feat move debug cube with remote hand tracking

This commit is contained in:
Tom Boullay
2026-04-27 16:07:54 +02:00
parent fa8bc229c3
commit 9c602cdc63
10 changed files with 430 additions and 5 deletions
+24 -3
View File
@@ -21,6 +21,7 @@ import {
GRAB_THROW_BOOST_STEP,
} from "@/data/grabConfig";
import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
import { useHandTrackingSnapshot } from "@/hooks/useHandTrackingSnapshot";
import type { ColliderShape, Vector3Tuple } from "@/types/3d";
interface GrabbableObjectProps {
@@ -28,6 +29,7 @@ interface GrabbableObjectProps {
children: React.ReactNode;
colliders?: ColliderShape;
label?: string;
handControlled?: boolean;
}
// Shared params let one debug folder drive every instance.
@@ -42,14 +44,18 @@ const ZERO_ANGULAR_VELOCITY = { x: 0, y: 0, z: 0 };
const _holdTarget = new THREE.Vector3();
const _currentPos = new THREE.Vector3();
const _velocity = new THREE.Vector3();
const _handNdc = new THREE.Vector3();
const _handDirection = new THREE.Vector3();
export function GrabbableObject({
position,
children,
colliders = GRAB_DEFAULT_COLLIDERS,
label = GRAB_DEFAULT_LABEL,
handControlled = false,
}: GrabbableObjectProps): React.JSX.Element {
const camera = useThree((state) => state.camera);
const { hands } = useHandTrackingSnapshot();
const rbRef = useRef<RapierRigidBody>(null);
const isHolding = useRef(false);
@@ -84,10 +90,25 @@ export function GrabbableObject({
});
useFrame(() => {
if (!isHolding.current || !rbRef.current) return;
if (!rbRef.current) return;
camera.getWorldDirection(_holdTarget);
_holdTarget.multiplyScalar(params.holdDistance).add(camera.position);
const pinchingHand = handControlled
? hands.find((hand) => hand.isPinch)
: undefined;
if (!isHolding.current && !pinchingHand) return;
if (pinchingHand) {
_handNdc.set((1 - pinchingHand.x) * 2 - 1, -pinchingHand.y * 2 + 1, 0.5);
_handNdc.unproject(camera);
_handDirection.subVectors(_handNdc, camera.position).normalize();
_holdTarget
.copy(camera.position)
.addScaledVector(_handDirection, params.holdDistance);
} else {
camera.getWorldDirection(_holdTarget);
_holdTarget.multiplyScalar(params.holdDistance).add(camera.position);
}
const t = rbRef.current.translation();
_currentPos.set(t.x, t.y, t.z);
+24
View File
@@ -0,0 +1,24 @@
import { useHandTrackingSnapshot } from "@/hooks/useHandTrackingSnapshot";
export function HandTrackingOverlay(): React.JSX.Element | null {
const { hands, status, serverStatus, error } = useHandTrackingSnapshot();
if (status === "idle") {
return null;
}
const pinching = hands.some((hand) => hand.isPinch);
return (
<aside className="hand-tracking-overlay" aria-label="Hand tracking status">
<strong>Hand tracking</strong>
<span>Status: {status}</span>
{serverStatus ? <span>Server: {serverStatus}</span> : null}
<span>Hands: {hands.length}</span>
<span>Pinch: {pinching ? "yes" : "no"}</span>
{error ? (
<span className="hand-tracking-overlay__error">{error}</span>
) : null}
</aside>
);
}
@@ -0,0 +1,26 @@
import type { ReactNode } from "react";
import { useSceneMode } from "@/hooks/debug/useSceneMode";
import {
HAND_TRACKING_IDLE_SNAPSHOT,
HandTrackingContext,
} from "@/hooks/useHandTrackingSnapshot";
import { useRemoteHandTracking } from "@/hooks/useRemoteHandTracking";
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
export function HandTrackingProvider({
children,
}: {
children: ReactNode;
}): React.JSX.Element {
const sceneMode = useSceneMode();
const enabled = isDebugEnabled() && sceneMode === "physics";
const snapshot = useRemoteHandTracking({ enabled });
return (
<HandTrackingContext
value={enabled ? snapshot : HAND_TRACKING_IDLE_SNAPSHOT}
>
{children}
</HandTrackingContext>
);
}