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Hand Tracking Technical Notes
This document describes the hand tracking system that exists in the current codebase.
Purpose
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.
It is now also available to the production repair flow when a mission reaches a hand-driven step.
Runtime Flow
- The browser captures webcam frames in
src/hooks/handTracking/useRemoteHandTracking.ts. - Frames are sent to the local Python backend over WebSocket.
- The backend runs MediaPipe hand landmark detection.
- The backend returns hand data including landmarks, handedness, score, center point, and
isFist. - React stores the latest snapshot in the hand tracking provider.
GrabbableObjectreads that snapshot each frame and uses fist state plus raycasting to grab objects.HandTrackingGlovereads the same snapshot and places the riggedgant_landgant_rmodels on the detected hands when hand tracking is active.
Activation Rules
Hand tracking is intentionally gated so the webcam and backend are not used all the time.
The debug activation conditions are:
- debug mode is active with
?debug - scene mode is
physics - the player is near an interaction, is holding an object, or is hand-holding an object
This keeps hand tracking active while the player is inside an interaction zone, even if the camera is not aimed directly at the object.
The production repair activation conditions are:
- active
mainStateisbike,pylone, orferme - the active mission step is
inspected,repairing,reassembling, ordone
This keeps the webcam off during waiting, fragmented, and scanning, then enables hand input only when the repair flow is expected to use hands.
In the current production repair flow, inspected uses a two-fists hold gesture to advance to fragmented. The hold must last one second and is independent from local object interaction distance once the mission is in the correct state.
Backend
The backend lives in backend/ and exposes:
GET /healthfor health checksWS /wsfor frame input and hand tracking output
The Python process uses MediaPipe and the local model file:
backend/hand_landmarker.task
The backend sends normalized hand coordinates and landmarks. The frontend treats the values as screen-space inputs, then maps them into world space with the active Three.js camera.
Frontend Data Shape
The shared types live in src/types/handTracking/handTracking.ts.
interface HandTrackingHand {
x: number;
y: number;
z: number;
landmarks: HandTrackingLandmark[];
handedness: string;
isFist: boolean;
score: number;
}
x and y are normalized camera coordinates. z is a relative depth value from MediaPipe, not an absolute world-space distance.
Grab Targeting
The hand grab logic lives in src/components/three/interaction/GrabbableObject.tsx.
The object is moved toward the visual center of the hand. That center is computed from the bounding box of all landmarks:
centerX = (minX + maxX) / 2
centerY = (minY + maxY) / 2
Starting a grab uses a slightly wider virtual hit zone. Instead of raycasting only from one point, the code casts several rays around the hand center:
- center
- left
- right
- up
- down
If any ray hits the object while the object is within INTERACTION_RADIUS, the object enters hand-holding mode.
Depth Handling
Because MediaPipe z is relative, the frontend captures the starting depth when the grab begins:
initialHandZ = hand.z
initialHoldDistance = hit.distance
While holding, the object distance from the camera is adjusted by the change in hand depth:
holdDistance = initialHoldDistance + (hand.z - initialHandZ) * sensitivity
The final hold distance is clamped between the configured grab minimum and maximum distances to avoid unstable movement.
UI And Debug
The current debug UI includes:
HandTrackingDebugPanelinsideDebugOverlayLayoutfor status, usage, loaded glove model, server state, hand count, and fist stateHandTrackingVisualizerfor the SVG landmark wireframe fallbackHandTrackingGlovefor the left-handgant_land right-handgant_rmodels in the R3F scener3f-perffor render performancelil-guifor scene, camera, lighting, interaction, and grab controls
The hand tracking debug panel is a compact HTML grid outside the canvas. Model loaded displays the successfully loaded glove models. The SVG hand wireframe is only a fallback while models are loading or if a glove model fails to load.
Glove Models
The current glove MVP uses public/models/gant_l/model.gltf and public/models/gant_r/model.gltf, which contain GLTF skins and armatures. Each model is positioned, oriented, and scaled from palm landmarks, then each finger bone chain is rotated toward the matching MediaPipe landmark chain.
The glove models are intentionally smaller than the raw SVG overlay so they do not dominate the camera view.
Known Limitations
- Production usage is currently limited to repair mission steps that explicitly need hands.
- MediaPipe depth is relative and can be noisy.
- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
- There is no smoothing layer for hand position or depth yet.
- The SVG hand visualization is a fallback, not the primary display when glove models load correctly.
- Finger bone animation is an approximate landmark-to-bone mapping; it still needs calibration for per-model twist, offsets, and smoothing.