refactor(debug): rename hand-tracking SVG toggle to Model
The debug control now reflects what it actually gates: the 3D hand model rendering (used by World.tsx to decide whether to show the hand-tracking gloves), not the legacy SVG visualizer. - Debug.ts: rename showHandTrackingSvg → showHandTrackingModel (state, GUI label "Show Model", getter/setter) - World.tsx: gate showHandTrackingGloves on the new toggle and drop the unused HandTrackingGloveHandedness import
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@@ -85,7 +85,7 @@ export class Debug {
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fogEnabled: boolean;
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handTrackingSource: HandTrackingSource;
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showDebugOverlay: boolean;
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showHandTrackingSvg: boolean;
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showHandTrackingModel: boolean;
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showInteractionSpheres: boolean;
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showPerf: boolean;
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sceneMode: SceneMode;
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@@ -108,7 +108,7 @@ export class Debug {
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fogEnabled: FOG_CONFIG.enabled,
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handTrackingSource: storedControls.handTrackingSource ?? "browser",
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showDebugOverlay: true,
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showHandTrackingSvg: false,
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showHandTrackingModel: false,
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showInteractionSpheres: false,
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showPerf: true,
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sceneMode: storedControls.sceneMode ?? "game",
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@@ -156,10 +156,10 @@ export class Debug {
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const handTrackingFolder = this.createFolder("Hand Tracking");
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handTrackingFolder
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?.add(this.controls, "showHandTrackingSvg")
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.name("Show SVG")
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?.add(this.controls, "showHandTrackingModel")
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.name("Show Model")
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.onChange((value: boolean) => {
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this.controls.showHandTrackingSvg = value;
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this.controls.showHandTrackingModel = value;
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this.emit();
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});
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@@ -281,12 +281,12 @@ export class Debug {
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return this.controls.showInteractionSpheres;
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}
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getShowHandTrackingSvg(): boolean {
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return this.controls.showHandTrackingSvg;
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getShowHandTrackingModel(): boolean {
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return this.controls.showHandTrackingModel;
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}
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setShowHandTrackingSvg(value: boolean): void {
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this.controls.showHandTrackingSvg = value;
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setShowHandTrackingModel(value: boolean): void {
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this.controls.showHandTrackingModel = value;
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this.emit();
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}
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+9
-3
@@ -6,6 +6,7 @@ import {
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} from "@/data/player/playerConfig";
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import { LA_FABRIK_INITIAL_LOOK_AT } from "@/data/world/laFabrikConfig";
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import { useCameraMode } from "@/hooks/debug/useCameraMode";
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import { useDebugStore } from "@/hooks/debug/useDebugStore";
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import { useEnvironmentDebug } from "@/hooks/debug/useEnvironmentDebug";
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import { useMapPerformanceDebug } from "@/hooks/debug/useMapPerformanceDebug";
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import { useCharacterDebug } from "@/hooks/debug/useCharacterDebug";
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@@ -32,7 +33,6 @@ import { CharacterSystem } from "@/world/characters/CharacterSystem";
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import { Player } from "@/world/player/Player";
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import { TestMap } from "@/world/debug/TestMap";
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import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
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import type { HandTrackingGloveHandedness } from "@/hooks/handTracking/useHandTrackingGloveStatus";
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import type { HandTrackingHand } from "@/types/handTracking/handTracking";
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interface WorldProps {
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@@ -41,7 +41,7 @@ interface WorldProps {
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function hasTrackedHand(
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hands: HandTrackingHand[],
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handedness: HandTrackingGloveHandedness,
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handedness: "left" | "right",
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): boolean {
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return hands.some((hand) => hand.handedness.toLowerCase() === handedness);
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}
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@@ -60,6 +60,9 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
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(state) => state.showPlayerModel,
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);
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const showDebugOctree = useDebugVisualsStore((state) => state.showOctree);
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const showHandTrackingModel = useDebugStore((debug) =>
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debug.getShowHandTrackingModel(),
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);
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const { hands, status, usageStatus } = useHandTrackingSnapshot();
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const {
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octree,
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@@ -74,7 +77,10 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
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? PLAYER_SPAWN_POSITION_GAME
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: PLAYER_SPAWN_POSITION_PHYSICS;
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const showHandTrackingGloves =
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status === "connected" && usageStatus !== "inactive" && hands.length > 0;
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showHandTrackingModel &&
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status === "connected" &&
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usageStatus !== "inactive" &&
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hands.length > 0;
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const showLeftHandTrackingGlove =
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showHandTrackingGloves && hasTrackedHand(hands, "left");
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const showRightHandTrackingGlove =
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