feat(handtracking): restyle svg visualizer and add silhouette fallback
This commit is contained in:
@@ -12,6 +12,11 @@ import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
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import type { HandTrackingLandmark } from "@/types/handTracking/handTracking";
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import { logModelLoadError } from "@/utils/three/modelLoadLogger";
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// Both gloves share the same source mesh (gant_l). The right glove is
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// rendered by mirroring scale.x at the group level — this is more
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// reliable than the historical gant_r GLTF, which embeds multiple
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// skeletons (Hand_l, Hand_l_pad, Hand_r) and was breaking the finger
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// rig.
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const GLOVE_CONFIGS: Record<
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HandTrackingGloveHandedness,
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{
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@@ -24,8 +29,8 @@ const GLOVE_CONFIGS: Record<
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rootNodeName: "Armature",
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},
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right: {
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modelPath: "/models/gant_r/model.gltf",
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rootNodeName: "Hand_r",
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modelPath: "/models/gant_l/model.gltf",
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rootNodeName: "Armature",
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},
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};
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@@ -226,7 +231,10 @@ function applyFingerPose(
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_boneTargetQuaternion
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.copy(_boneDeltaQuaternion)
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.multiply(pose.restQuaternion);
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pose.bone.quaternion.slerp(_boneTargetQuaternion, 0.45);
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// Lower slerp factor = smoother but more latency. MediaPipe at
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// ~10fps produces noisy landmark frames; smoothing cuts the
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// jitter the user sees on every finger bone.
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pose.bone.quaternion.slerp(_boneTargetQuaternion, 0.3);
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}
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}
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}
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@@ -334,12 +342,18 @@ function HandTrackingGloveModel({
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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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// Lower factor (was 18) damps the glove jitter caused by noisy
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// landmarks while keeping a responsive feel.
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group.position.lerp(_targetPosition, Math.min(1, delta * 12));
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group.quaternion.slerp(_targetQuaternion, Math.min(1, delta * 12));
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const palmLength = _wristPosition.distanceTo(_middlePosition);
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const scale = palmLength * GLOVE_MODEL_SCALE;
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group.scale.setScalar(scale);
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// Both gloves use the gant_l mesh; flip X for the right hand so the
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// thumb ends up on the correct side instead of being a left-glove
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// clone on the right hand.
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const mirrorSignX = handedness === "right" ? -1 : 1;
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group.scale.set(scale * mirrorSignX, scale, scale);
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group.updateMatrixWorld(true);
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applyFingerPose(fingerPoseChains, trackedHand.landmarks, camera);
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});
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@@ -1,6 +1,7 @@
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import { Crosshair } from "@/components/ui/Crosshair";
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import { DebugOverlayLayout } from "@/components/ui/debug/DebugOverlayLayout";
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import { GameSettingsMenu } from "@/components/ui/GameSettingsMenu";
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import { HandTrackingFallback } from "@/components/ui/HandTrackingFallback";
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import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer";
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import { InteractPrompt } from "@/components/ui/InteractPrompt";
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import { RepairMovementLockIndicator } from "@/components/ui/RepairMovementLockIndicator";
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@@ -15,6 +16,7 @@ export function GameUI(): React.JSX.Element {
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<RepairMovementLockIndicator />
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<InteractPrompt />
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<HandTrackingVisualizer />
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<HandTrackingFallback />
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<Subtitles />
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<TalkieDialogueOverlay />
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<GameSettingsMenu />
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@@ -0,0 +1,82 @@
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import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
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import {
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useHandTrackingGloveStatus,
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type HandTrackingGloveHandedness,
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} from "@/hooks/handTracking/useHandTrackingGloveStatus";
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// Simple schematic silhouettes used as a last-resort fallback when the
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// rigged glove model has failed to load. Both icons share the same
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// 48x48 viewBox and the same stroke/fill rules from the .css.
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const OpenHandShape = (): React.JSX.Element => (
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<>
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<ellipse cx="9" cy="30" rx="3" ry="6" transform="rotate(-25 9 30)" />
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<rect x="14" y="8" width="4" height="22" rx="2" />
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<rect x="20" y="4" width="4" height="26" rx="2" />
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<rect x="26" y="6" width="4" height="24" rx="2" />
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<rect x="32" y="10" width="4" height="20" rx="2" />
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<rect x="10" y="26" width="28" height="18" rx="6" />
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</>
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);
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const FistShape = (): React.JSX.Element => (
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<>
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<ellipse cx="8" cy="26" rx="3" ry="5" />
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<rect x="10" y="14" width="28" height="30" rx="10" />
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<circle cx="15" cy="14" r="3" />
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<circle cx="21" cy="13" r="3" />
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<circle cx="27" cy="13" r="3" />
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<circle cx="33" cy="14" r="3" />
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</>
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);
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function getHandedness(raw: string): HandTrackingGloveHandedness | null {
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const lower = raw.toLowerCase();
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if (lower === "left" || lower === "right") return lower;
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return null;
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}
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export function HandTrackingFallback(): React.JSX.Element | null {
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const { hands } = useHandTrackingSnapshot();
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const gloveStatus = useHandTrackingGloveStatus((state) => state.gloves);
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const visibleHands = hands.flatMap((hand, index) => {
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const handedness = getHandedness(hand.handedness);
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if (!handedness) return [];
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if (gloveStatus[handedness] !== "error") return [];
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const wrist = hand.landmarks[0];
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if (!wrist) return [];
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return [{ hand, handedness, wrist, index }];
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});
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if (visibleHands.length === 0) return null;
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return (
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<div className="hand-tracking-fallback" aria-hidden="true">
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{visibleHands.map(({ hand, handedness, wrist, index }) => {
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// MediaPipe coords are mirrored (selfie cam), keep the same
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// mapping the SVG visualizer uses.
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const leftPercent = (1 - wrist.x) * 100;
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const topPercent = wrist.y * 100;
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const flipX = handedness === "right" ? -1 : 1;
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return (
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<svg
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key={`${handedness}-${index}`}
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className="hand-tracking-fallback__icon"
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viewBox="0 0 48 48"
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style={{
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left: `${leftPercent}%`,
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top: `${topPercent}%`,
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transform: `translate(-50%, -50%) scaleX(${flipX})`,
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}}
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>
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{hand.isFist ? <FistShape /> : <OpenHandShape />}
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</svg>
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);
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})}
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</div>
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);
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}
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@@ -26,6 +26,12 @@ const HAND_CONNECTIONS: Array<[number, number]> = [
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[0, 17],
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];
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const LANDMARK_FILL = "#67e8f9"; // cyan-300, opaque interior
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const LANDMARK_STROKE = "#0c4a6e"; // sky-900, dark blue outline
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const LANDMARK_STROKE_FIST = "#1e3a8a"; // blue-900, thicker accent when fist
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const CONNECTION_STROKE = "#ffffff"; // white bones
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const INDEX_TIP_LANDMARK = 8;
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export function HandTrackingVisualizer(): React.JSX.Element | null {
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const { hands, status } = useHandTrackingSnapshot();
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const showHandTrackingSvg = useDebugStore((debug) =>
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@@ -50,7 +56,9 @@ export function HandTrackingVisualizer(): React.JSX.Element | null {
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const landmarks = hand.landmarks;
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if (landmarks.length === 0) return null;
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const color = hand.isFist ? "#facc15" : "#38bdf8";
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const landmarkStroke = hand.isFist
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? LANDMARK_STROKE_FIST
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: LANDMARK_STROKE;
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return (
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<g key={`${hand.handedness}-${handIndex}`}>
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@@ -66,8 +74,8 @@ export function HandTrackingVisualizer(): React.JSX.Element | null {
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y1={`${fromPoint.y * 100}%`}
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x2={`${(1 - toPoint.x) * 100}%`}
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y2={`${toPoint.y * 100}%`}
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stroke={color}
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strokeWidth="2"
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stroke={CONNECTION_STROKE}
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strokeWidth="2.5"
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strokeLinecap="round"
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/>
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);
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@@ -78,8 +86,10 @@ export function HandTrackingVisualizer(): React.JSX.Element | null {
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key={landmarkIndex}
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cx={`${(1 - landmark.x) * 100}%`}
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cy={`${landmark.y * 100}%`}
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r={landmarkIndex === 8 ? 5 : 3}
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fill={landmarkIndex === 8 ? "#ffffff" : color}
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r={landmarkIndex === INDEX_TIP_LANDMARK ? 6 : 4}
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fill={LANDMARK_FILL}
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stroke={landmarkStroke}
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strokeWidth={hand.isFist ? 2.5 : 2}
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/>
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))}
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</g>
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@@ -14,7 +14,7 @@ export const HAND_TRACKING_BROWSER_WASM_URL =
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"https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@0.10.35/wasm";
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export const HAND_TRACKING_BROWSER_MODEL_URL =
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"https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task";
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export const HAND_TRACKING_BROWSER_DELEGATE: "CPU" | "GPU" = "CPU";
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export const HAND_TRACKING_BROWSER_DELEGATE: "CPU" | "GPU" = "GPU";
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// Delay before the runtime actually starts after `enabled` flips to true.
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// Absorbs React StrictMode's mount/unmount/mount cycle in dev and rapid
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@@ -26,3 +26,9 @@ export const HAND_TRACKING_RUNTIME_START_DELAY_MS = 80;
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// to initialize webcam + model + first frame inference before we cleanup,
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// so the user actually sees their hands when entering a zone briefly.
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export const HAND_TRACKING_LINGER_MS = 2000;
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// EMA weight applied to the latest landmark frame. Lower = smoother but
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// laggier; higher = more responsive but more jitter from raw MediaPipe
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// noise. 0.4 keeps the glove and grabbed objects from trembling without
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// feeling sluggish.
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export const HAND_TRACKING_LANDMARK_SMOOTHING = 0.4;
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@@ -2,6 +2,7 @@ import { useEffect, useRef, useState } from "react";
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import {
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HAND_TRACKING_BROWSER_CAMERA_HEIGHT,
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HAND_TRACKING_BROWSER_CAMERA_WIDTH,
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HAND_TRACKING_LANDMARK_SMOOTHING,
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HAND_TRACKING_RUNTIME_START_DELAY_MS,
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HAND_TRACKING_TARGET_FPS,
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} from "@/data/handTrackingConfig";
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@@ -10,11 +11,15 @@ import {
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getBrowserHandLandmarker,
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releaseBrowserHandLandmarker,
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} from "@/lib/handTracking/browserHandTracking";
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import { smoothHands } from "@/lib/handTracking/handSmoothing";
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import {
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INITIAL_HAND_TRACKING_SNAPSHOT,
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getCameraStreamWithTimeout,
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} from "@/lib/handTracking/handTrackingSession";
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import type { HandTrackingSnapshot } from "@/types/handTracking/handTracking";
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import type {
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HandTrackingHand,
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HandTrackingSnapshot,
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} from "@/types/handTracking/handTracking";
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import { logger } from "@/utils/core/Logger";
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interface UseBrowserHandTrackingOptions {
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@@ -30,6 +35,7 @@ export function useBrowserHandTracking({
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const videoRef = useRef<HTMLVideoElement | null>(null);
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const streamRef = useRef<MediaStream | null>(null);
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const intervalRef = useRef<number | null>(null);
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const previousHandsRef = useRef<HandTrackingHand[]>([]);
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useEffect(() => {
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if (!enabled) {
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@@ -51,6 +57,7 @@ export function useBrowserHandTracking({
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streamRef.current?.getTracks().forEach((track) => track.stop());
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streamRef.current = null;
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videoRef.current = null;
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previousHandsRef.current = [];
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releaseBrowserHandLandmarker();
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};
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@@ -124,7 +131,13 @@ export function useBrowserHandTracking({
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video,
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performance.now(),
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);
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const hands = convertBrowserHandResult(result);
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const rawHands = convertBrowserHandResult(result);
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const hands = smoothHands(
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previousHandsRef.current,
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rawHands,
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HAND_TRACKING_LANDMARK_SMOOTHING,
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);
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previousHandsRef.current = hands;
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setSnapshot((current) => ({
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...current,
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@@ -0,0 +1,64 @@
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import type {
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HandTrackingHand,
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HandTrackingLandmark,
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} from "@/types/handTracking/handTracking";
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function lerp(previous: number, next: number, factor: number): number {
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return previous * (1 - factor) + next * factor;
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}
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function smoothLandmark(
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previous: HandTrackingLandmark,
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next: HandTrackingLandmark,
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factor: number,
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): HandTrackingLandmark {
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return {
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x: lerp(previous.x, next.x, factor),
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y: lerp(previous.y, next.y, factor),
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z: lerp(previous.z, next.z, factor),
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};
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}
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function smoothHand(
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previous: HandTrackingHand,
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next: HandTrackingHand,
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factor: number,
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): HandTrackingHand {
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return {
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...next,
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x: lerp(previous.x, next.x, factor),
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y: lerp(previous.y, next.y, factor),
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z: lerp(previous.z, next.z, factor),
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landmarks: next.landmarks.map((landmark, index) => {
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const previousLandmark = previous.landmarks[index];
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if (!previousLandmark) return landmark;
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return smoothLandmark(previousLandmark, landmark, factor);
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}),
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};
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}
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/**
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* Apply an exponential moving average to the landmark positions of each
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* detected hand. MediaPipe lands per-frame positions with noticeable
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* jitter (especially at ~10fps), and feeding those raw values into the
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* scene makes both the glove rig and any grabbed object tremble.
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*
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* `factor` is the weight given to the latest sample (0 = previous frame
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* only, 1 = no smoothing). Hands are matched between frames by
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* handedness so left/right don't bleed into each other.
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*/
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export function smoothHands(
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previousHands: HandTrackingHand[],
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nextHands: HandTrackingHand[],
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factor: number,
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): HandTrackingHand[] {
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if (factor >= 1) return nextHands;
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return nextHands.map((next) => {
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const previous = previousHands.find(
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(candidate) => candidate.handedness === next.handedness,
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);
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if (!previous) return next;
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return smoothHand(previous, next, factor);
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});
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}
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