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//! Gesture Control System for Spatial Audio
//!
//! This module provides hand and body gesture-based audio interaction capabilities
//! for spatial audio processing, supporting both VR/AR controller input and
//! computer vision-based hand tracking.
use crate::{Error, Position3D, Result};
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::time::{Duration, Instant};
/// Supported gesture recognition methods
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum GestureRecognitionMethod {
/// VR/AR controller-based gesture recognition
Controller,
/// Computer vision-based hand tracking
HandTracking,
/// IMU-based body gesture recognition
BodyTracking,
/// Hybrid approach combining multiple methods
Hybrid,
}
/// Types of gestures that can be recognized
#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum GestureType {
// Hand Gestures
/// Point gesture for audio source selection
Point,
/// Grab gesture for audio source manipulation
Grab,
/// Pinch gesture for precise control
Pinch,
/// Open palm for area selection
Palm,
/// Swipe gesture for navigation
Swipe,
/// Rotation gesture for 3D manipulation
Rotate,
/// Scale gesture for distance/volume control
Scale,
// Body Gestures
/// Head tilt for spatial orientation
HeadTilt,
/// Shoulder shrug for attention
ShoulderShrug,
/// Lean forward/backward for engagement
Lean,
/// Turn body for spatial navigation
BodyTurn,
// Combined Gestures
/// Two-handed manipulation
TwoHanded,
/// Full body spatial positioning
FullBody,
}
/// Direction information for directional gestures
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub enum GestureDirection {
/// Leftward direction
Left,
/// Rightward direction
Right,
/// Upward direction
Up,
/// Downward direction
Down,
/// Forward direction
Forward,
/// Backward direction
Backward,
/// Clockwise rotation
Clockwise,
/// Counterclockwise rotation
Counterclockwise,
}
/// Hand information for hand-based gestures
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum Hand {
/// Left hand
Left,
/// Right hand
Right,
/// Both hands
Both,
}
/// Confidence level for gesture recognition
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub struct GestureConfidence {
/// Overall confidence score (0.0 to 1.0)
pub score: f32,
/// Confidence in position accuracy
pub position_confidence: f32,
/// Confidence in gesture type recognition
pub type_confidence: f32,
/// Temporal stability confidence
pub temporal_confidence: f32,
}
/// Gesture data containing position and metadata
#[derive(Debug, Clone, PartialEq)]
pub struct GestureData {
/// Type of gesture
pub gesture_type: GestureType,
/// Timestamp when gesture was detected
pub timestamp: Instant,
/// 3D position of the gesture
pub position: Position3D,
/// Direction (if applicable)
pub direction: Option<GestureDirection>,
/// Hand information (if applicable)
pub hand: Option<Hand>,
/// Gesture velocity (for dynamic gestures)
pub velocity: Option<Position3D>,
/// Confidence in gesture recognition
pub confidence: GestureConfidence,
/// Additional gesture-specific parameters
pub parameters: HashMap<String, f32>,
}
/// Gesture event representing a complete gesture action
#[derive(Debug, Clone, PartialEq)]
pub struct GestureEvent {
/// Gesture data
pub data: GestureData,
/// Duration of the gesture
pub duration: Duration,
/// Whether this is a start, update, or end event
pub event_type: GestureEventType,
}
/// Type of gesture event
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum GestureEventType {
/// Gesture has started
Start,
/// Gesture is continuing (update)
Update,
/// Gesture has ended
End,
/// Single-shot gesture
Trigger,
}
/// Audio action to be performed based on gesture
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub enum AudioAction {
/// Select an audio source
SelectSource {
/// ID of the audio source to select
source_id: String,
},
/// Move an audio source to a position
MoveSource {
/// ID of the audio source to move
source_id: String,
/// New position for the audio source
position: Position3D,
},
/// Adjust volume
AdjustVolume {
/// Optional source ID (None for global volume)
source_id: Option<String>,
/// New volume level (0.0-1.0)
volume: f32,
},
/// Adjust spatial parameters
AdjustSpatial {
/// ID of the audio source
source_id: String,
/// Spatial parameters to adjust (parameter name -> value)
parameters: HashMap<String, f32>,
},
/// Create spatial zone
CreateZone {
/// Center position of the zone
position: Position3D,
/// Radius of the zone
radius: f32,
},
/// Navigate in 3D space
Navigate {
/// Direction of navigation
direction: GestureDirection,
/// Speed of navigation
speed: f32,
},
/// Toggle audio effects
ToggleEffect {
/// Type of effect to toggle
effect_type: String,
/// Whether to enable or disable the effect
enabled: bool,
},
}
/// Configuration for gesture recognition
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct GestureConfig {
/// Recognition method to use
pub recognition_method: GestureRecognitionMethod,
/// Minimum confidence threshold for gesture recognition
pub min_confidence: f32,
/// Enabled gesture types
pub enabled_gestures: Vec<GestureType>,
/// Gesture sensitivity (0.1 = low, 1.0 = high)
pub sensitivity: f32,
/// Smoothing factor for gesture tracking (0.0 = no smoothing, 1.0 = maximum)
pub smoothing: f32,
/// Maximum distance for gesture recognition (in meters)
pub max_distance: f32,
/// Minimum gesture duration to be considered valid
pub min_duration: Duration,
/// Maximum time between gesture updates before considering it ended
pub max_update_interval: Duration,
}
impl Default for GestureConfig {
fn default() -> Self {
Self {
recognition_method: GestureRecognitionMethod::Controller,
min_confidence: 0.7,
enabled_gestures: vec![
GestureType::Point,
GestureType::Grab,
GestureType::Pinch,
GestureType::Swipe,
GestureType::Rotate,
GestureType::Scale,
],
sensitivity: 0.8,
smoothing: 0.3,
max_distance: 5.0,
min_duration: Duration::from_millis(100),
max_update_interval: Duration::from_millis(50),
}
}
}
/// Gesture recognition and processing system
pub struct GestureController {
/// Configuration
config: GestureConfig,
/// Active gestures being tracked
active_gestures: HashMap<u32, GestureData>,
/// Gesture history for temporal analysis
gesture_history: Vec<GestureEvent>,
/// Next gesture ID
next_id: u32,
/// Gesture-to-action mappings
action_mappings: HashMap<GestureType, Vec<AudioAction>>,
/// Smoothing buffers for gesture positions
position_buffers: HashMap<u32, Vec<Position3D>>,
}
impl GestureController {
/// Create a new gesture controller
pub fn new(config: GestureConfig) -> Self {
Self {
config,
active_gestures: HashMap::new(),
gesture_history: Vec::new(),
next_id: 1,
action_mappings: HashMap::new(),
position_buffers: HashMap::new(),
}
}
/// Create a gesture controller with default configuration
pub fn with_default_config() -> Self {
Self::new(GestureConfig::default())
}
/// Add a gesture-to-action mapping
pub fn add_action_mapping(&mut self, gesture_type: GestureType, action: AudioAction) {
self.action_mappings
.entry(gesture_type)
.or_default()
.push(action);
}
/// Process incoming gesture data
pub fn process_gesture_data(&mut self, raw_data: GestureData) -> Result<Vec<GestureEvent>> {
// Check if gesture meets minimum confidence threshold
if raw_data.confidence.score < self.config.min_confidence {
return Ok(Vec::new());
}
// Check if gesture type is enabled
if !self
.config
.enabled_gestures
.contains(&raw_data.gesture_type)
{
return Ok(Vec::new());
}
// Apply smoothing to position data
let smoothed_data = self.apply_smoothing(raw_data)?;
// Determine if this is a new gesture or update to existing one
let gesture_id = self.find_or_create_gesture_id(&smoothed_data);
// Generate appropriate events
let events = self.generate_gesture_events(gesture_id, smoothed_data)?;
// Store in history
for event in &events {
self.gesture_history.push(event.clone());
// Limit history size
if self.gesture_history.len() > 1000 {
self.gesture_history.remove(0);
}
}
Ok(events)
}
/// Apply smoothing to gesture data
fn apply_smoothing(&mut self, mut data: GestureData) -> Result<GestureData> {
if self.config.smoothing > 0.0 {
let gesture_key = self.gesture_type_to_id(&data.gesture_type);
let buffer = self.position_buffers.entry(gesture_key).or_default();
buffer.push(data.position);
// Limit buffer size
if buffer.len() > 10 {
buffer.remove(0);
}
// Apply exponential moving average
if buffer.len() > 1 {
let alpha = 1.0 - self.config.smoothing;
let prev_pos = &buffer[buffer.len() - 2];
data.position.x = alpha * data.position.x + (1.0 - alpha) * prev_pos.x;
data.position.y = alpha * data.position.y + (1.0 - alpha) * prev_pos.y;
data.position.z = alpha * data.position.z + (1.0 - alpha) * prev_pos.z;
}
}
Ok(data)
}
/// Find existing gesture ID or create new one
fn find_or_create_gesture_id(&mut self, data: &GestureData) -> u32 {
// Simple approach: look for active gesture of same type within reasonable distance/time
for (&id, existing) in &self.active_gestures {
if existing.gesture_type == data.gesture_type {
let distance = existing.position.distance_to(&data.position);
let time_diff = data.timestamp.duration_since(existing.timestamp);
if distance < 0.2 && time_diff < self.config.max_update_interval {
return id;
}
}
}
// Create new gesture ID
let id = self.next_id;
self.next_id += 1;
id
}
/// Generate gesture events for a gesture data point
fn generate_gesture_events(
&mut self,
gesture_id: u32,
data: GestureData,
) -> Result<Vec<GestureEvent>> {
let mut events = Vec::new();
if let Some(existing) = self.active_gestures.get(&gesture_id) {
// This is an update to existing gesture
let duration = data.timestamp.duration_since(existing.timestamp);
events.push(GestureEvent {
data: data.clone(),
duration,
event_type: GestureEventType::Update,
});
} else {
// This is a new gesture
events.push(GestureEvent {
data: data.clone(),
duration: Duration::from_millis(0),
event_type: GestureEventType::Start,
});
}
// Update active gestures
self.active_gestures.insert(gesture_id, data);
Ok(events)
}
/// Process gesture timeout and generate end events
pub fn process_timeouts(&mut self) -> Vec<GestureEvent> {
let now = Instant::now();
let mut ended_gestures = Vec::new();
let mut events = Vec::new();
for (&id, data) in &self.active_gestures {
let time_since_update = now.duration_since(data.timestamp);
if time_since_update > self.config.max_update_interval {
ended_gestures.push(id);
events.push(GestureEvent {
data: data.clone(),
duration: time_since_update,
event_type: GestureEventType::End,
});
}
}
// Remove ended gestures
for id in ended_gestures {
self.active_gestures.remove(&id);
}
events
}
/// Get actions for a gesture event
pub fn get_actions_for_gesture(&self, event: &GestureEvent) -> Vec<AudioAction> {
self.action_mappings
.get(&event.data.gesture_type)
.cloned()
.unwrap_or_default()
}
/// Get active gestures
pub fn get_active_gestures(&self) -> &HashMap<u32, GestureData> {
&self.active_gestures
}
/// Get gesture history
pub fn get_gesture_history(&self) -> &[GestureEvent] {
&self.gesture_history
}
/// Clear gesture history
pub fn clear_history(&mut self) {
self.gesture_history.clear();
}
/// Update configuration
pub fn update_config(&mut self, config: GestureConfig) {
self.config = config;
}
/// Get current configuration
pub fn get_config(&self) -> &GestureConfig {
&self.config
}
/// Helper function to convert gesture type to numeric ID for buffering
fn gesture_type_to_id(&self, gesture_type: &GestureType) -> u32 {
match gesture_type {
GestureType::Point => 1,
GestureType::Grab => 2,
GestureType::Pinch => 3,
GestureType::Palm => 4,
GestureType::Swipe => 5,
GestureType::Rotate => 6,
GestureType::Scale => 7,
GestureType::HeadTilt => 8,
GestureType::ShoulderShrug => 9,
GestureType::Lean => 10,
GestureType::BodyTurn => 11,
GestureType::TwoHanded => 12,
GestureType::FullBody => 13,
}
}
}
/// Gesture builder for easy construction of gesture data
pub struct GestureBuilder {
gesture_type: GestureType,
position: Position3D,
direction: Option<GestureDirection>,
hand: Option<Hand>,
velocity: Option<Position3D>,
confidence: Option<GestureConfidence>,
parameters: HashMap<String, f32>,
}
impl GestureBuilder {
/// Create a new gesture builder
pub fn new(gesture_type: GestureType, position: Position3D) -> Self {
Self {
gesture_type,
position,
direction: None,
hand: None,
velocity: None,
confidence: None,
parameters: HashMap::new(),
}
}
/// Set gesture direction
pub fn direction(mut self, direction: GestureDirection) -> Self {
self.direction = Some(direction);
self
}
/// Set hand information
pub fn hand(mut self, hand: Hand) -> Self {
self.hand = Some(hand);
self
}
/// Set gesture velocity
pub fn velocity(mut self, velocity: Position3D) -> Self {
self.velocity = Some(velocity);
self
}
/// Set gesture confidence
pub fn confidence(mut self, confidence: GestureConfidence) -> Self {
self.confidence = Some(confidence);
self
}
/// Add a parameter
pub fn parameter(mut self, key: String, value: f32) -> Self {
self.parameters.insert(key, value);
self
}
/// Build the gesture data
pub fn build(self) -> GestureData {
GestureData {
gesture_type: self.gesture_type,
timestamp: Instant::now(),
position: self.position,
direction: self.direction,
hand: self.hand,
velocity: self.velocity,
confidence: self.confidence.unwrap_or(GestureConfidence {
score: 0.8,
position_confidence: 0.8,
type_confidence: 0.8,
temporal_confidence: 0.8,
}),
parameters: self.parameters,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_gesture_controller_creation() {
let controller = GestureController::with_default_config();
assert_eq!(controller.config.min_confidence, 0.7);
assert!(controller
.config
.enabled_gestures
.contains(&GestureType::Point));
}
#[test]
fn test_gesture_builder() {
let gesture = GestureBuilder::new(GestureType::Point, Position3D::new(1.0, 2.0, 3.0))
.direction(GestureDirection::Forward)
.hand(Hand::Right)
.parameter("intensity".to_string(), 0.8)
.build();
assert_eq!(gesture.gesture_type, GestureType::Point);
assert_eq!(gesture.position, Position3D::new(1.0, 2.0, 3.0));
assert_eq!(gesture.direction, Some(GestureDirection::Forward));
assert_eq!(gesture.hand, Some(Hand::Right));
assert_eq!(gesture.parameters.get("intensity"), Some(&0.8));
}
#[test]
fn test_action_mapping() {
let mut controller = GestureController::with_default_config();
let action = AudioAction::SelectSource {
source_id: "test_source".to_string(),
};
controller.add_action_mapping(GestureType::Point, action.clone());
let mappings = controller
.action_mappings
.get(&GestureType::Point)
.expect("Should have Point gesture action mappings");
assert_eq!(mappings.len(), 1);
}
#[test]
fn test_gesture_confidence() {
let confidence = GestureConfidence {
score: 0.9,
position_confidence: 0.85,
type_confidence: 0.95,
temporal_confidence: 0.8,
};
assert!(confidence.score > 0.8);
assert!(confidence.type_confidence > confidence.position_confidence);
}
#[test]
fn test_gesture_processing() {
let mut controller = GestureController::with_default_config();
let gesture_data =
GestureBuilder::new(GestureType::Point, Position3D::new(0.0, 0.0, 1.0)).build();
let events = controller
.process_gesture_data(gesture_data)
.expect("Should successfully process gesture data");
assert_eq!(events.len(), 1);
assert_eq!(events[0].event_type, GestureEventType::Start);
assert_eq!(controller.active_gestures.len(), 1);
}
#[test]
fn test_gesture_timeout() {
let mut controller = GestureController::with_default_config();
controller.config.max_update_interval = Duration::from_millis(1);
let gesture_data =
GestureBuilder::new(GestureType::Grab, Position3D::new(1.0, 1.0, 1.0)).build();
// Process initial gesture
controller
.process_gesture_data(gesture_data)
.expect("Should successfully process initial gesture");
assert_eq!(controller.active_gestures.len(), 1);
// Wait and process timeouts
std::thread::sleep(Duration::from_millis(2));
let timeout_events = controller.process_timeouts();
assert_eq!(timeout_events.len(), 1);
assert_eq!(timeout_events[0].event_type, GestureEventType::End);
assert_eq!(controller.active_gestures.len(), 0);
}
#[test]
fn test_low_confidence_filtering() {
let mut controller = GestureController::with_default_config();
controller.config.min_confidence = 0.8;
let low_confidence_gesture = GestureData {
gesture_type: GestureType::Point,
timestamp: Instant::now(),
position: Position3D::new(0.0, 0.0, 0.0),
direction: None,
hand: None,
velocity: None,
confidence: GestureConfidence {
score: 0.5, // Below threshold
position_confidence: 0.5,
type_confidence: 0.5,
temporal_confidence: 0.5,
},
parameters: HashMap::new(),
};
let events = controller
.process_gesture_data(low_confidence_gesture)
.expect("Should successfully process low confidence gesture (even if filtered)");
assert_eq!(events.len(), 0); // Should be filtered out
}
}