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Repository: arefmalek/airdraw
Branch: main
Commit: dac401536421
Files: 9
Total size: 60.5 KB

Directory structure:
gitextract_vay903ib/

├── .gitignore
├── LICENSE.md
├── README.md
├── airdraw.py
├── canvas.py
├── data.py
├── hands.py
├── requirements.txt
└── util.py

================================================
FILE CONTENTS
================================================

================================================
FILE: .gitignore
================================================
# vscode
.vscode/
venv/

# mac stuff b/c I wrote a video file
.DS_Store

# video files I'm playing w lol
*.mp4

# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
*$py.class

# C extensions
*.so

# Distribution / packaging
.Python
build/
develop-eggs/
dist/
downloads/
eggs/
.eggs/
lib/
lib64/
parts/
sdist/
var/
wheels/
pip-wheel-metadata/
share/python-wheels/
*.egg-info/
.installed.cfg
*.egg
MANIFEST

# PyInstaller
#  Usually these files are written by a python script from a template
#  before PyInstaller builds the exe, so as to inject date/other infos into it.
*.manifest
*.spec

# Installer logs
pip-log.txt
pip-delete-this-directory.txt

# Unit test / coverage reports
htmlcov/
.tox/
.nox/
.coverage
.coverage.*
.cache
nosetests.xml
coverage.xml
*.cover
*.py,cover
.hypothesis/
.pytest_cache/

# Translations
*.mo
*.pot

# Django stuff:
*.log
local_settings.py
db.sqlite3
db.sqlite3-journal

# Flask stuff:
instance/
.webassets-cache

# Scrapy stuff:
.scrapy

# Sphinx documentation
docs/_build/

# PyBuilder
target/

# Jupyter Notebook
.ipynb_checkpoints

# IPython
profile_default/
ipython_config.py

# pyenv
.python-version

# pipenv
#   According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
#   However, in case of collaboration, if having platform-specific dependencies or dependencies
#   having no cross-platform support, pipenv may install dependencies that don't work, or not
#   install all needed dependencies.
#Pipfile.lock

# PEP 582; used by e.g. github.com/David-OConnor/pyflow
__pypackages__/

# Celery stuff
celerybeat-schedule
celerybeat.pid

# SageMath parsed files
*.sage.py

# Environments
.env
.venv
env/
venv/
ENV/
env.bak/
venv.bak/

# Spyder project settings
.spyderproject
.spyproject

# Rope project settings
.ropeproject

# mkdocs documentation
/site

# mypy
.mypy_cache/
.dmypy.json
dmypy.json

# Pyre type checker
.pyre/


================================================
FILE: LICENSE.md
================================================
Mozilla Public License Version 2.0
==================================

1. Definitions
--------------

1.1. "Contributor"
    means each individual or legal entity that creates, contributes to
    the creation of, or owns Covered Software.

1.2. "Contributor Version"
    means the combination of the Contributions of others (if any) used
    by a Contributor and that particular Contributor's Contribution.

1.3. "Contribution"
    means Covered Software of a particular Contributor.

1.4. "Covered Software"
    means Source Code Form to which the initial Contributor has attached
    the notice in Exhibit A, the Executable Form of such Source Code
    Form, and Modifications of such Source Code Form, in each case
    including portions thereof.

1.5. "Incompatible With Secondary Licenses"
    means

    (a) that the initial Contributor has attached the notice described
        in Exhibit B to the Covered Software; or

    (b) that the Covered Software was made available under the terms of
        version 1.1 or earlier of the License, but not also under the
        terms of a Secondary License.

1.6. "Executable Form"
    means any form of the work other than Source Code Form.

1.7. "Larger Work"
    means a work that combines Covered Software with other material, in
    a separate file or files, that is not Covered Software.

1.8. "License"
    means this document.

1.9. "Licensable"
    means having the right to grant, to the maximum extent possible,
    whether at the time of the initial grant or subsequently, any and
    all of the rights conveyed by this License.

1.10. "Modifications"
    means any of the following:

    (a) any file in Source Code Form that results from an addition to,
        deletion from, or modification of the contents of Covered
        Software; or

    (b) any new file in Source Code Form that contains any Covered
        Software.

1.11. "Patent Claims" of a Contributor
    means any patent claim(s), including without limitation, method,
    process, and apparatus claims, in any patent Licensable by such
    Contributor that would be infringed, but for the grant of the
    License, by the making, using, selling, offering for sale, having
    made, import, or transfer of either its Contributions or its
    Contributor Version.

1.12. "Secondary License"
    means either the GNU General Public License, Version 2.0, the GNU
    Lesser General Public License, Version 2.1, the GNU Affero General
    Public License, Version 3.0, or any later versions of those
    licenses.

1.13. "Source Code Form"
    means the form of the work preferred for making modifications.

1.14. "You" (or "Your")
    means an individual or a legal entity exercising rights under this
    License. For legal entities, "You" includes any entity that
    controls, is controlled by, or is under common control with You. For
    purposes of this definition, "control" means (a) the power, direct
    or indirect, to cause the direction or management of such entity,
    whether by contract or otherwise, or (b) ownership of more than
    fifty percent (50%) of the outstanding shares or beneficial
    ownership of such entity.

2. License Grants and Conditions
--------------------------------

2.1. Grants

Each Contributor hereby grants You a world-wide, royalty-free,
non-exclusive license:

(a) under intellectual property rights (other than patent or trademark)
    Licensable by such Contributor to use, reproduce, make available,
    modify, display, perform, distribute, and otherwise exploit its
    Contributions, either on an unmodified basis, with Modifications, or
    as part of a Larger Work; and

(b) under Patent Claims of such Contributor to make, use, sell, offer
    for sale, have made, import, and otherwise transfer either its
    Contributions or its Contributor Version.

2.2. Effective Date

The licenses granted in Section 2.1 with respect to any Contribution
become effective for each Contribution on the date the Contributor first
distributes such Contribution.

2.3. Limitations on Grant Scope

The licenses granted in this Section 2 are the only rights granted under
this License. No additional rights or licenses will be implied from the
distribution or licensing of Covered Software under this License.
Notwithstanding Section 2.1(b) above, no patent license is granted by a
Contributor:

(a) for any code that a Contributor has removed from Covered Software;
    or

(b) for infringements caused by: (i) Your and any other third party's
    modifications of Covered Software, or (ii) the combination of its
    Contributions with other software (except as part of its Contributor
    Version); or

(c) under Patent Claims infringed by Covered Software in the absence of
    its Contributions.

This License does not grant any rights in the trademarks, service marks,
or logos of any Contributor (except as may be necessary to comply with
the notice requirements in Section 3.4).

2.4. Subsequent Licenses

No Contributor makes additional grants as a result of Your choice to
distribute the Covered Software under a subsequent version of this
License (see Section 10.2) or under the terms of a Secondary License (if
permitted under the terms of Section 3.3).

2.5. Representation

Each Contributor represents that the Contributor believes its
Contributions are its original creation(s) or it has sufficient rights
to grant the rights to its Contributions conveyed by this License.

2.6. Fair Use

This License is not intended to limit any rights You have under
applicable copyright doctrines of fair use, fair dealing, or other
equivalents.

2.7. Conditions

Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
in Section 2.1.

3. Responsibilities
-------------------

3.1. Distribution of Source Form

All distribution of Covered Software in Source Code Form, including any
Modifications that You create or to which You contribute, must be under
the terms of this License. You must inform recipients that the Source
Code Form of the Covered Software is governed by the terms of this
License, and how they can obtain a copy of this License. You may not
attempt to alter or restrict the recipients' rights in the Source Code
Form.

3.2. Distribution of Executable Form

If You distribute Covered Software in Executable Form then:

(a) such Covered Software must also be made available in Source Code
    Form, as described in Section 3.1, and You must inform recipients of
    the Executable Form how they can obtain a copy of such Source Code
    Form by reasonable means in a timely manner, at a charge no more
    than the cost of distribution to the recipient; and

(b) You may distribute such Executable Form under the terms of this
    License, or sublicense it under different terms, provided that the
    license for the Executable Form does not attempt to limit or alter
    the recipients' rights in the Source Code Form under this License.

3.3. Distribution of a Larger Work

You may create and distribute a Larger Work under terms of Your choice,
provided that You also comply with the requirements of this License for
the Covered Software. If the Larger Work is a combination of Covered
Software with a work governed by one or more Secondary Licenses, and the
Covered Software is not Incompatible With Secondary Licenses, this
License permits You to additionally distribute such Covered Software
under the terms of such Secondary License(s), so that the recipient of
the Larger Work may, at their option, further distribute the Covered
Software under the terms of either this License or such Secondary
License(s).

3.4. Notices

You may not remove or alter the substance of any license notices
(including copyright notices, patent notices, disclaimers of warranty,
or limitations of liability) contained within the Source Code Form of
the Covered Software, except that You may alter any license notices to
the extent required to remedy known factual inaccuracies.

3.5. Application of Additional Terms

You may choose to offer, and to charge a fee for, warranty, support,
indemnity or liability obligations to one or more recipients of Covered
Software. However, You may do so only on Your own behalf, and not on
behalf of any Contributor. You must make it absolutely clear that any
such warranty, support, indemnity, or liability obligation is offered by
You alone, and You hereby agree to indemnify every Contributor for any
liability incurred by such Contributor as a result of warranty, support,
indemnity or liability terms You offer. You may include additional
disclaimers of warranty and limitations of liability specific to any
jurisdiction.

4. Inability to Comply Due to Statute or Regulation
---------------------------------------------------

If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Covered Software due to
statute, judicial order, or regulation then You must: (a) comply with
the terms of this License to the maximum extent possible; and (b)
describe the limitations and the code they affect. Such description must
be placed in a text file included with all distributions of the Covered
Software under this License. Except to the extent prohibited by statute
or regulation, such description must be sufficiently detailed for a
recipient of ordinary skill to be able to understand it.

5. Termination
--------------

5.1. The rights granted under this License will terminate automatically
if You fail to comply with any of its terms. However, if You become
compliant, then the rights granted under this License from a particular
Contributor are reinstated (a) provisionally, unless and until such
Contributor explicitly and finally terminates Your grants, and (b) on an
ongoing basis, if such Contributor fails to notify You of the
non-compliance by some reasonable means prior to 60 days after You have
come back into compliance. Moreover, Your grants from a particular
Contributor are reinstated on an ongoing basis if such Contributor
notifies You of the non-compliance by some reasonable means, this is the
first time You have received notice of non-compliance with this License
from such Contributor, and You become compliant prior to 30 days after
Your receipt of the notice.

5.2. If You initiate litigation against any entity by asserting a patent
infringement claim (excluding declaratory judgment actions,
counter-claims, and cross-claims) alleging that a Contributor Version
directly or indirectly infringes any patent, then the rights granted to
You by any and all Contributors for the Covered Software under Section
2.1 of this License shall terminate.

5.3. In the event of termination under Sections 5.1 or 5.2 above, all
end user license agreements (excluding distributors and resellers) which
have been validly granted by You or Your distributors under this License
prior to termination shall survive termination.

************************************************************************
*                                                                      *
*  6. Disclaimer of Warranty                                           *
*  -------------------------                                           *
*                                                                      *
*  Covered Software is provided under this License on an "as is"       *
*  basis, without warranty of any kind, either expressed, implied, or  *
*  statutory, including, without limitation, warranties that the       *
*  Covered Software is free of defects, merchantable, fit for a        *
*  particular purpose or non-infringing. The entire risk as to the     *
*  quality and performance of the Covered Software is with You.        *
*  Should any Covered Software prove defective in any respect, You     *
*  (not any Contributor) assume the cost of any necessary servicing,   *
*  repair, or correction. This disclaimer of warranty constitutes an   *
*  essential part of this License. No use of any Covered Software is   *
*  authorized under this License except under this disclaimer.         *
*                                                                      *
************************************************************************

************************************************************************
*                                                                      *
*  7. Limitation of Liability                                          *
*  --------------------------                                          *
*                                                                      *
*  Under no circumstances and under no legal theory, whether tort      *
*  (including negligence), contract, or otherwise, shall any           *
*  Contributor, or anyone who distributes Covered Software as          *
*  permitted above, be liable to You for any direct, indirect,         *
*  special, incidental, or consequential damages of any character      *
*  including, without limitation, damages for lost profits, loss of    *
*  goodwill, work stoppage, computer failure or malfunction, or any    *
*  and all other commercial damages or losses, even if such party      *
*  shall have been informed of the possibility of such damages. This   *
*  limitation of liability shall not apply to liability for death or   *
*  personal injury resulting from such party's negligence to the       *
*  extent applicable law prohibits such limitation. Some               *
*  jurisdictions do not allow the exclusion or limitation of           *
*  incidental or consequential damages, so this exclusion and          *
*  limitation may not apply to You.                                    *
*                                                                      *
************************************************************************

8. Litigation
-------------

Any litigation relating to this License may be brought only in the
courts of a jurisdiction where the defendant maintains its principal
place of business and such litigation shall be governed by laws of that
jurisdiction, without reference to its conflict-of-law provisions.
Nothing in this Section shall prevent a party's ability to bring
cross-claims or counter-claims.

9. Miscellaneous
----------------

This License represents the complete agreement concerning the subject
matter hereof. If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable. Any law or regulation which provides
that the language of a contract shall be construed against the drafter
shall not be used to construe this License against a Contributor.

10. Versions of the License
---------------------------

10.1. New Versions

Mozilla Foundation is the license steward. Except as provided in Section
10.3, no one other than the license steward has the right to modify or
publish new versions of this License. Each version will be given a
distinguishing version number.

10.2. Effect of New Versions

You may distribute the Covered Software under the terms of the version
of the License under which You originally received the Covered Software,
or under the terms of any subsequent version published by the license
steward.

10.3. Modified Versions

If you create software not governed by this License, and you want to
create a new license for such software, you may create and use a
modified version of this License if you rename the license and remove
any references to the name of the license steward (except to note that
such modified license differs from this License).

10.4. Distributing Source Code Form that is Incompatible With Secondary
Licenses

If You choose to distribute Source Code Form that is Incompatible With
Secondary Licenses under the terms of this version of the License, the
notice described in Exhibit B of this License must be attached.

Exhibit A - Source Code Form License Notice
-------------------------------------------

  This Source Code Form is subject to the terms of the Mozilla Public
  License, v. 2.0. If a copy of the MPL was not distributed with this
  file, You can obtain one at http://mozilla.org/MPL/2.0/.

If it is not possible or desirable to put the notice in a particular
file, then You may include the notice in a location (such as a LICENSE
file in a relevant directory) where a recipient would be likely to look
for such a notice.

You may add additional accurate notices of copyright ownership.

Exhibit B - "Incompatible With Secondary Licenses" Notice
---------------------------------------------------------

  This Source Code Form is "Incompatible With Secondary Licenses", as
  defined by the Mozilla Public License, v. 2.0.

================================================
FILE: README.md
================================================
# Air Draw
This example is sped up just to show functionality, real-time examples shown below:
## Demo of Functionality
![Demo of all functionality: Draw, Hover, Erase, and Translate](./demo_gifs/demo.gif)


## Setup
<b>NOTE</b> This setup is just for what I use (Ubuntu 20.04). While I am willing to bet this will work for windows and unix, just be safe!
### Virtual environment
`python3 -m venv venv`
### Install Dependencies
`source ./venv/bin/activate`

`pip3 install -r requirements.txt`
### Run program
`python3 airdraw.py`

## Available Gestures

### Drawing
![Draw: drawing directly on screen](./demo_gifs/drawing.gif)

### Hovering
![Hover: Move across the screen passively](./demo_gifs/hovering.gif)

### Erasing
![Erase: Remove all drawings within radius](./demo_gifs/erasing.gif)

### Translation
![Translation: Move shapes around the screen](./demo_gifs/translating.gif)

## Why?
I've seen tons of attempts of this sort of thing with HSV masks and dying your fingers a certain color, and while it's more true to image processing that openCV caters for, I was sort of against letting our own styluses [go to waste](https://money.cnn.com/2015/09/10/technology/apple-pencil-steve-jobs-stylus/index.html).
Once I found out about [mediapipe](https://google.github.io/mediapipe/), I decided I would give this thing a shot! What you see is my attempt at materializing the idea, there is a more detailed [writeup](https://arefmalek.github.io/blog/Airdraw/) on my blog. 

## How?
Like I mentioned before, the ML workhorse here is definitely mediapipe. They've got awesome ML solutions so we can quickly gather data on the hand and use what we gather rather quickly. Other than that I pretty reliantly used OpenCV for image manipulation and NumPy for some basic dot products and because OpenCV uses numpy to represent images.

The conversion from hand data to lines / functionality is primarily done with some Python, basic linear algebra, and OpenCV. I'll leave the rest in the blog post. 

## What's next?
Definitely want to make this more available to everyone, so an upcoming goal will be to write this as a webapp, hopefully within the next month or so, I'll keep everyone posted :). 

Thanks for reading :)


================================================
FILE: airdraw.py
================================================
import numpy as np
import cv2 as cv
from hands import HandDetector
from canvas import Canvas


def replay(fname):
    print("replaying", fname)

    cap = cv.VideoCapture(fname)
    # Use whatever width and height possible
    frame_width = int(cap.get(cv.CAP_PROP_FRAME_WIDTH))
    frame_height = int(cap.get(cv.CAP_PROP_FRAME_HEIGHT))

    canvas = Canvas(frame_width, frame_height)

    if (not cap.isOpened()):
        print("Error opening video file")
        return

    detector = HandDetector()
    while cap.isOpened() and (cv.waitKey(0) & 0xFF != ord('q')):
        ret, img = cap.read()

        # replay is completed when the video capture no longer has any frames to read.
        if ret:

            gesture_metadata = detector.get_gesture_metadata(img)

            img = canvas.update_and_draw(img, gesture_metadata)
            detector.draw_landmarks(img)

            cv.imshow('Camera', img)
        else:
            break

    cap.release()
    cv.destroyAllWindows()

    print("replay complete", fname)

def main():
    # Loading the default webcam of PC.
    cap = cv.VideoCapture(0)
    
    # width and height for 2-D grid
    width = int(cap.get(cv.CAP_PROP_FRAME_WIDTH) + 0.5)
    height = int(cap.get(cv.CAP_PROP_FRAME_HEIGHT) + 0.5)

    # initialize the canvas element and hand-detector program
    canvas = Canvas(height, width)
    detector = HandDetector()
    print(width, height)
    
    # Keep looping
    while True:
        # Reading the frame from the camera
        ret, frame = cap.read()
        frame = cv.flip(frame, 1)

        gesture_metadata = detector.get_gesture_metadata(frame)

        frame = canvas.update_and_draw(frame, gesture_metadata)
        detector.draw_landmarks(frame)
       
        cv.imshow("Airdraw", frame)
    
        stroke = cv.waitKey(1) & 0xff  
        if stroke == ord('b'): # press 'b' to switch backgrounds (camera/black)
            canvas.switch_background()
        
        if stroke == ord('q') or stroke == 27: # press 'q' or 'esc' to quit
            break
    
    cap.release()
    cv.destroyAllWindows()

if __name__ == '__main__':
    main()


================================================
FILE: canvas.py
================================================
import cv2 as cv
import numpy as np

from hands import Gesture, HandDetector
from util import xy_euclidean_dist

from enum import Enum

# FIXME: 
# use a good spatial query system (is just iterating over literally every point the best we can do?) 
# Gauging this would need the following:
#   How many data points could i realistically collect over a 2-minute episode?
#   How much does it cost to iterate and compare versus 
#       1. storing waypoints in a grid, and then searching every pixel in the grid
#       2. Storing all points in some sort of query system (intuition screaming quadtree).
# have consistent usage of row, col convention between mediapipe, canvas, and opencv. 
# keep all data intialized at startup and only completely transform in function

class Color(Enum):
    """Please remember these are in BGR coordinates!"""
    GRAY = (122, 122, 122)
    WHITE = (255, 255, 255)
    BLUE = (255,0,0)
    GREEN =(0,255,0)
    RED = (0,0,255)
    PURPLE = (255, 0, 255)
    YELLOW = (0, 255, 255)

class Shape(Enum):
    CIRCLE = Color.BLUE
    SQUARE = Color.GRAY
    LINE = Color.GREEN

class Canvas():
    """ 
    This class is responsible for "drawing" all state onto the screen. 
    This includes the actual dashboard hands interact with as well as lines, backgrounds, etc.

    This component is intended to take (frame, hands_state) -> (update state) -> image to render
    """
    def __init__(self, rows, columns):
        # FIXME: just make this deterministic via list
        self.colors = [ Color.BLUE, Color.GREEN, Color.RED ]
        self.shapes = [ Shape.LINE, Shape.CIRCLE, Shape.SQUARE ]
        self.rows = rows
        self.columns = columns
        self.color = Color.BLUE # only really used to initialize lines
        self.shape = Shape.LINE
        self.lines = {} # whole list of points
        self.circles = [] # whole list of points
        self.squares = [] # whole list of squares
        self.currLine = Line(None, self.color)# this is the line we're adding to 
        self.currLine.active = False
        self.currCircle = Circle((-1, -1), -1, self.color)# this is the line we're adding to 
        self.currCircle.active = False
        self.currSquare = Square((-1, -1), (-1, -1), self.color)
        self.currSquare.active = False
        self.blackout_background = False

    def switch_background(self):
        self.blackout_background = not self.blackout_background

    def get_buttons_coords(self, frame_shape):
        """
        Returns coordinates of the buttons (and colors) to draw on the UI, used to save space later on.
        Should be useful for detecting overlap between fingers and buttons.

        Args:
            frame_shape: tuple describing frame shape
        Return:
            List with elements holding the following schema: (button name, button BGR colors, top-left coordinate, bottom-right coordinate)
            Ordering of the elements is as follows:
                1. Clear all button
                2. Color buttons
                3. Shape buttons
        """

        # Obtains the proportionally correct buttons for the frame shape given. 
        frame_height, frame_width, _ = frame_shape

        coords = []

        # add clear_button
        # Clear button is manually sized, all other buttons are manually sized
        clear_button_width = int(frame_width *.2) 
        clear_button_height = int(frame_height * .15) 

        clear_button_width_border = int(clear_button_width * .05) 
        clear_button_height_border = int(clear_button_height * .05)

        coords.append(
            (
                "Clear all",
                Color.GRAY.value,
                (clear_button_width_border, clear_button_height_border), 
                (clear_button_width - clear_button_width_border, clear_button_height - clear_button_height_border)
            ))

        num_colors = len(self.colors)
        remaining_width = frame_width - clear_button_width

        color_button_width = remaining_width // num_colors 
        color_button_height = int(clear_button_height * 0.7)
        color_button_border_width = int(color_button_width * 0.05)
        color_button_border_height = int(color_button_height * 0.05)
        curr_button_offset_width = clear_button_width

        # FIXME: use color.name instead?
        for color in self.colors:
            coords.append((
                color.name,
                color.value,
                (curr_button_offset_width  + color_button_border_width, color_button_border_height),
                (curr_button_offset_width  + color_button_width - color_button_border_width, color_button_height - color_button_border_height)
            ))

            curr_button_offset_width += color_button_width
        
        num_shapes = len(Shape)
        remaining_height = frame_height - clear_button_height
        shape_button_height = (remaining_height // num_shapes)
        shape_button_width = int(clear_button_width * 0.7)
        shape_button_border_height = int(shape_button_height * 0.05)
        shape_button_border_width = int(shape_button_width * 0.05)

        curr_button_offset_height = clear_button_height

        for shape in Shape:
            coords.append((
                shape.name,
                shape.value.value,
                (shape_button_border_width, curr_button_offset_height + shape_button_border_height),
                (shape_button_width - shape_button_border_width, curr_button_offset_height + shape_button_height - shape_button_border_height)
            ))

            curr_button_offset_height += shape_button_height
        
        return coords

    def buttons_overlap(self, buttons_coords, fingertip_point):
        leftCoord, topCoord = buttons_coords[0]
        rightCoord, bottomCoord = buttons_coords[1]

        r, c =  fingertip_point
        return leftCoord <= c <= rightCoord and topCoord <= r <= bottomCoord

    def update_state(self, frame_shape, data = {}):
        """
        This function should take in state updates from our hands, and update internal state of the game.
        """
        buttons_coord = self.get_buttons_coords(frame_shape)
        clear_button = buttons_coord[0]
        button_offset = 1
        color_buttons = buttons_coord[button_offset:button_offset+len(self.colors)]
        button_offset += len(self.colors)
        shape_buttons = buttons_coord[button_offset:button_offset+len(Shape)]

        gesture = data.get("gesture", Gesture.HOVER)

        gesture_finger_points = [v for k, v in data.items() if k.endswith("_tip")]
        # check if any of the active vector points overlap with our buttons coordinates

        # overlap with clear button
        for coord in gesture_finger_points:
            if self.buttons_overlap(clear_button[2:], coord):
                # Clear state.
                self.end_drawing()
                self.lines = {}
                self.circles = []
                self.squares = []
                break
        
        # overlap with color button
        for color_button_metadata in color_buttons:
            button_color_str = color_button_metadata[0]
            for coord in gesture_finger_points:
                if self.buttons_overlap(color_button_metadata[2:], coord):
                    new_color = [color for color in self.colors if color.name == button_color_str][0]
                    if gesture == Gesture.DRAW:
                        self.end_drawing()
                    # assign the color value to our metadata
                    self.color = new_color

        # overlap with shape button
        for shape_button_metadata in shape_buttons:
            shape_str = shape_button_metadata[0]
            for coord in gesture_finger_points:
                if self.buttons_overlap(shape_button_metadata[2:], coord):
                    new_shape = [shape for shape in self.shapes if shape.name == shape_str][0]
                    if new_shape != self.shape and Gesture.DRAW:
                        self.end_drawing()
                    self.shape = new_shape

        if gesture == Gesture.DRAW:
            midpoint_r, midpoint_c = data.get('origin')
            radius = int(data.get('radius')) # varying sizes

            if self.shape == Shape.LINE:
                self.push_point((midpoint_r, midpoint_c))
            if self.shape == Shape.CIRCLE:
                self.update_circle((midpoint_r, midpoint_c))
            if self.shape == Shape.SQUARE:
                self.update_square((midpoint_r, midpoint_c))

        elif gesture == Gesture.HOVER:
            self.end_drawing()
        elif gesture == Gesture.ERASE:
            midpoint_r, midpoint_c = data.get('origin')
            radius = int(data.get('radius'))
            self.erase_mode((midpoint_r, midpoint_c), radius)
        elif gesture == Gesture.TRANSLATE:
            self.end_drawing()

            midpoint_r, midpoint_c = data.get('origin')
            radius = int(data.get('radius'))
            shift = data.get('shift')
            shift = int(shift[0]), int(shift[1])
            self.translate_mode((midpoint_r, midpoint_c), radius, shift)
    
    def draw_canvas(self, frame, data):
        """
        Renders dashboard onto screen
        """
        if self.blackout_background:
            frame = np.zeros_like(frame)

        buttons_coord = self.get_buttons_coords(frame.shape)

        for button_metadata in buttons_coord:
            button_str = button_metadata[0]
            button_color_rgb = button_metadata[1]
            button_left, button_top = button_metadata[2]
            button_right, button_bottom = button_metadata[3]

            frame = cv.rectangle(frame, 
                                (button_left, button_top),
                                (button_right, button_bottom),
                                button_color_rgb, -1)

            button_width = button_right - button_left
            button_height = button_bottom - button_top

            cv.putText(frame, button_str, 
                    (button_left + int((button_width)* .3), int(button_top + button_height * .5)), 
                    cv.FONT_HERSHEY_SIMPLEX, .5, Color.WHITE.value, 2, cv.LINE_AA)
            # highlight selected color
            if button_str == self.color.name or button_str == self.shape.name:
                frame = cv.rectangle(frame, 
                    (button_left, button_top),
                    (button_right, button_bottom),
                    Color.WHITE.value,
                    2)

        gesture = data.get('gesture')
        if gesture == Gesture.DRAW:
            midpoint_r, midpoint_c = data['origin']
            radius = data['radius'] 

            img = frame.copy()
            # purple cuz im royal
            cv.circle(img, (midpoint_c, midpoint_r), int(radius), Color.PURPLE.value, -1)
            alpha = 0.4
            frame = cv.addWeighted(frame, alpha, img, 1-alpha, 0)
 
        # draw the ring if we're in the eraser mode
        if gesture == Gesture.ERASE:
            # get middle finger and radius of circle to draw
            midpoint_r, midpoint_c = data['origin']
            radius = data['radius']

            # put circle on the map, and add some opacity
            img = frame.copy()
            cv.circle(img, (midpoint_c, midpoint_r), int(radius), Color.YELLOW.value, -1)
            alpha = 0.4
            frame = cv.addWeighted(frame, alpha, img, 1-alpha, 0)

        elif gesture == Gesture.TRANSLATE:
            midpoint_r, midpoint_c = data['origin']
            radius = data['radius']

            # put circle on the map, and add some opacity
            img = frame.copy()
            cv.circle(img, (midpoint_c, midpoint_r), int(radius), Color.WHITE.value, -1)
            alpha = 0.4
            frame = cv.addWeighted(frame, alpha, img, 1-alpha, 0)
        
        frame = self.draw_lines(frame)
        frame = self.draw_circles(frame)
        frame = self.draw_squares(frame)

        return frame
    
    def update_and_draw(self, frame, data = {}):
        self.update_state(frame.shape, data)
        frame = self.draw_canvas(frame, data)
        return frame

    def update_circle(self, new_point):
        """ Maintain state of the currently drawn circle. If it doesnt exist, initialize it and pass pointer to self.circles"""
        point_row, point_col = new_point

        if not (0 <= point_row < self.rows and 0 <= point_col < self.columns):
            return
        
        if self.currCircle.active == False:
            self.currCircle = Circle((point_row, point_col), 5, self.color)
            self.circles.append(self.currCircle)
        else:
            dist = int(xy_euclidean_dist(self.currCircle.origin, new_point))
            self.currCircle.radius = dist
    
    def update_square(self, new_point):
        """Updates state of the currently drawn square (resizing it). If it doesn't exist, initialize it and pass pointer to self.squares"""
        point_row, point_col = new_point

        if not (0 <= point_row < self.rows and 0 <= point_col < self.columns):
            return

        if self.currSquare.active == False:
            # just initialize with some size
            self.currSquare = Square(new_point, (point_row + 5, point_col + 5), self.color)
            self.squares.append(self.currSquare)
        else:
            self.currSquare.opposite = new_point

    def push_point(self, point):
        """
        adds a point to draw later on

        Arguments: 
            point: (r, c) pair describing new coordinate of the line
        """

        row, col = point 
        if not 0 <= row < self.rows or not 0 <= col < self.columns:
            return
        # TODO: replace hashmap approach with just generic list
        # if there isn't an active line being drawn, start one
        if self.currLine.active == False:
            # we need to initialize a line
            line = Line(self.color, point) # start a line with a new color
            self.currLine = line
            self.lines[point] = self.currLine # store origin in the lines
        else:
            # get the current line, add the new point to the linked list
            self.currLine.points.append(point)

    def end_drawing(self):
        """Ends active drawing"""
        self.currLine.active = False
        self.currCircle.active = False
        self.currSquare.active = False

    def draw_lines(self, frame):
        """
        Draws all of the lines we have generated so far by looping through line objects

        Args:
        - frame: The image straight from camera

        Returns:
        Image with all the different lines drawn on top of it
        """
        # self.lines = [{"color": "BLUE",
        #               "points": [(1, 2), (5, 9), ...]}, 
        #               {"color": "RED",
        #               "points": [(6, 0), (5, 8), ...]}, 
        for line in self.lines.values():
            for i, point in enumerate(line.points):
                if i == 0:
                    continue
                prev_r, prev_c = line.points[i-1]
                r, c = point
                cv.line( 
                        frame, 
                        (prev_c, prev_r), 
                        (c, r), 
                        line.color.value,
                        5
                        )
        return frame
    
    def draw_circles(self, frame):
        for circle in self.circles:
            orig_row, orig_col = circle.origin
            cv.circle(frame, (orig_col, orig_row), circle.radius, circle.color.value, 3)
        return frame
    
    def draw_squares(self, frame):
        for square in self.squares:
            topRow, leftCol, bottomRow, rightCol = square.get_coords()
            frame = cv.rectangle(
                frame,
                (leftCol, topRow),
                (rightCol, bottomRow),
                square.color.value,
                5
            )
        return frame


    def translate_mode(self, position, radius, shift):
        """
        Works as following:

        1. gather all lines in the radius
        2. for each line:
            shift each point in the line by the shift variable
        
       """
        # FIXME: introducing extra lines unnecessarily into the program

        r, c = position
        if shift == (0, 0):
            return

        # we should be able to collect all unique origin points 
        uniqueLines = set()
        for origin, line in self.lines.items():
            for p in line.points:
                if xy_euclidean_dist(p, position) <= radius:
                    uniqueLines.add(origin)
                    break
        
        # debugging line
        sortedLines = sorted(list(uniqueLines))

        # for each origin point in the circle
        for og_point in sortedLines:
            # Transform original points
            line = self.lines[og_point]
            translation = []
            for r, c in line.points:
                trans_r, trans_c = r + shift[0], c + shift[1]
                if (0 <= trans_r < self.rows) and (0 <= trans_c < self.columns):
                    translation.append((trans_r, trans_c))
                else:
                    break

            # Check if transformation is valid
            if len(translation) == len(line.points):
                self.lines.pop(og_point)

                line.points = translation
                new_origin = line.get_origin()
                assert(og_point != new_origin)

                # put the value back in the lines
                self.lines[line.get_origin()] = line
        
        for i, circle in enumerate(self.circles):                
            if circle.overlaps_circle(position, radius):
                new_origin = (circle.origin[0] + shift[0], circle.origin[1] + shift[1])
                circle.origin = new_origin

        for i, square in enumerate(self.squares):
            if square.overlaps_circle(position, radius):
                new_anchor = square.anchor[0] + shift[0], square.anchor[1] + shift[1]
                new_opposite = square.opposite[0] + shift[0], square.opposite[1] + shift[1]
                square.anchor = new_anchor
                square.opposite = new_opposite

    # start of erase mode code
    def erase_mode(self, position, radius):
        """
        Interprets the position of the pointer, 
        deletes lines if they overlap with the pointer

        Arguments:
            position: (x, y) coordinates of the position
            radius: the radius (in pixels) of our eraser
        """
        origin_points = []
        for origin, lines in self.lines.items():
            for point in lines.points:
                if xy_euclidean_dist(point, position) <= radius:
                    origin_points.append(origin)
                    break

        for origins in origin_points:
            self.lines.pop(origins)

        circles_to_keep = []
        for circle in self.circles:
            if circle.overlaps_circle(position, radius):
                continue
            else:
                circles_to_keep.append(circle)
        self.circles = circles_to_keep

        squares_to_keep = []
        for square in self.squares:
            if square.overlaps_circle(position, radius):
                continue
            else:
                squares_to_keep.append(square)

        self.squares = squares_to_keep

class Line():
    """
    Helper class to represent the lines put on the screen
    """

    def __init__(self, color: Color, origin):
        self.color = color
        self.points = [origin]
        self.active = True

    def get_origin(self):
        return self.points[0]

    def __repr__(self):
        return f"\ncolor({self.color}) \
                \n\tactive({self.active}) \
                \n\tpoints({self.points})"

class Circle():
    """Helper class to place circles on screen"""
    def __init__(self, origin, radius: int, color: Color):
        self.origin = origin
        self.radius = radius
        self.color = color
        self.active = True
    
    def get_radius(self):
        return self.radius
    
    def overlaps_circle(self, point, other_radius) -> bool:
        dist = xy_euclidean_dist(self.origin, point)
        return max(self.radius - other_radius, 0) <= dist <= self.radius + other_radius

    
    def __repr__(self):
        return f"Origin:{self.origin}\tRadius:{self.radius}\tColor:{self.color}"


class Square():
    def __init__(self, anchor, opposite, color: Color):
        self.anchor = anchor
        self.opposite = opposite
        self.color = color
        self.active = True

    def get_coords(self):
        topRow = min(self.anchor[0], self.opposite[0])
        bottomRow = max(self.anchor[0], self.opposite[0])
        leftCol = min(self.anchor[1], self.opposite[1])
        rightCol = max(self.anchor[1], self.opposite[1])
        return (topRow, leftCol, bottomRow, rightCol)
    
    def get_height(self):
        topRow, leftCol, bottomRow, rightCol = self.get_coords()
        return (bottomRow - topRow)

    def get_width(self):
        topRow, leftCol, bottomRow, rightCol = self.get_coords()
        return (rightCol - leftCol)

    def overlaps_circle(self, point, radius) -> bool:
        """
        Returns true if the border of our square overlaps with the circle.
        Args
            point: (row, col) of the query point
        
        Math here - https://stackoverflow.com/a/402010
        """
        point_r, point_c = point

        topRow, leftCol, bottomRow, rightCol = self.get_coords()
        square_center_row = (topRow + bottomRow) // 2
        square_center_col = (leftCol + rightCol) // 2

        point_dist_r = abs(point_r - square_center_row) # compare against height
        point_dist_c = abs(point_c - square_center_col) # compare against width
        half_height = self.get_height() // 2
        half_width = self.get_width() // 2
        square_border_row_dist = abs(point_dist_r - half_height)
        square_border_col_dist = abs(point_dist_c - half_width)

        # Too far from the rectangle
        if (point_dist_r > (half_height + radius)): return False
        if (point_dist_c > (half_width + radius)): return False

        # Too close to the origin
        if (point_dist_r < (half_height - radius) and point_dist_c < (half_width - radius)): return False

        # If this code does what I think, it means that 
        # the row is in [half_height - radius, half_height + radius] 
        # the col is in [half_width - radius, half_width + radius]
        assert(half_width - radius <= point_dist_c <= half_width + radius or half_height - radius <= point_dist_r <= half_height + radius)

        # Point is within 
        if (point_dist_r > half_width and point_dist_c > half_height):
            cornerDist = (square_border_col_dist) ** 2 + (square_border_row_dist) ** 2
            return cornerDist <= radius**2
        
        return True

    def __repr__(self):
        topRow, leftCol, bottomRow, rightCol = self.get_coords()
        return f"topLeft: {(topRow, leftCol)}\tbottomRight:{(bottomRow, rightCol)}\tcolor:{self.color}"

def replay(fname):
    print("replaying", fname)

    cap = cv.VideoCapture(fname)
    # Use whatever width and height possible
    frame_width = int(cap.get(cv.CAP_PROP_FRAME_WIDTH))
    frame_height = int(cap.get(cv.CAP_PROP_FRAME_HEIGHT))

    canvas = Canvas(frame_height, frame_width)

    if (not cap.isOpened()):
        print("Error opening video file")
        return

    detector = HandDetector()
    while cap.isOpened() and (cv.waitKey(0) & 0xFF != ord('q')):
        ret, img = cap.read()

        # replay is completed when the video capture no longer has any frames to read.
        if ret:

            gesture_metadata = detector.get_gesture_metadata(img)

            img = canvas.update_and_draw(img, gesture_metadata)
            detector.draw_landmarks(img)

            cv.imshow('Camera', img)
        else:
            break

    cap.release()
    cv.destroyAllWindows()

    print("replay complete", fname)


def main():
    canvas = Canvas(100, 200)
    line = Line("BLUE", (1, 1))
    line.points.append((10, 5))
    print(line)


if __name__ == '__main__':
    # replay("./hands_basic_gestures.mp4")
    # replay("./buttons_overlap.mp4")
    # replay("./translation_debug.mp4")
    replay("./hands_drawing_ui.mp4")
    # replay("./eraser_debug.mp4")

    # main()


================================================
FILE: data.py
================================================
import cv2 as cv
import argparse

def record(fname):    
    print("recording ", fname)
    cam = cv.VideoCapture(0)

    # Use whatever width and height possible
    frame_width = int(cam.get(cv.CAP_PROP_FRAME_WIDTH))
    frame_height = int(cam.get(cv.CAP_PROP_FRAME_HEIGHT))

    fourcc = cv.VideoWriter_fourcc(*'mp4v')
    out = cv.VideoWriter(fname, fourcc, 60.0, (frame_width, frame_height))

    while True:
        _, img = cam.read()
        img = cv.flip(img, 1)

        out.write(img)

        cv.imshow('Recording', img)

        if cv.waitKey(1) & 0xFF == ord('q'):
            break
    
    out.release()
    cam.release()
    cv.destroyAllWindows()
    print("recording complete. shutting down.")


def replay(fname):
    print("replaying", fname)

    cap = cv.VideoCapture(fname)
    print("captured")
    if (not cap.isOpened()):
        print("Error opening video file")
        return

    print("waiting to open")
    while cap.isOpened(): # and (cv.waitKey(0) & 0xFF != ord('q')):
        ret, img = cap.read()

        # replay is completed when the video capture no longer has any frames to read.
        if ret:
            cv.imshow('Camera', img)
        else:
            break
        print("img", img.size)


    cap.release()
    cv.destroyAllWindows()

    print("replay complete", fname)


def main():
    parser = argparse.ArgumentParser(
        prog='data.py',
        description='data collections tools'
    )
    parser.add_argument("-m", "--mode")
    parser.add_argument("-f", "--filename")
    args = parser.parse_args()

    if not args.filename.endswith(".mp4"):
        print(f"filename({args.filename}) must end with .mp4")
        return False
    
    if args.mode == 'replay':
        replay(args.filename)
    elif args.mode == "record":
        record(args.filename)
    else:
        print(f"data mode must fall into ['replay', 'record'], provided {args.mode}")
        return False


if __name__ == "__main__":
    main()



================================================
FILE: hands.py
================================================
import cv2 as cv
import mediapipe as mp
import numpy as np
from enum import Enum
from collections import deque

from util import xy_euclidean_dist, vectorize, cos_angle
class Gesture(Enum):
    DRAW = 'DRAW'
    HOVER = 'HOVER'
    ERASE = 'ERASE'
    TRANSLATE = 'TRANSLATE'

class LandmarkBuffer():
    """Helper RingBuffer class to abstract away averaging logic"""

    def __init__(self, max_size):
        self.buf = deque([], maxlen=max_size)

    def push_landmark(self, element):
        self.buf.append(element)
    
    def average_landmarks(self):
        assert(len(self.buf) > 0)
        res = [[0]*3 for i in range(21)]
        num_points = len(self.buf)
        
        for landmark in self.buf:
            for i, vec in enumerate(landmark):
                res[i][0] += vec[0]
                res[i][1] += vec[1]
                res[i][2] += vec[2]
        
        for i, vec in enumerate(res):
            res[i][0] /= num_points
            res[i][1] /= num_points
            res[i][2] /= num_points

        return res

    def displacement(self):
        """Calculates the residual from the last two landmarks"""
        res = [[0]*3 for i in range(21)]
        num_points = len(self.buf)
        if num_points < 2 or any([len(landmark) != 21 for landmark in self.buf]):
            return res
        
        for i in range(21):
            for j in range(3):
                res[i][j] = self.buf[-1][i][j] - self.buf[-2][i][j]
        return res

class HandDetector():
    """
    This class defines the interaction the program will have with Mediapipe. It is essentially a wrapper layer around MP.

    This class will define how Airdraw will be passing information to and receiving information from Mediapipe. 
    Successful implementation of this class should involve no image rendering, but rather just state transformation of hands, gestures, and other metadata used from Mediapipe.
    """

    def __init__(self, mode = False, max_hands = 1):
        # setup
        self.max_hands = max_hands
        self.mode = mode
        # hand drawing stuff
        self.hands = mp.solutions.hands.Hands(self.mode, self.max_hands)
        self.drawing = mp.solutions.drawing_utils
        self.hand_connections = mp.solutions.hands.HAND_CONNECTIONS
        # will be used for translation
        self.translation_buffer = LandmarkBuffer(5)
        # we have 0 velocity to start translation

    def detect_landmarks(self, frame):
        """
        Noting all the points of one's hand in the image.

        args:
            - frame: np array representing image input. used to resize the prediction against mediapipe (will just use the builtin api soon though).
       returns:
            - list of landmarks on the hand in order of size and position
        """
        img_rgb = cv.cvtColor(frame, cv.COLOR_BGR2RGB) # I think we need RGB
        self.results = self.hands.process(img_rgb)

        landmarks = []
        if self.results.multi_hand_landmarks:
            my_hand = self.results.multi_hand_landmarks[0] # should only be one
            for idx, landmark in enumerate(my_hand.landmark):
                height, width, _ = frame.shape
                x, y = int(landmark.x * width), int(landmark.y * height)
                landmarks.append((idx, x, y))

        return landmarks
    
    def draw_landmarks(self, img):
        """
        Draws hand landmarks on image. Breaks rules of class being only "img"->hand current state, but I think this looks the best so I'm keeping it this way.
        """
        if self.results.multi_hand_landmarks:
           for hand_landmark in self.results.multi_hand_landmarks:
               self.drawing.draw_landmarks(img, hand_landmark, mp.solutions.hands.HAND_CONNECTIONS)

   
    def detect_gesture(self, landmarks, threshhold=0.70, debug=False):
        """
        This function determines which "mode" we are in, signified by the
        hand-signs someone indicates when we are drawing

        Arguments:
            landmarks: finger points
            threshhold: value we need in order to change 'modes'
        returns:
            String that matches the gesture we have
        """

        # adding all vectors
        # palm vectors
        palm_index_vector = vectorize(landmarks[0], landmarks[5])
        palm_mid_vector = vectorize(landmarks[0], landmarks[9])
        palm_ring_vector = vectorize(landmarks[0], landmarks[13])
        palm_pinky_vector = vectorize(landmarks[0], landmarks[17])

        # index vectors, each start from first knuckle of the hand
        index_vector = vectorize(landmarks[6], landmarks[8])
        middle_vector = vectorize(landmarks[10], landmarks[12])
        ring_vector = vectorize(landmarks[14], landmarks[16])
        pinky_vector = vectorize(landmarks[18], landmarks[20])

        # really just to debug
        if debug:
            return cos_angle(index_vector, palm_index_vector)

        # index finger pointing out, 
        # middle/ring/pinky finger tucked
        if cos_angle(palm_index_vector, index_vector) > threshhold and \
            cos_angle(index_vector, middle_vector) < 0 and \
                cos_angle(index_vector, ring_vector) < 0 and \
                    cos_angle(index_vector, pinky_vector) < 0:
           return Gesture.HOVER

        # index/middle finger pointing out, 
        # ring/pinky finger tucked
        if cos_angle(palm_index_vector, index_vector) > threshhold and \
            cos_angle(palm_mid_vector, middle_vector) > threshhold and \
                cos_angle(index_vector, ring_vector) < 0 and \
                    cos_angle(index_vector, pinky_vector) < 0:
            return Gesture.DRAW

        # index/middle/ring finger pointing out
        # pinky finger tucked
        if cos_angle(palm_index_vector, index_vector) > threshhold and \
            cos_angle(index_vector, middle_vector) > 0.90 and \
            cos_angle(index_vector, ring_vector) > 0.90 and \
                    cos_angle(palm_pinky_vector, pinky_vector) < 0:
           return Gesture.ERASE
        
        # add the stuff relative to knuckles
        if cos_angle(palm_index_vector, index_vector) > threshhold and \
            cos_angle(palm_pinky_vector, pinky_vector) > threshhold and \
                cos_angle(index_vector, middle_vector) < 0 and \
                    cos_angle(index_vector, ring_vector) < 0:
            return Gesture.TRANSLATE
        
        # otherwise hover
        return Gesture.HOVER
    
    def get_gesture_metadata(self, frame):
        """
        Calls MP on frame and returns metadata about gesture determined.
        Args: 
            - frame: np array defining our image.
        Returns: 
            - returns a dict defining gesture as well as metadata to draw output with.
        """

        landmark_list = self.detect_landmarks(frame)
        if len(landmark_list) == 0 or np.sum(landmark_list) == 0:
            return {}
        
        self.translation_buffer.push_landmark(landmark_list)
        average_landmark_list = self.translation_buffer.average_landmarks()
        gesture = self.detect_gesture(average_landmark_list)

        # only extract the row, col before sending it literally anywhere else
        _, index_c, index_r = average_landmark_list[8]
        _, mid_c, mid_r = average_landmark_list[12]
        _, ring_c, ring_r = average_landmark_list[16]
        _, pinky_c, pinky_r = average_landmark_list[20]

        # just writing in finger info
        index_fing_tip = (index_r, index_c) # coordinates of tip of index fing
        mid_fing_tip = (mid_r, mid_c)
        ring_fing_tip = (ring_r, ring_c)
        pinky_fing_tip = (pinky_r, pinky_c)

        # data sent to canvas:
        # formatted in row, column format because I index the internal grid that way.
        post = {'gesture': gesture, 
                'idx_fing_tip': index_fing_tip,
                'mid_fing_tip' : mid_fing_tip,
                'ring_fing_tip': ring_fing_tip,
                'pinky_fing_tip': pinky_fing_tip,
                'origin': None,
                'radius': None,
                'shift': None,
            }
        
        if gesture == Gesture.DRAW:
            distance = xy_euclidean_dist(index_fing_tip, mid_fing_tip)

            index_r, index_c = index_fing_tip
            mid_r, mid_c = mid_fing_tip

            midpoint_r, midpoint_c = int((index_r + mid_r) * 0.5), int((index_c + mid_c) * 0.5)

            post['origin'] = (midpoint_r, midpoint_c)
            post['radius'] = distance * 0.5

        elif gesture == Gesture.ERASE:
            distance = xy_euclidean_dist(index_fing_tip, ring_fing_tip)
            index_r, index_c = index_fing_tip
            ring_r, ring_c = ring_fing_tip

            midpoint_r, midpoint_c = int((index_r + ring_r) * 0.5), int((index_c + ring_c) * 0.5)

            post['origin'] = (midpoint_r, midpoint_c)
            post['radius'] = distance * 0.5

        # Add additonal info based off of info the gesture we got
        elif gesture == Gesture.TRANSLATE:
            distance = xy_euclidean_dist(index_fing_tip, pinky_fing_tip)

            index_r, index_c = index_fing_tip
            pinky_r, pinky_c = pinky_fing_tip

            midpoint_r, midpoint_c = int((index_r + pinky_r) * 0.5), int((index_c + pinky_c) * 0.5)

            post['origin'] = (midpoint_r, midpoint_c)
            post['radius'] = distance * 0.5

            # Calculate and store the shift
            displacement = self.translation_buffer.displacement()

            index_displacement = displacement[8]
            _, index_c_displacement, index_r_displacement = index_displacement

            post['shift'] = (index_r_displacement, index_c_displacement)
            
        elif gesture  == Gesture.HOVER:
            index_r, index_c = index_fing_tip
            midpoint_r, midpoint_c = int(index_r), int(index_c)
        
 
        # Update previous position position with current point
        return post

def replay(fname):
    print("replaying", fname)

    cap = cv.VideoCapture(fname)
    detector = HandDetector()

    if (not cap.isOpened()):
        print("Error opening video file")
        return

    while cap.isOpened() and (cv.waitKey(0) & 0xFF != ord('q')):
        ret, img = cap.read()

        # replay is completed when the video capture no longer has any frames to read.
        if ret:
            landmark_list = detector.detect_landmarks(img)
            detector.draw_landmarks(img)

            if len(landmark_list) != 0:
                val = detector.detect_gesture(landmark_list, threshhold=0.9)
                cv.putText(img, f"Mode: {val.value}", (50, 50),
                        cv.FONT_HERSHEY_SIMPLEX, 1, (255, 0, 0), 2, cv.LINE_AA)



            cv.imshow('Camera', img)
        else:
            break

    cap.release()
    cv.destroyAllWindows()

    print("replay complete", fname)

def live_demo():
    cap = cv.VideoCapture(0)
    detector = HandDetector()

    while True:
        _, img = cap.read()
        img = cv.flip(img, 1)

        landmark_list = detector.detect_landmarks(img)

        detector.draw_landmarks(img)

        if len(landmark_list) != 0:
            val = detector.detect_gesture(landmark_list, threshhold=0.9)
            cv.putText(img, f"Mode: {val.value}", (50, 50),
                    cv.FONT_HERSHEY_SIMPLEX, 1, (255, 0, 0), 2, cv.LINE_AA)

        cv.imshow('Camera', img)
        if cv.waitKey(1) & 0xFF == ord('q'):
            break
    cap.release()
    cv.destroyAllWindows()


if __name__ == "__main__":
    replay('hands_basic_gestures.mp4')


================================================
FILE: requirements.txt
================================================
absl-py==0.15.0
attrs==21.2.0
cycler==0.11.0
kiwisolver==1.3.2
matplotlib==3.4.3
mediapipe==0.8.9
numpy==1.21.4
opencv-contrib-python==4.5.4.58
opencv-python==4.5.4.58
Pillow==8.4.0
protobuf==3.19.1
pyparsing==3.0.5
python-dateutil==2.8.2
six==1.16.0


================================================
FILE: util.py
================================================
import numpy as np

def xy_euclidean_dist(a1, a2): 
    return ((a1[0] - a2[0]) ** 2 + (a1[1] - a2[1]) ** 2) ** 0.5 

def clamp(value, lower_bound, upper_bound):
    return min(upper_bound, max(value, lower_bound))

def vectorize(u, v):
    assert(len(u) == len(v)) # cant vectorize unequal lengths
    return [v[i] - u[i] for i in range(len(v))]

def vector_magnitude(vector):
    return sum([dim**2 for dim in vector]) ** 0.5

def cos_angle(u, v):
    u_mag = vector_magnitude(u)
    v_mag = vector_magnitude(v)
    if (u_mag == 0 or v_mag == 0):
        return 0
    return np.dot(u, v) / (vector_magnitude(u) * vector_magnitude(v))
Download .txt
gitextract_vay903ib/

├── .gitignore
├── LICENSE.md
├── README.md
├── airdraw.py
├── canvas.py
├── data.py
├── hands.py
├── requirements.txt
└── util.py
Download .txt
SYMBOL INDEX (61 symbols across 5 files)

FILE: airdraw.py
  function replay (line 7) | def replay(fname):
  function main (line 42) | def main():

FILE: canvas.py
  class Color (line 19) | class Color(Enum):
  class Shape (line 29) | class Shape(Enum):
  class Canvas (line 34) | class Canvas():
    method __init__ (line 41) | def __init__(self, rows, columns):
    method switch_background (line 60) | def switch_background(self):
    method get_buttons_coords (line 63) | def get_buttons_coords(self, frame_shape):
    method buttons_overlap (line 140) | def buttons_overlap(self, buttons_coords, fingertip_point):
    method update_state (line 147) | def update_state(self, frame_shape, data = {}):
    method draw_canvas (line 220) | def draw_canvas(self, frame, data):
    method update_and_draw (line 293) | def update_and_draw(self, frame, data = {}):
    method update_circle (line 298) | def update_circle(self, new_point):
    method update_square (line 312) | def update_square(self, new_point):
    method push_point (line 326) | def push_point(self, point):
    method end_drawing (line 348) | def end_drawing(self):
    method draw_lines (line 354) | def draw_lines(self, frame):
    method draw_circles (line 383) | def draw_circles(self, frame):
    method draw_squares (line 389) | def draw_squares(self, frame):
    method translate_mode (line 402) | def translate_mode(self, position, radius, shift):
    method erase_mode (line 464) | def erase_mode(self, position, radius):
  class Line (line 500) | class Line():
    method __init__ (line 505) | def __init__(self, color: Color, origin):
    method get_origin (line 510) | def get_origin(self):
    method __repr__ (line 513) | def __repr__(self):
  class Circle (line 518) | class Circle():
    method __init__ (line 520) | def __init__(self, origin, radius: int, color: Color):
    method get_radius (line 526) | def get_radius(self):
    method overlaps_circle (line 529) | def overlaps_circle(self, point, other_radius) -> bool:
    method __repr__ (line 534) | def __repr__(self):
  class Square (line 538) | class Square():
    method __init__ (line 539) | def __init__(self, anchor, opposite, color: Color):
    method get_coords (line 545) | def get_coords(self):
    method get_height (line 552) | def get_height(self):
    method get_width (line 556) | def get_width(self):
    method overlaps_circle (line 560) | def overlaps_circle(self, point, radius) -> bool:
    method __repr__ (line 600) | def __repr__(self):
  function replay (line 604) | def replay(fname):
  function main (line 640) | def main():

FILE: data.py
  function record (line 4) | def record(fname):
  function replay (line 32) | def replay(fname):
  function main (line 59) | def main():

FILE: hands.py
  class Gesture (line 8) | class Gesture(Enum):
  class LandmarkBuffer (line 14) | class LandmarkBuffer():
    method __init__ (line 17) | def __init__(self, max_size):
    method push_landmark (line 20) | def push_landmark(self, element):
    method average_landmarks (line 23) | def average_landmarks(self):
    method displacement (line 41) | def displacement(self):
  class HandDetector (line 53) | class HandDetector():
    method __init__ (line 61) | def __init__(self, mode = False, max_hands = 1):
    method detect_landmarks (line 73) | def detect_landmarks(self, frame):
    method draw_landmarks (line 95) | def draw_landmarks(self, img):
    method detect_gesture (line 104) | def detect_gesture(self, landmarks, threshhold=0.70, debug=False):
    method get_gesture_metadata (line 167) | def get_gesture_metadata(self, frame):
  function replay (line 257) | def replay(fname):
  function live_demo (line 291) | def live_demo():

FILE: util.py
  function xy_euclidean_dist (line 3) | def xy_euclidean_dist(a1, a2):
  function clamp (line 6) | def clamp(value, lower_bound, upper_bound):
  function vectorize (line 9) | def vectorize(u, v):
  function vector_magnitude (line 13) | def vector_magnitude(vector):
  function cos_angle (line 16) | def cos_angle(u, v):
Condensed preview — 9 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (64K chars).
[
  {
    "path": ".gitignore",
    "chars": 1911,
    "preview": "# vscode\n.vscode/\nvenv/\n\n# mac stuff b/c I wrote a video file\n.DS_Store\n\n# video files I'm playing w lol\n*.mp4\n\n# Byte-c"
  },
  {
    "path": "LICENSE.md",
    "chars": 16724,
    "preview": "Mozilla Public License Version 2.0\n==================================\n\n1. Definitions\n--------------\n\n1.1. \"Contributor\""
  },
  {
    "path": "README.md",
    "chars": 2216,
    "preview": "# Air Draw\nThis example is sped up just to show functionality, real-time examples shown below:\n## Demo of Functionality\n"
  },
  {
    "path": "airdraw.py",
    "chars": 2137,
    "preview": "import numpy as np\nimport cv2 as cv\nfrom hands import HandDetector\nfrom canvas import Canvas\n\n\ndef replay(fname):\n    pr"
  },
  {
    "path": "canvas.py",
    "chars": 24486,
    "preview": "import cv2 as cv\nimport numpy as np\n\nfrom hands import Gesture, HandDetector\nfrom util import xy_euclidean_dist\n\nfrom en"
  },
  {
    "path": "data.py",
    "chars": 1977,
    "preview": "import cv2 as cv\nimport argparse\n\ndef record(fname):    \n    print(\"recording \", fname)\n    cam = cv.VideoCapture(0)\n\n  "
  },
  {
    "path": "hands.py",
    "chars": 11615,
    "preview": "import cv2 as cv\nimport mediapipe as mp\nimport numpy as np\nfrom enum import Enum\nfrom collections import deque\n\nfrom uti"
  },
  {
    "path": "requirements.txt",
    "chars": 251,
    "preview": "absl-py==0.15.0\nattrs==21.2.0\ncycler==0.11.0\nkiwisolver==1.3.2\nmatplotlib==3.4.3\nmediapipe==0.8.9\nnumpy==1.21.4\nopencv-c"
  },
  {
    "path": "util.py",
    "chars": 636,
    "preview": "import numpy as np\n\ndef xy_euclidean_dist(a1, a2): \n    return ((a1[0] - a2[0]) ** 2 + (a1[1] - a2[1]) ** 2) ** 0.5 \n\nde"
  }
]

About this extraction

This page contains the full source code of the arefmalek/airdraw GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 9 files (60.5 KB), approximately 14.1k tokens, and a symbol index with 61 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.

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