update: enable hand tracking for repair steps (not only when we are close to something)
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@@ -4,9 +4,9 @@ This document describes the hand tracking system that exists in the current code
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## Purpose
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Hand tracking is a debug-stage interaction system used to test direct 3D object manipulation with a webcam. It allows a user to close their fist to grab a nearby object and move it in 3D space without relying on the center crosshair.
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Hand tracking started as a debug-stage interaction system used to test direct 3D object manipulation with a webcam. It allows a user to close their fist to grab a nearby object and move it in 3D space without relying on the center crosshair.
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The feature is scoped to the debug physics scene rather than production gameplay input.
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It is now also available to the production repair flow when a mission reaches a hand-driven step.
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## Runtime Flow
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@@ -16,13 +16,13 @@ The feature is scoped to the debug physics scene rather than production gameplay
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4. The backend returns hand data including landmarks, handedness, score, center point, and `isFist`.
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5. React stores the latest snapshot in the hand tracking provider.
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6. `GrabbableObject` reads that snapshot each frame and uses fist state plus raycasting to grab objects.
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7. `HandTrackingGlove` reads the same snapshot and places the rigged `gant_l` and `gant_r` models on the detected hands in the debug physics scene.
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7. `HandTrackingGlove` reads the same snapshot and places the rigged `gant_l` and `gant_r` models on the detected hands when hand tracking is active.
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## Activation Rules
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Hand tracking is intentionally gated so the webcam and backend are not used all the time.
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The current activation conditions are:
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The debug activation conditions are:
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- debug mode is active with `?debug`
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- scene mode is `physics`
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@@ -30,6 +30,13 @@ The current activation conditions are:
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This keeps hand tracking active while the player is inside an interaction zone, even if the camera is not aimed directly at the object.
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The production repair activation conditions are:
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- active `mainState` is `bike`, `pylone`, or `ferme`
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- the active mission step is `inspected`, `repairing`, or `done`
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This keeps the webcam off during `waiting`, `fragmented`, and `scanning`, then enables hand input only when the repair flow is expected to use hands.
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## Backend
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The backend lives in `backend/` and exposes:
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@@ -121,7 +128,7 @@ The glove models are intentionally smaller than the raw SVG overlay so they do n
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## Known Limitations
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- The feature is debug-only and focused on the physics test scene.
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- Production usage is currently limited to repair mission steps that explicitly need hands.
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- MediaPipe depth is relative and can be noisy.
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- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
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- There is no smoothing layer for hand position or depth yet.
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@@ -8,6 +8,14 @@ import {
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} from "@/hooks/handTracking/useHandTrackingSnapshot";
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import { useBrowserHandTracking } from "@/hooks/handTracking/useBrowserHandTracking";
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import { useRemoteHandTracking } from "@/hooks/handTracking/useRemoteHandTracking";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import type { MissionStep } from "@/managers/stores/useGameStore";
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const REPAIR_HAND_TRACKING_STEPS = new Set<MissionStep>([
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"inspected",
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"repairing",
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"done",
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]);
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export function HandTrackingProvider({
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children,
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@@ -18,8 +26,23 @@ export function HandTrackingProvider({
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const handTrackingSource = useDebugStore((debug) =>
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debug.getHandTrackingSource(),
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);
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const repairNeedsHands = useGameStore((state) => {
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switch (state.mainState) {
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case "bike":
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return REPAIR_HAND_TRACKING_STEPS.has(state.bike.currentStep);
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case "pylone":
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return REPAIR_HAND_TRACKING_STEPS.has(state.pylone.currentStep);
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case "ferme":
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return REPAIR_HAND_TRACKING_STEPS.has(state.ferme.currentStep);
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case "intro":
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case "outro":
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return false;
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}
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});
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const { nearby, holding, handHolding } = useInteraction();
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const enabled = sceneMode === "physics" && (nearby || holding || handHolding);
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const enabled =
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repairNeedsHands ||
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(sceneMode === "physics" && (nearby || holding || handHolding));
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const backendSnapshot = useRemoteHandTracking({
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enabled: enabled && handTrackingSource === "backend",
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});
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+6
-3
@@ -7,6 +7,7 @@ import {
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} from "@/data/player/playerConfig";
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import { useCameraMode } from "@/hooks/debug/useCameraMode";
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import { useSceneMode } from "@/hooks/debug/useSceneMode";
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import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
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import { DebugCameraControls } from "@/components/debug/scene/DebugCameraControls";
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import { DebugHelpers } from "@/components/debug/scene/DebugHelpers";
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import { HandTrackingGlove } from "@/components/three/handTracking/HandTrackingGlove";
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@@ -21,25 +22,28 @@ import { TestMap } from "@/world/debug/TestMap";
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export function World(): React.JSX.Element {
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const cameraMode = useCameraMode();
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const sceneMode = useSceneMode();
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const { status, usageStatus } = useHandTrackingSnapshot();
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const [octree, setOctree] = useState<Octree | null>(null);
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const playerSpawnPosition =
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sceneMode === "game"
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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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sceneMode === "physics" ||
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(status !== "idle" && usageStatus !== "inactive");
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return (
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<>
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<Environment />
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<Lighting />
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<DebugHelpers />
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{sceneMode === "physics" ? (
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{showHandTrackingGloves ? (
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<>
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<HandTrackingGlove handedness="left" />
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<HandTrackingGlove handedness="right" />
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</>
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) : null}
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{cameraMode === "debug" ? <DebugCameraControls /> : null}
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{sceneMode === "game" ? (
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<>
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<GameMusic />
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@@ -51,7 +55,6 @@ export function World(): React.JSX.Element {
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) : (
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<TestMap onOctreeReady={setOctree} />
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)}
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{cameraMode !== "debug" ? (
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<Player octree={octree} spawnPosition={playerSpawnPosition} />
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) : null}
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