feat(handtracking): restyle svg visualizer and add silhouette fallback
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@@ -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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