fix hand tracking glove rendering

This commit is contained in:
Tom Boullay
2026-05-02 11:32:00 +02:00
parent 442bfbc8d4
commit 0b950a4557
16 changed files with 319 additions and 155 deletions
+9 -9
View File
@@ -16,7 +16,7 @@ The feature is scoped to the debug physics scene rather than production gameplay
4. The backend returns hand data including landmarks, handedness, score, center point, and `isFist`.
5. React stores the latest snapshot in the hand tracking provider.
6. `GrabbableObject` reads that snapshot each frame and uses fist state plus raycasting to grab objects.
7. `HandTrackingLeftGlove` reads the same snapshot and places the rigged `gant_l` model on the detected left hand in the debug physics scene.
7. `HandTrackingGlove` reads the same snapshot and places the rigged `gant_l` and `gant_r` models on the detected hands in the debug physics scene.
## Activation Rules
@@ -106,18 +106,18 @@ The final hold distance is clamped between the configured grab minimum and maxim
The current debug UI includes:
- `HandTrackingDebugPanel` inside `DebugOverlayLayout` for status, usage, loaded glove model, server state, hand count, and fist state
- `HandTrackingVisualizer` for the SVG landmark wireframe
- `HandTrackingLeftGlove` for the left-hand `gant_l` model in the R3F scene
- `HandTrackingVisualizer` for the SVG landmark wireframe fallback
- `HandTrackingGlove` for the left-hand `gant_l` and right-hand `gant_r` models in the R3F scene
- `r3f-perf` for render performance
- `lil-gui` for scene, camera, lighting, interaction, and grab controls
The hand tracking debug panel is a compact HTML grid outside the canvas. `Model loaded` displays `gant_l` when a left hand is detected, otherwise `none`. The hand wireframe is also HTML/SVG, not a 3D hand model.
The hand tracking debug panel is a compact HTML grid outside the canvas. `Model loaded` displays the successfully loaded glove models. The SVG hand wireframe is only a fallback while models are loading or if a glove model fails to load.
## Left Glove Model
## Glove Models
The current left glove MVP uses `public/models/gant_l/model.gltf`, which contains a GLTF skin and armature. For now the model is positioned, oriented, and scaled as a whole from palm landmarks instead of driving individual finger bones.
The current glove MVP uses `public/models/gant_l/model.gltf` and `public/models/gant_r/model.gltf`, which contain GLTF skins and armatures. For now each model is positioned, oriented, and scaled as a whole from palm landmarks instead of driving individual finger bones.
The right hand is intentionally ignored in this MVP. The available right-hand models are static in the current assets and are not mapped to MediaPipe bones yet.
The glove models are intentionally smaller than the raw SVG overlay so they do not dominate the camera view.
## Known Limitations
@@ -125,5 +125,5 @@ The right hand is intentionally ignored in this MVP. The available right-hand mo
- MediaPipe depth is relative and can be noisy.
- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
- There is no smoothing layer for hand position or depth yet.
- The hand visualization is an SVG landmark wireframe.
- The left glove follows the palm as a whole; finger-by-finger bone animation still requires a verified landmark-to-bone mapping and smoothing.
- The SVG hand visualization is a fallback, not the primary display when glove models load correctly.
- Each glove follows the palm as a whole; finger-by-finger bone animation still requires a verified landmark-to-bone mapping and smoothing.