feat add left hand tracking glove model
This commit is contained in:
@@ -63,6 +63,7 @@ la-fabrik/
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├── components/
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├── components/
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│ ├── three/ # Shared R3F components by domain
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│ ├── three/ # Shared R3F components by domain
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│ │ ├── gameplay/ # Core repair gameplay prototype
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│ │ ├── gameplay/ # Core repair gameplay prototype
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│ │ ├── handTracking/ # R3F hand tracking debug models
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│ │ ├── interaction/ # Trigger, grab, focus wrappers
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│ │ ├── interaction/ # Trigger, grab, focus wrappers
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│ │ ├── models/ # GLTF model components
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│ │ ├── models/ # GLTF model components
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│ │ └── world/ # Environment-specific 3D objects
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│ │ └── world/ # Environment-specific 3D objects
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@@ -41,7 +41,8 @@ This document describes the code that exists today in the repository.
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- `src/components/debug/DebugPerf.tsx` lazily mounts `r3f-perf` in debug mode.
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- `src/components/debug/DebugPerf.tsx` lazily mounts `r3f-perf` in debug mode.
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- `src/components/ui/debug/DebugOverlayLayout.tsx` mounts the compact HTML debug overlay when enabled from `lil-gui`.
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- `src/components/ui/debug/DebugOverlayLayout.tsx` mounts the compact HTML debug overlay when enabled from `lil-gui`.
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- `src/components/ui/debug/GameStateDebugPanel.tsx` exposes current game state, main/sub-state switching, previous/next step controls, and reset.
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- `src/components/ui/debug/GameStateDebugPanel.tsx` exposes current game state, main/sub-state switching, previous/next step controls, and reset.
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- `src/components/ui/debug/HandTrackingDebugPanel.tsx` shows hand tracking status, usage, model-loaded placeholder, hand count, and fist state while hand tracking is active.
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- `src/components/ui/debug/HandTrackingDebugPanel.tsx` shows hand tracking status, usage, loaded glove model, hand count, and fist state while hand tracking is active.
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- `src/components/three/handTracking/HandTrackingLeftGlove.tsx` places the rigged `gant_l` model on the detected left hand in the debug physics scene.
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- `src/components/debug/scene/DebugHelpers.tsx` mounts debug helpers.
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- `src/components/debug/scene/DebugHelpers.tsx` mounts debug helpers.
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- `src/components/debug/scene/DebugCameraControls.tsx` mounts the free debug camera.
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- `src/components/debug/scene/DebugCameraControls.tsx` mounts the free debug camera.
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- `lil-gui` global debug controls include camera mode, scene mode, `R3F Perf`, and `Debug Overlay`; interaction-specific controls live in the `Interaction` folder.
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- `lil-gui` global debug controls include camera mode, scene mode, `R3F Perf`, and `Debug Overlay`; interaction-specific controls live in the `Interaction` folder.
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@@ -50,6 +51,7 @@ This document describes the code that exists today in the repository.
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- `src/components/three/models/` contains reusable model helpers such as `ExplodableModel`.
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- `src/components/three/models/` contains reusable model helpers such as `ExplodableModel`.
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- `src/components/three/interaction/` contains reusable interaction wrappers such as `InteractableObject`, `TriggerObject`, and `GrabbableObject`.
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- `src/components/three/interaction/` contains reusable interaction wrappers such as `InteractableObject`, `TriggerObject`, and `GrabbableObject`.
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- `src/components/three/handTracking/` contains R3F hand tracking debug models such as the left glove overlay.
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- `src/components/three/gameplay/` contains the current core repair gameplay prototype: the repair case, repair game zone, and module slots.
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- `src/components/three/gameplay/` contains the current core repair gameplay prototype: the repair case, repair game zone, and module slots.
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- `src/components/three/world/` contains reusable world/environment objects such as `SkyModel`.
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- `src/components/three/world/` contains reusable world/environment objects such as `SkyModel`.
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@@ -16,6 +16,7 @@ The feature is scoped to the debug physics scene rather than production gameplay
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4. The backend returns hand data including landmarks, handedness, score, center point, and `isFist`.
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4. The backend returns hand data including landmarks, handedness, score, center point, and `isFist`.
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5. React stores the latest snapshot in the hand tracking provider.
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5. React stores the latest snapshot in the hand tracking provider.
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6. `GrabbableObject` reads that snapshot each frame and uses fist state plus raycasting to grab objects.
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6. `GrabbableObject` reads that snapshot each frame and uses fist state plus raycasting to grab objects.
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7. `HandTrackingLeftGlove` reads the same snapshot and places the rigged `gant_l` model on the detected left hand in the debug physics scene.
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## Activation Rules
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## Activation Rules
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@@ -104,12 +105,19 @@ The final hold distance is clamped between the configured grab minimum and maxim
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The current debug UI includes:
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The current debug UI includes:
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- `HandTrackingDebugPanel` inside `DebugOverlayLayout` for status, usage, model-loaded placeholder, server state, hand count, and fist state
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- `HandTrackingDebugPanel` inside `DebugOverlayLayout` for status, usage, loaded glove model, server state, hand count, and fist state
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- `HandTrackingVisualizer` for the SVG landmark wireframe
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- `HandTrackingVisualizer` for the SVG landmark wireframe
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- `HandTrackingLeftGlove` for the left-hand `gant_l` model in the R3F scene
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- `r3f-perf` for render performance
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- `r3f-perf` for render performance
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- `lil-gui` for scene, camera, lighting, interaction, and grab controls
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- `lil-gui` for scene, camera, lighting, interaction, and grab controls
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The hand tracking debug panel is a compact HTML grid outside the canvas. `Model loaded` is currently hardcoded to `none` until model-loading information is wired into the hand tracking flow. The hand wireframe is also HTML/SVG, not a 3D hand model.
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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.
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## Left Glove Model
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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.
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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.
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## Known Limitations
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## Known Limitations
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@@ -118,3 +126,4 @@ The hand tracking debug panel is a compact HTML grid outside the canvas. `Model
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- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
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- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
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- There is no smoothing layer for hand position or depth yet.
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- There is no smoothing layer for hand position or depth yet.
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- The hand visualization is an SVG landmark wireframe.
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- The hand visualization is an SVG landmark wireframe.
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- The left glove follows the palm as a whole; finger-by-finger bone animation still requires a verified landmark-to-bone mapping and smoothing.
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@@ -0,0 +1,130 @@
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import { useMemo, useRef } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import { useGLTF } from "@react-three/drei";
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import * as THREE from "three";
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import { clone } from "three/addons/utils/SkeletonUtils.js";
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import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
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import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
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import type { HandTrackingLandmark } from "@/types/handTracking/handTracking";
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const LEFT_GLOVE_MODEL_URL = "/models/gant_l/model.gltf";
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const HAND_SPACE_DISTANCE = 2.4;
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const HAND_DEPTH_SCALE = 0.45;
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const GLOVE_SCALE = 0.34;
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const _cameraPosition = new THREE.Vector3();
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const _direction = new THREE.Vector3();
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const _xAxis = new THREE.Vector3();
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const _yAxis = new THREE.Vector3();
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const _zAxis = new THREE.Vector3();
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const _matrix = new THREE.Matrix4();
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const _targetQuaternion = new THREE.Quaternion();
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const _targetPosition = new THREE.Vector3();
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const _wristPosition = new THREE.Vector3();
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const _indexPosition = new THREE.Vector3();
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const _middlePosition = new THREE.Vector3();
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const _ringPosition = new THREE.Vector3();
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const _pinkyPosition = new THREE.Vector3();
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function landmarkToWorldPoint(
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landmark: HandTrackingLandmark,
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camera: THREE.Camera,
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target: THREE.Vector3,
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): THREE.Vector3 {
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_cameraPosition.setFromMatrixPosition(camera.matrixWorld);
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target.set((1 - landmark.x) * 2 - 1, -landmark.y * 2 + 1, 0.5);
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target.unproject(camera);
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_direction.copy(target).sub(_cameraPosition).normalize();
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target
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.copy(_cameraPosition)
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.addScaledVector(
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_direction,
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HAND_SPACE_DISTANCE - landmark.z * HAND_DEPTH_SCALE,
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);
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return target;
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}
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function isLeftHand(handedness: string): boolean {
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return handedness.toLowerCase() === "left";
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}
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export function HandTrackingLeftGlove(): React.JSX.Element | null {
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const groupRef = useRef<THREE.Group>(null);
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const { camera } = useThree();
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const { hands } = useHandTrackingSnapshot();
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const gltf = useLoggedGLTF(LEFT_GLOVE_MODEL_URL, {
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scope: "HandTrackingLeftGlove",
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scale: GLOVE_SCALE,
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});
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const gloveScene = useMemo(() => clone(gltf.scene), [gltf.scene]);
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const leftHand = hands.find((hand) => isLeftHand(hand.handedness));
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useFrame((_, delta) => {
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const group = groupRef.current;
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const hand = hands.find((candidate) => isLeftHand(candidate.handedness));
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if (!group || !hand || hand.landmarks.length < 21) {
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if (group) group.visible = false;
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return;
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}
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group.visible = true;
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const wrist = hand.landmarks[0];
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const indexMcp = hand.landmarks[5];
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const middleMcp = hand.landmarks[9];
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const ringMcp = hand.landmarks[13];
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const pinkyMcp = hand.landmarks[17];
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if (!wrist || !indexMcp || !middleMcp || !ringMcp || !pinkyMcp) {
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group.visible = false;
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return;
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}
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landmarkToWorldPoint(wrist, camera, _wristPosition);
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landmarkToWorldPoint(indexMcp, camera, _indexPosition);
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landmarkToWorldPoint(middleMcp, camera, _middlePosition);
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landmarkToWorldPoint(ringMcp, camera, _ringPosition);
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landmarkToWorldPoint(pinkyMcp, camera, _pinkyPosition);
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_targetPosition
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.copy(_wristPosition)
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.add(_indexPosition)
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.add(_middlePosition)
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.add(_ringPosition)
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.add(_pinkyPosition)
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.multiplyScalar(0.2);
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_yAxis.copy(_middlePosition).sub(_wristPosition).normalize();
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_xAxis.copy(_indexPosition).sub(_pinkyPosition).normalize();
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_zAxis.crossVectors(_xAxis, _yAxis).normalize();
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if (
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_xAxis.lengthSq() === 0 ||
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_yAxis.lengthSq() === 0 ||
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_zAxis.lengthSq() === 0
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) {
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return;
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}
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_xAxis.crossVectors(_yAxis, _zAxis).normalize();
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_matrix.makeBasis(_xAxis, _yAxis, _zAxis);
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_targetQuaternion.setFromRotationMatrix(_matrix);
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group.position.lerp(_targetPosition, Math.min(1, delta * 18));
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group.quaternion.slerp(_targetQuaternion, Math.min(1, delta * 18));
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const palmLength = _wristPosition.distanceTo(_middlePosition);
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const scale = palmLength * GLOVE_SCALE;
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group.scale.setScalar(scale);
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});
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if (!leftHand) return null;
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return <primitive ref={groupRef} object={gloveScene} />;
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}
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useGLTF.preload(LEFT_GLOVE_MODEL_URL);
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@@ -21,6 +21,11 @@ export function HandTrackingDebugPanel(): React.JSX.Element | null {
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}
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}
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const fist = hands.some((hand) => hand.isFist);
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const fist = hands.some((hand) => hand.isFist);
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const modelLoaded = hands.some(
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(hand) => hand.handedness.toLowerCase() === "left",
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)
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? "gant_l"
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: "none";
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return (
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return (
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<section
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<section
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@@ -39,7 +44,7 @@ export function HandTrackingDebugPanel(): React.JSX.Element | null {
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</div>
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</div>
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<div>
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<div>
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<dt>Model loaded</dt>
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<dt>Model loaded</dt>
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<dd>none</dd>
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<dd>{modelLoaded}</dd>
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</div>
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</div>
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{serverStatus ? (
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{serverStatus ? (
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<div>
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<div>
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@@ -124,7 +124,8 @@ Ce document décrit le code réellement présent aujourd'hui dans le dépôt.
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- \`src/components/debug/DebugPerf.tsx\` monte \`r3f-perf\` en lazy uniquement en mode debug.
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- \`src/components/debug/DebugPerf.tsx\` monte \`r3f-perf\` en lazy uniquement en mode debug.
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- \`src/components/ui/debug/DebugOverlayLayout.tsx\` monte l'overlay HTML debug compact quand il est activé depuis \`lil-gui\`.
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- \`src/components/ui/debug/DebugOverlayLayout.tsx\` monte l'overlay HTML debug compact quand il est activé depuis \`lil-gui\`.
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- \`src/components/ui/debug/GameStateDebugPanel.tsx\` expose l'état de jeu courant, le changement de main/sub-state, les contrôles previous/next step et le reset.
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- \`src/components/ui/debug/GameStateDebugPanel.tsx\` expose l'état de jeu courant, le changement de main/sub-state, les contrôles previous/next step et le reset.
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- \`src/components/ui/debug/HandTrackingDebugPanel.tsx\` affiche le statut hand tracking, l'usage, le placeholder de modèle chargé, le nombre de mains et l'état fist pendant l'activation du hand tracking.
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- \`src/components/ui/debug/HandTrackingDebugPanel.tsx\` affiche le statut hand tracking, l'usage, le modèle de gant chargé, le nombre de mains et l'état fist pendant l'activation du hand tracking.
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- \`src/components/three/handTracking/HandTrackingLeftGlove.tsx\` place le modèle riggé \`gant_l\` sur la main gauche détectée dans la scène physics debug.
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- \`src/components/debug/scene/DebugHelpers.tsx\` monte les helpers debug.
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- \`src/components/debug/scene/DebugHelpers.tsx\` monte les helpers debug.
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- \`src/components/debug/scene/DebugCameraControls.tsx\` monte la caméra libre debug.
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- \`src/components/debug/scene/DebugCameraControls.tsx\` monte la caméra libre debug.
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- Les contrôles globaux \`lil-gui\` incluent camera mode, scene mode, \`R3F Perf\` et \`Debug Overlay\`; les contrôles d'interaction vivent dans le dossier \`Interaction\`.
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- Les contrôles globaux \`lil-gui\` incluent camera mode, scene mode, \`R3F Perf\` et \`Debug Overlay\`; les contrôles d'interaction vivent dans le dossier \`Interaction\`.
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@@ -8,6 +8,7 @@ import { useCameraMode } from "@/hooks/debug/useCameraMode";
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import { useSceneMode } from "@/hooks/debug/useSceneMode";
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import { useSceneMode } from "@/hooks/debug/useSceneMode";
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import { DebugCameraControls } from "@/components/debug/scene/DebugCameraControls";
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import { DebugCameraControls } from "@/components/debug/scene/DebugCameraControls";
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import { DebugHelpers } from "@/components/debug/scene/DebugHelpers";
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import { DebugHelpers } from "@/components/debug/scene/DebugHelpers";
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import { HandTrackingLeftGlove } from "@/components/three/handTracking/HandTrackingLeftGlove";
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import { Environment } from "@/world/Environment";
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import { Environment } from "@/world/Environment";
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import { GameMusic } from "@/world/GameMusic";
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import { GameMusic } from "@/world/GameMusic";
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import { Lighting } from "@/world/Lighting";
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import { Lighting } from "@/world/Lighting";
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@@ -30,6 +31,7 @@ export function World(): React.JSX.Element {
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<Environment />
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<Environment />
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<Lighting />
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<Lighting />
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<DebugHelpers />
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<DebugHelpers />
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{sceneMode === "physics" ? <HandTrackingLeftGlove /> : null}
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{cameraMode === "debug" ? <DebugCameraControls /> : null}
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{cameraMode === "debug" ? <DebugCameraControls /> : null}
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{sceneMode === "game" ? (
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{sceneMode === "game" ? (
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Block a user