// Analysis: dense track -> stabilised head-local contours -> selected keys. // All policy lives here, never in the renderer. See docs/roto-puppet.md, // "The take is the contract". import { RIGID, LIPS_OUTER, LIPS_INNER, APERTURE, FACE_OVAL, EYE_INNER, subsampleSlots } from './landmarks.js'; import { fitSimilarity, applySimAll, applySim, fitResidual, procrustesMean, smoothTransforms, movingAverage } from './mathutil.js'; const pick = (lm, idx) => idx.map((i) => ({ x: lm[i].x, y: lm[i].y })); // Stage 1-3: fit the rigid transform per frame, smooth its parameters, then map // every contour through it into the reference frame. The result is head-local: // translation, roll and depth-scale of the head are gone. export function stabilize(dense, smoothWin) { const rigid = dense.map((f) => pick(f, RIGID)); const ref = procrustesMean(rigid); const raw = rigid.map((r) => fitSimilarity(r, ref)); const tfs = smoothTransforms(raw, smoothWin); return { ref, transforms: tfs, // Residual rises with out-of-plane rotation, which no 2D similarity can // remove. High values mean this section wants a different head plate. residual: tfs.map((tf, i) => fitResidual(tf, rigid[i], ref)), outer: dense.map((f, i) => applySimAll(tfs[i], pick(f, LIPS_OUTER))), inner: dense.map((f, i) => applySimAll(tfs[i], pick(f, LIPS_INNER))), oval: dense.map((f, i) => applySimAll(tfs[i], pick(f, FACE_OVAL))), eyes: dense.map((f, i) => applySimAll(tfs[i], pick(f, EYE_INNER))), aperture: dense.map((f, i) => { const a = applySimAll(tfs[i], pick(f, APERTURE)); return Math.hypot(a[0].x - a[1].x, a[0].y - a[1].y); }), }; } // Stage 4: fixed-index subsample of a stabilised ring, then map from normalised // face space into character raster space. export function toRasterRing(stabRing, ringTable, n, xform) { return subsampleSlots(ringTable.length, n).map((s) => xform(stabRing[s])); } // Stage 6: key selection. // // Keys go on velocity MINIMA, not on distance thresholds. A threshold fires at // the frame it was crossed - partway through a transition - so every pose lands // mushy and late. A minimum is where the shape is momentarily parked, which is // the pose a viewer actually reads. // // Minima alone are not enough: during a long hold the velocity wobbles near zero // and produces a key per wobble. So a candidate minimum is only accepted if the // shape has actually moved since the last accepted key (distThresh) and the // minimum hold has elapsed (minHold). export function selectKeys(shapes, opts) { const { minHold, distThresh, velSmooth, exposure } = opts; const N = shapes.length; if (N === 0) return { keys: [], velocity: [], candidates: [] }; const vel = new Array(N).fill(0); for (let t = 1; t < N; t++) { let acc = 0; for (let i = 0; i < shapes[t].length; i++) { acc += Math.hypot(shapes[t][i].x - shapes[t - 1][i].x, shapes[t][i].y - shapes[t - 1][i].y); } vel[t] = acc / shapes[t].length; } const sv = movingAverage(vel, velSmooth); const candidates = []; for (let t = 1; t < N - 1; t++) { if (sv[t] <= sv[t - 1] && sv[t] <= sv[t + 1]) candidates.push(t); } const shapeDist = (a, b) => { let acc = 0; for (let i = 0; i < a.length; i++) acc += Math.hypot(a[i].x - b[i].x, a[i].y - b[i].y); return acc / a.length; }; const accepted = [0]; for (const t of candidates) { const last = accepted[accepted.length - 1]; if (t - last < minHold) continue; if (shapeDist(shapes[t], shapes[last]) < distThresh) continue; accepted.push(t); } // Snap onto the exposure grid. f is what renders; src is provenance. const keys = []; for (const src of accepted) { const f = Math.round(src / exposure) * exposure; const prev = keys[keys.length - 1]; if (prev && prev.f === f) { // Two extremes collapsed onto one grid slot: keep the stronger one. if (sv[src] < sv[prev.src]) { prev.src = src; prev.frame = src; } continue; } keys.push({ f, src, frame: src }); } return { keys, velocity: sv, candidates }; } // Resolve which key is live on a given output frame under interp=hold. // "Most recent key at or before f" - lookup, not policy. export function activeKey(keys, f) { let hit = keys[0]; for (const k of keys) { if (k.f <= f) hit = k; else break; } return hit; }