feat: add GravityFilter and Resampler to StepDetector
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@@ -8,7 +8,7 @@
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StepDetector::StepDetector(double fps, StepListener *listener, bool debug) :
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listener(listener),
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f_neg(1, 0, 0, std::vector<double> {-1.0}),
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f_grav(fps),
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f_ssf(fps),
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f_ssd(fps),
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f_sqi(fps),
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@@ -30,7 +30,7 @@ GravityFilter::GravityFilter(double fps) :
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gy.prime(-9.81);
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}
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double GravityFilter::filter(std::vector<float> values) {
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double GravityFilter::filter(std::vector<double> values) {
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gx.push(values[0]);
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gy.push(values[1]);
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gz.push(values[2]);
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@@ -45,10 +45,22 @@ double GravityFilter::filter(std::vector<float> values) {
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return vx + vy + vz;
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}
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void StepDetector::filter(std::vector<float> values) {
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// TODO: later on, we should use a vector projection towards gravity
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auto s1 = (double) values[1]; // take y-axis value for now
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auto s2 = f_neg.filter(s1);
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void StepDetector::filter(double ts, std::vector<float> values) {
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// resample to smooth over Android sensor FPS variations
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res_x.push(ts, values[0]);
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res_y.push(ts, values[1]);
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res_z.push(ts, values[2]);
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while (res_x.peek()) {
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double x = res_x.get(), y = res_y.get(), z = res_z.get();
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std::vector<double> samp { x, y, z };
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// gravity filtering
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double a = f_grav.filter(samp);
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// pass on accel sample
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filter_a(a);
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}
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}
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void StepDetector::filter_a(double s2) {
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auto s3 = f_ssf.filter(s2);
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auto s4 = f_ssd.filter(s3);
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auto q5 = f_sqi.filter(s2, s3, s4);
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@@ -67,15 +79,18 @@ std::vector<double> StepDetector::getBufSsd() { return buf_ssd; }
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std::vector<double> StepDetector::getBufSqi() { return buf_sqi; }
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std::vector<double> StepDetector::getBufOut() { return buf_out; }
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void StepDetector::primeFilters(double fps, std::vector<double> sig) {
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double StepDetector::primeFilters(double fps, std::vector<double> sig) {
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const size_t N_INIT = SsfStepDetector::initial_samples(fps);
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// initialize: feed for priming the filters
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double ts = 0;
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for (size_t i = 0; i < N_INIT; i++) {
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const auto a_i = static_cast<float>(sig[i]);
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filter(std::vector<float> {0.0f, a_i, 0.0f});
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filter(ts, std::vector<float> {0.0f, a_i, 0.0f});
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ts += 1.0 / fps;
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}
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// clear debug buffers
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buf_ssd.clear();
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buf_sqi.clear();
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buf_out.clear();
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return ts;
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}
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