feat: grab objects with closed fist raycast

This commit is contained in:
Tom Boullay
2026-04-29 10:40:48 +02:00
parent cc4c11f934
commit a14ff9d913
+62 -31
View File
@@ -20,6 +20,7 @@ import {
GRAB_THROW_BOOST_MIN,
GRAB_THROW_BOOST_STEP,
} from "@/data/interaction/grabConfig";
import { INTERACTION_RADIUS } from "@/data/interaction/interactionConfig";
import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
import { useHandTrackingSnapshot } from "@/hooks/useHandTrackingSnapshot";
import type { ColliderShape, Vector3Tuple } from "@/types/three";
@@ -46,6 +47,9 @@ const _currentPos = new THREE.Vector3();
const _velocity = new THREE.Vector3();
const _handNdc = new THREE.Vector3();
const _handDirection = new THREE.Vector3();
const _cameraPos = new THREE.Vector3();
const _objectPos = new THREE.Vector3();
const _handRaycaster = new THREE.Raycaster();
export function GrabbableObject({
position,
@@ -56,8 +60,10 @@ export function GrabbableObject({
}: GrabbableObjectProps): React.JSX.Element {
const camera = useThree((state) => state.camera);
const { hands } = useHandTrackingSnapshot();
const groupRef = useRef<THREE.Group>(null);
const rbRef = useRef<RapierRigidBody>(null);
const isHolding = useRef(false);
const isHandHolding = useRef(false);
useDebugFolder("GrabbableObject", (folder) => {
folder
@@ -96,23 +102,43 @@ export function GrabbableObject({
? hands.find((hand) => hand.isFist)
: undefined;
if (!isHolding.current && !fistHand) return;
const t = rbRef.current.translation();
_currentPos.set(t.x, t.y, t.z);
if (fistHand) {
_handNdc.set((1 - fistHand.x) * 2 - 1, -fistHand.y * 2 + 1, 0.5);
_handNdc.unproject(camera);
_handDirection.subVectors(_handNdc, camera.position).normalize();
camera.getWorldPosition(_cameraPos);
_handDirection.subVectors(_handNdc, _cameraPos).normalize();
if (!isHandHolding.current) {
_objectPos.copy(_currentPos);
_handRaycaster.set(_cameraPos, _handDirection);
_handRaycaster.far = INTERACTION_RADIUS;
const isObjectInRange =
_cameraPos.distanceTo(_objectPos) <= INTERACTION_RADIUS;
const hits = groupRef.current
? _handRaycaster.intersectObject(groupRef.current, true)
: [];
isHandHolding.current = isObjectInRange && hits.length > 0;
}
} else {
isHandHolding.current = false;
}
if (!isHolding.current && !isHandHolding.current) return;
if (fistHand && isHandHolding.current) {
_holdTarget
.copy(camera.position)
.copy(_cameraPos)
.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);
_velocity
.subVectors(_holdTarget, _currentPos)
.multiplyScalar(params.stiffness);
@@ -131,31 +157,36 @@ export function GrabbableObject({
colliders={colliders}
position={position}
>
<InteractableObject
kind="grab"
label={label}
position={position}
bodyRef={rbRef}
onPress={() => {
isHolding.current = true;
}}
onRelease={() => {
isHolding.current = false;
if (!rbRef.current || params.throwBoost === GRAB_THROW_BOOST_DEFAULT)
return;
const v = rbRef.current.linvel();
rbRef.current.setLinvel(
{
x: v.x * params.throwBoost,
y: v.y * params.throwBoost,
z: v.z * params.throwBoost,
},
true,
);
}}
>
{children}
</InteractableObject>
<group ref={groupRef}>
<InteractableObject
kind="grab"
label={label}
position={position}
bodyRef={rbRef}
onPress={() => {
isHolding.current = true;
}}
onRelease={() => {
isHolding.current = false;
if (
!rbRef.current ||
params.throwBoost === GRAB_THROW_BOOST_DEFAULT
)
return;
const v = rbRef.current.linvel();
rbRef.current.setLinvel(
{
x: v.x * params.throwBoost,
y: v.y * params.throwBoost,
z: v.z * params.throwBoost,
},
true,
);
}}
>
{children}
</InteractableObject>
</group>
</RigidBody>
);
}