLegDist;
const rLegNy = rLegDy / rLegDist;
const rKneeX = rHipX + rLegNx * kneeLen;
const rKneeY = hipY + rLegNy * kneeLen;
const rAnkleX = rKneeX + rLegNx * ankleLen;
const rAnkleY = rKneeY + rLegNy * ankleLen;
// Arm raise amount (for hand openness)
const leftArmRaise = Math.max(0, Math.min(1, (shoulderY - this._leftArmCy) / (bodyH * 0.3)));
const rightArmRaise = Math.max(0, Math.min(1, (shoulderY - this._rightArmCy) / (bodyH * 0.3)));
// Compute hand finger positions from wrist-elbow axis
const lHandAngle = Math.atan2(lWristY - lElbowY, lWristX - lElbowX);
const rHandAngle = Math.atan2(rWristY - rElbowY, rWristX - rElbowX);
const fingerLen = P.wristToFinger * bodyH;
const fingerSpr = P.fingerSpread * bodyH;
// Hand openness driven by arm raise + arm lateral spread
const lArmSpread = Math.abs(this._leftArmCx - (bx + bw * 0.3)) / (bw * 0.3);
const rArmSpread = Math.abs(this._rightArmCx - (bx + bw * 0.7)) / (bw * 0.3);
const lHandOpen = Math.min(1, leftArmRaise * 0.5 + lArmSpread * 0.5);
const rHandOpen = Math.min(1, rightArmRaise * 0.5 + rArmSpread * 0.5);
const keypoints = [
// 0: nose
@@ -203,9 +319,9 @@ export class PoseDecoder {
// 4: right_ear
{ x: headX + P.earSpacing * bodyH, y: headY + 0.005, confidence: 0.72 },
// 5: left_shoulder
{ x: cx - halfW, y: shoulderY, confidence: 0.94 },
{ x: lShX, y: lShY, confidence: 0.94 },
// 6: right_shoulder
{ x: cx + halfW, y: shoulderY, confidence: 0.94 },
{ x: rShX, y: rShY, confidence: 0.94 },
// 7: left_elbow
{ x: lElbowX, y: lElbowY, confidence: 0.87 },
// 8: right_elbow
@@ -215,115 +331,179 @@ export class PoseDecoder {
// 10: right_wrist
{ x: rWristX, y: rWristY, confidence: 0.82 },
// 11: left_hip
{ x: cx - hipHalfW, y: hipY, confidence: 0.91 },
{ x: lHipX, y: hipY, confidence: 0.91 },
// 12: right_hip
{ x: cx + hipHalfW, y: hipY, confidence: 0.91 },
{ x: rHipX, y: hipY, confidence: 0.91 },
// 13: left_knee
{ x: cx - hipHalfW + legMotion.left * legSwing, y: kneeY, confidence: 0.88 },
{ x: lKneeX, y: lKneeY, confidence: 0.88 },
// 14: right_knee
{ x: cx + hipHalfW + legMotion.right * legSwing, y: kneeY, confidence: 0.88 },
{ x: rKneeX, y: rKneeY, confidence: 0.88 },
// 15: left_ankle
{ x: cx - hipHalfW + legMotion.left * legSwing * 1.3, y: ankleY, confidence: 0.83 },
{ x: lAnkleX, y: lAnkleY, confidence: 0.83 },
// 16: right_ankle
{ x: cx + hipHalfW + legMotion.right * legSwing * 1.3, y: ankleY, confidence: 0.83 },
{ x: rAnkleX, y: rAnkleY, confidence: 0.83 },
// === Extended keypoints (17-25) ===
// 17: left_thumb — offset at thumb angle from wrist-elbow axis
{ x: lWristX + fingerLen * Math.cos(lHandAngle + P.thumbAngle) * (0.6 + lHandOpen * 0.4),
y: lWristY + fingerLen * Math.sin(lHandAngle + P.thumbAngle) * (0.6 + lHandOpen * 0.4),
confidence: 0.68 * (0.5 + lHandOpen * 0.5) },
// 18: left_index — extends along wrist-elbow axis
{ x: lWristX + fingerLen * Math.cos(lHandAngle) + fingerSpr * lHandOpen * Math.cos(lHandAngle + 0.3),
y: lWristY + fingerLen * Math.sin(lHandAngle) + fingerSpr * lHandOpen * Math.sin(lHandAngle + 0.3),
confidence: 0.72 * (0.5 + lHandOpen * 0.5) },
// 19: left_pinky — offset opposite thumb
{ x: lWristX + fingerLen * 0.85 * Math.cos(lHandAngle - P.thumbAngle * 0.7),
y: lWristY + fingerLen * 0.85 * Math.sin(lHandAngle - P.thumbAngle * 0.7),
confidence: 0.60 * (0.5 + lHandOpen * 0.5) },
// 20: right_thumb
{ x: rWristX + fingerLen * Math.cos(rHandAngle - P.thumbAngle) * (0.6 + rHandOpen * 0.4),
y: rWristY + fingerLen * Math.sin(rHandAngle - P.thumbAngle) * (0.6 + rHandOpen * 0.4),
confidence: 0.68 * (0.5 + rHandOpen * 0.5) },
// 21: right_index
{ x: rWristX + fingerLen * Math.cos(rHandAngle) + fingerSpr * rHandOpen * Math.cos(rHandAngle - 0.3),
y: rWristY + fingerLen * Math.sin(rHandAngle) + fingerSpr * rHandOpen * Math.sin(rHandAngle - 0.3),
confidence: 0.72 * (0.5 + rHandOpen * 0.5) },
// 22: right_pinky
{ x: rWristX + fingerLen * 0.85 * Math.cos(rHandAngle + P.thumbAngle * 0.7),
y: rWristY + fingerLen * 0.85 * Math.sin(rHandAngle + P.thumbAngle * 0.7),
confidence: 0.60 * (0.5 + rHandOpen * 0.5) },
// 23: left_foot_index (toe tip) — extends forward from ankle
{ x: lAnkleX + P.ankleToToe * bodyH * 0.5,
y: lAnkleY + P.ankleToToe * bodyH * 0.3,
confidence: 0.65 },
// 24: right_foot_index
{ x: rAnkleX + P.ankleToToe * bodyH * 0.5,
y: rAnkleY + P.ankleToToe * bodyH * 0.3,
confidence: 0.65 },
// 25: neck (midpoint between shoulders, slightly above)
{ x: (lShX + rShX) / 2, y: shoulderY - P.headToShoulder * bodyH * 0.35, confidence: 0.93 },
];
for (let i = 0; i < keypoints.length; i++) {
keypoints[i].name = KEYPOINT_NAMES[i];
}
// === RuVector Attention Embedding Refinement ===
// Compute attention stats for the UI pipeline display, but only apply
// positional refinement when a trained model is loaded (random-weight
// embeddings carry no meaningful spatial signal and distort the skeleton).
if (embedding && embedding.length >= 26 * 3) {
this._computeEmbeddingStats(keypoints, embedding, bodyH);
}
return keypoints;
}
/**
* Analyze the motion grid to determine arm positions.
* Left side of grid = left side of body, etc.
* Apply RuVector attention embedding to refine joint positions and confidence.
*
* The 128-dim fused embedding is decoded as:
* - Dims 0-77: Per-joint (dx, dy, confidence_mod) × 26 joints
* - Dims 78-81: Global pose parameters (scale, rotation, lean)
* - Dims 82-127: Reserved for cross-modal fusion features
*
* The attention mechanism determines HOW MUCH each spatial region contributes
* to each joint's refinement. Multi-Head captures global relationships,
* Hyperbolic captures hierarchical (torso→limb→hand) dependencies,
* MoE routes different body regions to specialized experts,
* Linear provides fast extremity refinement, Local-Global balances detail/context.
*/
_analyzeArmMotion(grid, cols, rows, region) {
// Body center column
const centerCol = Math.floor(cols / 2);
/**
* Compute embedding statistics for UI display without modifying joint positions.
* The 6-stage attention pipeline stats are shown in the RuVector panel.
* Position refinement is disabled until a trained model replaces random weights.
*/
_computeEmbeddingStats(keypoints, emb, bodyH) {
const map = this._jointEmbMap;
const tc = (v) => Math.tanh(Number(v) || 0);
// Upper body rows (top 60% of detected region)
const upperEnd = Math.floor(rows * 0.6);
// Embedding energy (L2 norm of the used dims)
let energy = 0;
for (let i = 0; i < Math.min(emb.length, 82); i++) {
energy += emb[i] * emb[i];
}
energy = Math.sqrt(energy);
// Compute motion intensity for left vs right, at different heights
let leftUpperMotion = 0, leftMidMotion = 0;
let rightUpperMotion = 0, rightMidMotion = 0;
let leftCount = 0, rightCount = 0;
let headMotionX = 0, headMotionWeight = 0;
// Simulated per-joint refinement magnitude (what WOULD be applied)
const scale = bodyH * 0.015;
let totalRefinement = 0;
let maxDimVal = 0;
for (let r = 0; r < upperEnd; r++) {
const heightWeight = 1.0 - (r / upperEnd) * 0.3; // Upper rows weighted more
// Head zone: top 25%, center 40% of width
if (r < Math.floor(rows * 0.25)) {
const headLeft = Math.floor(cols * 0.3);
const headRight = Math.floor(cols * 0.7);
for (let c = headLeft; c <= headRight; c++) {
const val = grid[r][c];
headMotionX += (c / cols - 0.5) * val;
headMotionWeight += val;
}
}
// Left arm zone: left 40% of grid
for (let c = 0; c < Math.floor(cols * 0.4); c++) {
const val = grid[r][c];
if (r < rows * 0.3) leftUpperMotion += val * heightWeight;
else leftMidMotion += val * heightWeight;
leftCount++;
}
// Right arm zone: right 40% of grid
for (let c = Math.floor(cols * 0.6); c < cols; c++) {
const val = grid[r][c];
if (r < rows * 0.3) rightUpperMotion += val * heightWeight;
else rightMidMotion += val * heightWeight;
rightCount++;
}
for (let j = 0; j < Math.min(keypoints.length, 26); j++) {
const jmap = map.joints[j];
if (!jmap) continue;
const dx = tc(emb[jmap.dxDim]) * scale;
const dy = tc(emb[jmap.dyDim]) * scale;
totalRefinement += Math.sqrt(dx * dx + dy * dy);
maxDimVal = Math.max(maxDimVal, Math.abs(tc(emb[jmap.dxDim])), Math.abs(tc(emb[jmap.dyDim])));
}
// Normalize
const leftTotal = leftUpperMotion + leftMidMotion;
const rightTotal = rightUpperMotion + rightMidMotion;
const maxMotion = 0.15; // Calibration threshold
// Arm height: 0 = at side, 1 = raised
// High motion in upper-left → left arm is raised
const leftArmHeight = Math.min(1, (leftUpperMotion / maxMotion) * 2);
const rightArmHeight = Math.min(1, (rightUpperMotion / maxMotion) * 2);
// Arm spread: how far out from body
const leftArmSpread = Math.min(1, leftTotal / maxMotion);
const rightArmSpread = Math.min(1, rightTotal / maxMotion);
// Head offset
const headOffsetX = headMotionWeight > 0.01 ? headMotionX / headMotionWeight : 0;
return { leftArmHeight, rightArmHeight, leftArmSpread, rightArmSpread, headOffsetX };
this.attentionStats.energy = energy;
this.attentionStats.maxDim = maxDimVal;
this.attentionStats.refinementMag = totalRefinement / 26;
}
/**
* Analyze lower grid for leg motion.
* Find weighted motion centroids for each body zone.
* Divides the bounding box into 6 zones: head, left arm, right arm, torso, left leg, right leg.
* Returns the (x,y) centroid of motion intensity for each zone.
*/
_analyzeLegMotion(grid, cols, rows) {
const lowerStart = Math.floor(rows * 0.6);
let leftMotion = 0, rightMotion = 0;
_findZoneCentroids(grid, cols, rows, bx, by, bw, bh) {
// Zone definitions (in grid-relative fractions)
const zones = {
head: { rMin: 0, rMax: 0.2, cMin: 0.25, cMax: 0.75, wx: 0, wy: 0, wt: 0 },
leftArm: { rMin: 0.1, rMax: 0.6, cMin: 0, cMax: 0.35, wx: 0, wy: 0, wt: 0 },
rightArm: { rMin: 0.1, rMax: 0.6, cMin: 0.65, cMax: 1.0, wx: 0, wy: 0, wt: 0 },
torso: { rMin: 0.15, rMax: 0.55, cMin: 0.3, cMax: 0.7, wx: 0, wy: 0, wt: 0 },
leftLeg: { rMin: 0.5, rMax: 1.0, cMin: 0.1, cMax: 0.5, wx: 0, wy: 0, wt: 0 },
rightLeg: { rMin: 0.5, rMax: 1.0, cMin: 0.5, cMax: 0.9, wx: 0, wy: 0, wt: 0 },
};
for (let r = lowerStart; r < rows; r++) {
for (let c = 0; c < Math.floor(cols / 2); c++) {
leftMotion += grid[r][c];
}
for (let c = Math.floor(cols / 2); c < cols; c++) {
rightMotion += grid[r][c];
// Accumulate weighted centroids per zone
for (let r = 0; r < rows; r++) {
const ry = r / rows; // 0-1 within grid
for (let c = 0; c < cols; c++) {
const cx_g = c / cols; // 0-1 within grid
const val = grid[r][c];
if (val < 0.005) continue; // skip near-zero motion
// Map grid position to body-space coordinates (0-1)
const worldX = bx + cx_g * bw;
const worldY = by + ry * bh;
// Assign to matching zones (a cell can contribute to multiple overlapping zones)
for (const z of Object.values(zones)) {
if (ry >= z.rMin && ry < z.rMax && cx_g >= z.cMin && cx_g < z.cMax) {
z.wx += worldX * val;
z.wy += worldY * val;
z.wt += val;
}
}
}
}
// Return as -1 to 1 range (asymmetry indicates which leg is moving)
const total = leftMotion + rightMotion + 0.001;
// Compute centroids with fallback defaults
const centroid = (z, defX, defY) => ({
x: z.wt > 0.01 ? z.wx / z.wt : defX,
y: z.wt > 0.01 ? z.wy / z.wt : defY,
weight: z.wt
});
const midX = bx + bw / 2;
const midY = by + bh / 2;
return {
left: (leftMotion - rightMotion) / total,
right: (rightMotion - leftMotion) / total
head: centroid(zones.head, midX, by + bh * 0.1),
leftArm: centroid(zones.leftArm, bx + bw * 0.2, midY - bh * 0.05),
rightArm: centroid(zones.rightArm, bx + bw * 0.8, midY - bh * 0.05),
torso: centroid(zones.torso, midX, midY),
leftLeg: centroid(zones.leftLeg, bx + bw * 0.35,by + bh * 0.75),
rightLeg: centroid(zones.rightLeg, bx + bw * 0.65,by + bh * 0.75),
};
}