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

This commit is contained in:
Tom Boullay
2026-06-02 19:05:39 +02:00
parent 4de86f4e58
commit ae35eb1dfb
8 changed files with 207 additions and 16 deletions
Binary file not shown.
@@ -12,6 +12,11 @@ import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
import type { HandTrackingLandmark } from "@/types/handTracking/handTracking"; import type { HandTrackingLandmark } from "@/types/handTracking/handTracking";
import { logModelLoadError } from "@/utils/three/modelLoadLogger"; import { logModelLoadError } from "@/utils/three/modelLoadLogger";
// Both gloves share the same source mesh (gant_l). The right glove is
// rendered by mirroring scale.x at the group level — this is more
// reliable than the historical gant_r GLTF, which embeds multiple
// skeletons (Hand_l, Hand_l_pad, Hand_r) and was breaking the finger
// rig.
const GLOVE_CONFIGS: Record< const GLOVE_CONFIGS: Record<
HandTrackingGloveHandedness, HandTrackingGloveHandedness,
{ {
@@ -24,8 +29,8 @@ const GLOVE_CONFIGS: Record<
rootNodeName: "Armature", rootNodeName: "Armature",
}, },
right: { right: {
modelPath: "/models/gant_r/model.gltf", modelPath: "/models/gant_l/model.gltf",
rootNodeName: "Hand_r", rootNodeName: "Armature",
}, },
}; };
@@ -226,7 +231,10 @@ function applyFingerPose(
_boneTargetQuaternion _boneTargetQuaternion
.copy(_boneDeltaQuaternion) .copy(_boneDeltaQuaternion)
.multiply(pose.restQuaternion); .multiply(pose.restQuaternion);
pose.bone.quaternion.slerp(_boneTargetQuaternion, 0.45); // Lower slerp factor = smoother but more latency. MediaPipe at
// ~10fps produces noisy landmark frames; smoothing cuts the
// jitter the user sees on every finger bone.
pose.bone.quaternion.slerp(_boneTargetQuaternion, 0.3);
} }
} }
} }
@@ -334,12 +342,18 @@ function HandTrackingGloveModel({
_matrix.makeBasis(_xAxis, _yAxis, _zAxis); _matrix.makeBasis(_xAxis, _yAxis, _zAxis);
_targetQuaternion.setFromRotationMatrix(_matrix); _targetQuaternion.setFromRotationMatrix(_matrix);
group.position.lerp(_targetPosition, Math.min(1, delta * 18)); // Lower factor (was 18) damps the glove jitter caused by noisy
group.quaternion.slerp(_targetQuaternion, Math.min(1, delta * 18)); // landmarks while keeping a responsive feel.
group.position.lerp(_targetPosition, Math.min(1, delta * 12));
group.quaternion.slerp(_targetQuaternion, Math.min(1, delta * 12));
const palmLength = _wristPosition.distanceTo(_middlePosition); const palmLength = _wristPosition.distanceTo(_middlePosition);
const scale = palmLength * GLOVE_MODEL_SCALE; const scale = palmLength * GLOVE_MODEL_SCALE;
group.scale.setScalar(scale); // Both gloves use the gant_l mesh; flip X for the right hand so the
// thumb ends up on the correct side instead of being a left-glove
// clone on the right hand.
const mirrorSignX = handedness === "right" ? -1 : 1;
group.scale.set(scale * mirrorSignX, scale, scale);
group.updateMatrixWorld(true); group.updateMatrixWorld(true);
applyFingerPose(fingerPoseChains, trackedHand.landmarks, camera); applyFingerPose(fingerPoseChains, trackedHand.landmarks, camera);
}); });
+2
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@@ -1,6 +1,7 @@
import { Crosshair } from "@/components/ui/Crosshair"; import { Crosshair } from "@/components/ui/Crosshair";
import { DebugOverlayLayout } from "@/components/ui/debug/DebugOverlayLayout"; import { DebugOverlayLayout } from "@/components/ui/debug/DebugOverlayLayout";
import { GameSettingsMenu } from "@/components/ui/GameSettingsMenu"; import { GameSettingsMenu } from "@/components/ui/GameSettingsMenu";
import { HandTrackingFallback } from "@/components/ui/HandTrackingFallback";
import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer"; import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer";
import { InteractPrompt } from "@/components/ui/InteractPrompt"; import { InteractPrompt } from "@/components/ui/InteractPrompt";
import { RepairMovementLockIndicator } from "@/components/ui/RepairMovementLockIndicator"; import { RepairMovementLockIndicator } from "@/components/ui/RepairMovementLockIndicator";
@@ -15,6 +16,7 @@ export function GameUI(): React.JSX.Element {
<RepairMovementLockIndicator /> <RepairMovementLockIndicator />
<InteractPrompt /> <InteractPrompt />
<HandTrackingVisualizer /> <HandTrackingVisualizer />
<HandTrackingFallback />
<Subtitles /> <Subtitles />
<TalkieDialogueOverlay /> <TalkieDialogueOverlay />
<GameSettingsMenu /> <GameSettingsMenu />
@@ -0,0 +1,82 @@
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import {
useHandTrackingGloveStatus,
type HandTrackingGloveHandedness,
} from "@/hooks/handTracking/useHandTrackingGloveStatus";
// Simple schematic silhouettes used as a last-resort fallback when the
// rigged glove model has failed to load. Both icons share the same
// 48x48 viewBox and the same stroke/fill rules from the .css.
const OpenHandShape = (): React.JSX.Element => (
<>
<ellipse cx="9" cy="30" rx="3" ry="6" transform="rotate(-25 9 30)" />
<rect x="14" y="8" width="4" height="22" rx="2" />
<rect x="20" y="4" width="4" height="26" rx="2" />
<rect x="26" y="6" width="4" height="24" rx="2" />
<rect x="32" y="10" width="4" height="20" rx="2" />
<rect x="10" y="26" width="28" height="18" rx="6" />
</>
);
const FistShape = (): React.JSX.Element => (
<>
<ellipse cx="8" cy="26" rx="3" ry="5" />
<rect x="10" y="14" width="28" height="30" rx="10" />
<circle cx="15" cy="14" r="3" />
<circle cx="21" cy="13" r="3" />
<circle cx="27" cy="13" r="3" />
<circle cx="33" cy="14" r="3" />
</>
);
function getHandedness(raw: string): HandTrackingGloveHandedness | null {
const lower = raw.toLowerCase();
if (lower === "left" || lower === "right") return lower;
return null;
}
export function HandTrackingFallback(): React.JSX.Element | null {
const { hands } = useHandTrackingSnapshot();
const gloveStatus = useHandTrackingGloveStatus((state) => state.gloves);
const visibleHands = hands.flatMap((hand, index) => {
const handedness = getHandedness(hand.handedness);
if (!handedness) return [];
if (gloveStatus[handedness] !== "error") return [];
const wrist = hand.landmarks[0];
if (!wrist) return [];
return [{ hand, handedness, wrist, index }];
});
if (visibleHands.length === 0) return null;
return (
<div className="hand-tracking-fallback" aria-hidden="true">
{visibleHands.map(({ hand, handedness, wrist, index }) => {
// MediaPipe coords are mirrored (selfie cam), keep the same
// mapping the SVG visualizer uses.
const leftPercent = (1 - wrist.x) * 100;
const topPercent = wrist.y * 100;
const flipX = handedness === "right" ? -1 : 1;
return (
<svg
key={`${handedness}-${index}`}
className="hand-tracking-fallback__icon"
viewBox="0 0 48 48"
style={{
left: `${leftPercent}%`,
top: `${topPercent}%`,
transform: `translate(-50%, -50%) scaleX(${flipX})`,
}}
>
{hand.isFist ? <FistShape /> : <OpenHandShape />}
</svg>
);
})}
</div>
);
}
+15 -5
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@@ -26,6 +26,12 @@ const HAND_CONNECTIONS: Array<[number, number]> = [
[0, 17], [0, 17],
]; ];
const LANDMARK_FILL = "#67e8f9"; // cyan-300, opaque interior
const LANDMARK_STROKE = "#0c4a6e"; // sky-900, dark blue outline
const LANDMARK_STROKE_FIST = "#1e3a8a"; // blue-900, thicker accent when fist
const CONNECTION_STROKE = "#ffffff"; // white bones
const INDEX_TIP_LANDMARK = 8;
export function HandTrackingVisualizer(): React.JSX.Element | null { export function HandTrackingVisualizer(): React.JSX.Element | null {
const { hands, status } = useHandTrackingSnapshot(); const { hands, status } = useHandTrackingSnapshot();
const showHandTrackingSvg = useDebugStore((debug) => const showHandTrackingSvg = useDebugStore((debug) =>
@@ -50,7 +56,9 @@ export function HandTrackingVisualizer(): React.JSX.Element | null {
const landmarks = hand.landmarks; const landmarks = hand.landmarks;
if (landmarks.length === 0) return null; if (landmarks.length === 0) return null;
const color = hand.isFist ? "#facc15" : "#38bdf8"; const landmarkStroke = hand.isFist
? LANDMARK_STROKE_FIST
: LANDMARK_STROKE;
return ( return (
<g key={`${hand.handedness}-${handIndex}`}> <g key={`${hand.handedness}-${handIndex}`}>
@@ -66,8 +74,8 @@ export function HandTrackingVisualizer(): React.JSX.Element | null {
y1={`${fromPoint.y * 100}%`} y1={`${fromPoint.y * 100}%`}
x2={`${(1 - toPoint.x) * 100}%`} x2={`${(1 - toPoint.x) * 100}%`}
y2={`${toPoint.y * 100}%`} y2={`${toPoint.y * 100}%`}
stroke={color} stroke={CONNECTION_STROKE}
strokeWidth="2" strokeWidth="2.5"
strokeLinecap="round" strokeLinecap="round"
/> />
); );
@@ -78,8 +86,10 @@ export function HandTrackingVisualizer(): React.JSX.Element | null {
key={landmarkIndex} key={landmarkIndex}
cx={`${(1 - landmark.x) * 100}%`} cx={`${(1 - landmark.x) * 100}%`}
cy={`${landmark.y * 100}%`} cy={`${landmark.y * 100}%`}
r={landmarkIndex === 8 ? 5 : 3} r={landmarkIndex === INDEX_TIP_LANDMARK ? 6 : 4}
fill={landmarkIndex === 8 ? "#ffffff" : color} fill={LANDMARK_FILL}
stroke={landmarkStroke}
strokeWidth={hand.isFist ? 2.5 : 2}
/> />
))} ))}
</g> </g>
+7 -1
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@@ -14,7 +14,7 @@ export const HAND_TRACKING_BROWSER_WASM_URL =
"https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@0.10.35/wasm"; "https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@0.10.35/wasm";
export const HAND_TRACKING_BROWSER_MODEL_URL = export const HAND_TRACKING_BROWSER_MODEL_URL =
"https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task"; "https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task";
export const HAND_TRACKING_BROWSER_DELEGATE: "CPU" | "GPU" = "CPU"; export const HAND_TRACKING_BROWSER_DELEGATE: "CPU" | "GPU" = "GPU";
// Delay before the runtime actually starts after `enabled` flips to true. // Delay before the runtime actually starts after `enabled` flips to true.
// Absorbs React StrictMode's mount/unmount/mount cycle in dev and rapid // Absorbs React StrictMode's mount/unmount/mount cycle in dev and rapid
@@ -26,3 +26,9 @@ export const HAND_TRACKING_RUNTIME_START_DELAY_MS = 80;
// to initialize webcam + model + first frame inference before we cleanup, // to initialize webcam + model + first frame inference before we cleanup,
// so the user actually sees their hands when entering a zone briefly. // so the user actually sees their hands when entering a zone briefly.
export const HAND_TRACKING_LINGER_MS = 2000; export const HAND_TRACKING_LINGER_MS = 2000;
// EMA weight applied to the latest landmark frame. Lower = smoother but
// laggier; higher = more responsive but more jitter from raw MediaPipe
// noise. 0.4 keeps the glove and grabbed objects from trembling without
// feeling sluggish.
export const HAND_TRACKING_LANDMARK_SMOOTHING = 0.4;
@@ -2,6 +2,7 @@ import { useEffect, useRef, useState } from "react";
import { import {
HAND_TRACKING_BROWSER_CAMERA_HEIGHT, HAND_TRACKING_BROWSER_CAMERA_HEIGHT,
HAND_TRACKING_BROWSER_CAMERA_WIDTH, HAND_TRACKING_BROWSER_CAMERA_WIDTH,
HAND_TRACKING_LANDMARK_SMOOTHING,
HAND_TRACKING_RUNTIME_START_DELAY_MS, HAND_TRACKING_RUNTIME_START_DELAY_MS,
HAND_TRACKING_TARGET_FPS, HAND_TRACKING_TARGET_FPS,
} from "@/data/handTrackingConfig"; } from "@/data/handTrackingConfig";
@@ -10,11 +11,15 @@ import {
getBrowserHandLandmarker, getBrowserHandLandmarker,
releaseBrowserHandLandmarker, releaseBrowserHandLandmarker,
} from "@/lib/handTracking/browserHandTracking"; } from "@/lib/handTracking/browserHandTracking";
import { smoothHands } from "@/lib/handTracking/handSmoothing";
import { import {
INITIAL_HAND_TRACKING_SNAPSHOT, INITIAL_HAND_TRACKING_SNAPSHOT,
getCameraStreamWithTimeout, getCameraStreamWithTimeout,
} from "@/lib/handTracking/handTrackingSession"; } from "@/lib/handTracking/handTrackingSession";
import type { HandTrackingSnapshot } from "@/types/handTracking/handTracking"; import type {
HandTrackingHand,
HandTrackingSnapshot,
} from "@/types/handTracking/handTracking";
import { logger } from "@/utils/core/Logger"; import { logger } from "@/utils/core/Logger";
interface UseBrowserHandTrackingOptions { interface UseBrowserHandTrackingOptions {
@@ -30,6 +35,7 @@ export function useBrowserHandTracking({
const videoRef = useRef<HTMLVideoElement | null>(null); const videoRef = useRef<HTMLVideoElement | null>(null);
const streamRef = useRef<MediaStream | null>(null); const streamRef = useRef<MediaStream | null>(null);
const intervalRef = useRef<number | null>(null); const intervalRef = useRef<number | null>(null);
const previousHandsRef = useRef<HandTrackingHand[]>([]);
useEffect(() => { useEffect(() => {
if (!enabled) { if (!enabled) {
@@ -51,6 +57,7 @@ export function useBrowserHandTracking({
streamRef.current?.getTracks().forEach((track) => track.stop()); streamRef.current?.getTracks().forEach((track) => track.stop());
streamRef.current = null; streamRef.current = null;
videoRef.current = null; videoRef.current = null;
previousHandsRef.current = [];
releaseBrowserHandLandmarker(); releaseBrowserHandLandmarker();
}; };
@@ -124,7 +131,13 @@ export function useBrowserHandTracking({
video, video,
performance.now(), performance.now(),
); );
const hands = convertBrowserHandResult(result); const rawHands = convertBrowserHandResult(result);
const hands = smoothHands(
previousHandsRef.current,
rawHands,
HAND_TRACKING_LANDMARK_SMOOTHING,
);
previousHandsRef.current = hands;
setSnapshot((current) => ({ setSnapshot((current) => ({
...current, ...current,
+64
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@@ -0,0 +1,64 @@
import type {
HandTrackingHand,
HandTrackingLandmark,
} from "@/types/handTracking/handTracking";
function lerp(previous: number, next: number, factor: number): number {
return previous * (1 - factor) + next * factor;
}
function smoothLandmark(
previous: HandTrackingLandmark,
next: HandTrackingLandmark,
factor: number,
): HandTrackingLandmark {
return {
x: lerp(previous.x, next.x, factor),
y: lerp(previous.y, next.y, factor),
z: lerp(previous.z, next.z, factor),
};
}
function smoothHand(
previous: HandTrackingHand,
next: HandTrackingHand,
factor: number,
): HandTrackingHand {
return {
...next,
x: lerp(previous.x, next.x, factor),
y: lerp(previous.y, next.y, factor),
z: lerp(previous.z, next.z, factor),
landmarks: next.landmarks.map((landmark, index) => {
const previousLandmark = previous.landmarks[index];
if (!previousLandmark) return landmark;
return smoothLandmark(previousLandmark, landmark, factor);
}),
};
}
/**
* Apply an exponential moving average to the landmark positions of each
* detected hand. MediaPipe lands per-frame positions with noticeable
* jitter (especially at ~10fps), and feeding those raw values into the
* scene makes both the glove rig and any grabbed object tremble.
*
* `factor` is the weight given to the latest sample (0 = previous frame
* only, 1 = no smoothing). Hands are matched between frames by
* handedness so left/right don't bleed into each other.
*/
export function smoothHands(
previousHands: HandTrackingHand[],
nextHands: HandTrackingHand[],
factor: number,
): HandTrackingHand[] {
if (factor >= 1) return nextHands;
return nextHands.map((next) => {
const previous = previousHands.find(
(candidate) => candidate.handedness === next.handedness,
);
if (!previous) return next;
return smoothHand(previous, next, factor);
});
}