feat: improve fist grab depth tracking
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@@ -76,15 +76,17 @@ class HandTracker:
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result.hand_landmarks,
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result.handedness,
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):
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index_tip = landmarks[8]
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palm_center = self._average_points(
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[landmarks[0], landmarks[5], landmarks[9], landmarks[13], landmarks[17]],
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)
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is_fist = self._is_fist(landmarks)
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handedness = handedness_categories[0]
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hands.append(
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HandData(
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x=index_tip.x,
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y=index_tip.y,
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z=index_tip.z,
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x=palm_center["x"],
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y=palm_center["y"],
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z=palm_center["z"],
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landmarks=[
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{"x": point.x, "y": point.y, "z": point.z}
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for point in landmarks
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@@ -64,6 +64,7 @@ export function GrabbableObject({
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const rbRef = useRef<RapierRigidBody>(null);
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const isHolding = useRef(false);
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const isHandHolding = useRef(false);
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const handHoldDistance = useRef<number | null>(null);
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useDebugFolder("GrabbableObject", (folder) => {
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folder
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@@ -123,17 +124,23 @@ export function GrabbableObject({
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: [];
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isHandHolding.current = isObjectInRange && hits.length > 0;
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handHoldDistance.current = isHandHolding.current
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? hits[0].distance
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: null;
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}
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} else {
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isHandHolding.current = false;
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handHoldDistance.current = null;
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}
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if (!isHolding.current && !isHandHolding.current) return;
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if (fistHand && isHandHolding.current) {
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const holdDistance = handHoldDistance.current ?? params.holdDistance;
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_holdTarget
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.copy(_cameraPos)
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.addScaledVector(_handDirection, params.holdDistance);
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.addScaledVector(_handDirection, holdDistance);
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} else {
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camera.getWorldDirection(_holdTarget);
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_holdTarget.multiplyScalar(params.holdDistance).add(camera.position);
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