Files
La-Fabrik/src/components/ui/HandTrackingVisualizer.tsx
T
Tom Boullay c4cad629c9 feat(handtracking): redesign SVG hand as primary visualization
Rewrite the live hand visualizer as a light-blue silhouette with a
crisp dark-blue outline, suitable as the primary hand UI (replacing
the buggy 3D glove for the default flow):

- Palm polygon (landmarks 0,1,5,9,13,17) and five finger tubes merged
  via an SVG feMorphology filter, so the outline is a single
  continuous ring with no internal seams.
- Q curves bow out to two synthetic wrist corners (perpendicular to
  the palm centerline) for a rounded heel of palm.
- Straight L edges between MCPs along the top - the filter dilation
  rounds the corners visually, no creux.
- Each finger path starts half a stroke inside the palm so the round
  base cap is hidden under the palm fill.
- Whole silhouette shrunk to 65% of the tracked hand size around the
  centroid, with 0.8 group opacity, and a faint MediaPipe skeleton
  overlay (lines + dots) on top.

Update the static fallback silhouettes (HandTrackingFallback) to a
matching curved-path look in a 100x120 viewBox.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 00:42:05 +02:00

226 lines
7.6 KiB
TypeScript

import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import { useDebugStore } from "@/hooks/debug/useDebugStore";
// MediaPipe indexes the 21 hand landmarks predictably:
// 0 wrist, 1-4 thumb (base→tip), 5-8 index, 9-12 middle, 13-16 ring, 17-20 pinky.
const FINGER_LANDMARKS: Array<readonly number[]> = [
[1, 2, 3, 4],
[5, 6, 7, 8],
[9, 10, 11, 12],
[13, 14, 15, 16],
[17, 18, 19, 20],
];
const SKELETON_BONES: Array<[number, number]> = [
[0, 1],
[1, 2],
[2, 3],
[3, 4],
[0, 5],
[5, 6],
[6, 7],
[7, 8],
[5, 9],
[9, 10],
[10, 11],
[11, 12],
[9, 13],
[13, 14],
[14, 15],
[15, 16],
[13, 17],
[17, 18],
[18, 19],
[19, 20],
[0, 17],
];
const HAND_FILL = "#bfdbfe"; // blue-200, light interior
const HAND_OUTLINE_COLOR = "#1e3a8a"; // blue-900, crisp dark outline
const HAND_OUTLINE_RADIUS = 2; // px
// Shrink the rendered hand around its centroid. Grab/physics keep using raw
// landmarks elsewhere, so the silhouette is just visually smaller.
const RENDER_SCALE = 0.65;
const FINGER_THICKNESS_FACTOR = 0.08; // fraction of (scaled) hand length
const WRIST_HALF_WIDTH = 0.28;
const SKELETON_STROKE = "rgba(30, 58, 138, 0.22)";
const SKELETON_DOT_FILL = "rgba(30, 58, 138, 0.35)";
const FILTER_ID = "hand-tracking-outline";
export function HandTrackingVisualizer(): React.JSX.Element | null {
const { hands, status } = useHandTrackingSnapshot();
const showHandTrackingModel = useDebugStore((debug) =>
debug.getShowHandTrackingModel(),
);
if (status === "idle" || hands.length === 0 || showHandTrackingModel) {
return null;
}
const viewportWidth = window.innerWidth;
const viewportHeight = window.innerHeight;
return (
<svg className="hand-tracking-visualizer" aria-hidden="true">
<defs>
{/* Dilate the merged alpha of all child shapes by HAND_OUTLINE_RADIUS
and subtract the original to get a 1-ring outline. Lets the palm
polygon and the five finger tubes share a single crisp outline
with no internal seams where they overlap. */}
<filter id={FILTER_ID} x="-10%" y="-10%" width="120%" height="120%">
<feMorphology
operator="dilate"
radius={HAND_OUTLINE_RADIUS}
in="SourceAlpha"
result="dilated"
/>
<feComposite
operator="out"
in="dilated"
in2="SourceAlpha"
result="ringAlpha"
/>
<feFlood floodColor={HAND_OUTLINE_COLOR} result="ringColor" />
<feComposite
operator="in"
in="ringColor"
in2="ringAlpha"
result="coloredRing"
/>
<feMerge>
<feMergeNode in="SourceGraphic" />
<feMergeNode in="coloredRing" />
</feMerge>
</filter>
</defs>
{hands.map((hand, handIndex) => {
const landmarks = hand.landmarks;
if (landmarks.length < 21) return null;
// Centroid of all 21 landmarks in pixel space (mirrored x).
let cx = 0;
let cy = 0;
for (const lm of landmarks) {
cx += (1 - lm.x) * viewportWidth;
cy += lm.y * viewportHeight;
}
cx /= landmarks.length;
cy /= landmarks.length;
// Render coordinates: shrink each landmark toward the centroid.
const px = (i: number): number => {
const lm = landmarks[i];
return lm
? cx + ((1 - lm.x) * viewportWidth - cx) * RENDER_SCALE
: cx;
};
const py = (i: number): number => {
const lm = landmarks[i];
return lm ? cy + (lm.y * viewportHeight - cy) * RENDER_SCALE : cy;
};
const handLengthPx = Math.hypot(px(12) - px(0), py(12) - py(0));
const fingerThickness = Math.max(
6,
handLengthPx * FINGER_THICKNESS_FACTOR,
);
const halfFingerThickness = fingerThickness / 2;
const dotRadius = Math.max(1.2, fingerThickness * 0.1);
// Perpendicular to the palm centerline (wrist → middle MCP), used to
// place two synthetic wrist corners on either side of landmark 0.
const cdx = px(9) - px(0);
const cdy = py(9) - py(0);
const clen = Math.hypot(cdx, cdy) || 1;
const perpX = -cdy / clen;
const perpY = cdx / clen;
const thumbSide =
(px(1) - px(0)) * perpX + (py(1) - py(0)) * perpY >= 0 ? 1 : -1;
const wristHalfWidth = handLengthPx * WRIST_HALF_WIDTH;
const wristThumbX = px(0) + perpX * wristHalfWidth * thumbSide;
const wristThumbY = py(0) + perpY * wristHalfWidth * thumbSide;
const wristPinkyX = px(0) - perpX * wristHalfWidth * thumbSide;
const wristPinkyY = py(0) - perpY * wristHalfWidth * thumbSide;
// Palm outline: straight L between adjacent MCPs along the top (no
// inter-finger dip — the morphology dilation rounds the MCP corners),
// rounded heel via two Q curves bowing out to the synthetic wrist
// corners.
const palmD = [
`M ${px(1)} ${py(1)}`,
`L ${px(5)} ${py(5)}`,
`L ${px(9)} ${py(9)}`,
`L ${px(13)} ${py(13)}`,
`L ${px(17)} ${py(17)}`,
`Q ${wristPinkyX} ${wristPinkyY}, ${px(0)} ${py(0)}`,
`Q ${wristThumbX} ${wristThumbY}, ${px(1)} ${py(1)}`,
"Z",
].join(" ");
// Each finger path starts halfFingerThickness inside the palm (toward
// the next joint), so the rounded base cap sits hidden inside the palm
// fill instead of bulging below the MCP.
const fingerPathD = (joints: readonly number[]): string => {
const baseIdx = joints[0];
const nextIdx = joints[1];
if (baseIdx === undefined || nextIdx === undefined) return "";
const baseX = px(baseIdx);
const baseY = py(baseIdx);
const nextX = px(nextIdx);
const nextY = py(nextIdx);
const dx = nextX - baseX;
const dy = nextY - baseY;
const dlen = Math.hypot(dx, dy) || 1;
const sx = baseX + (dx / dlen) * halfFingerThickness;
const sy = baseY + (dy / dlen) * halfFingerThickness;
return joints
.map((idx, k) =>
k === 0 ? `M ${sx} ${sy}` : `L ${px(idx)} ${py(idx)}`,
)
.join(" ");
};
return (
<g key={`${hand.handedness}-${handIndex}`}>
<g filter={`url(#${FILTER_ID})`}>
<path d={palmD} fill={HAND_FILL} />
{FINGER_LANDMARKS.map((joints, fingerIndex) => (
<path
key={fingerIndex}
d={fingerPathD(joints)}
fill="none"
stroke={HAND_FILL}
strokeWidth={fingerThickness}
strokeLinecap="round"
strokeLinejoin="round"
/>
))}
</g>
{SKELETON_BONES.map(([from, to]) => (
<line
key={`bone-${from}-${to}`}
x1={px(from)}
y1={py(from)}
x2={px(to)}
y2={py(to)}
stroke={SKELETON_STROKE}
strokeWidth="1"
/>
))}
{landmarks.map((_, landmarkIndex) => (
<circle
key={`dot-${landmarkIndex}`}
cx={px(landmarkIndex)}
cy={py(landmarkIndex)}
r={dotRadius}
fill={SKELETON_DOT_FILL}
/>
))}
</g>
);
})}
</svg>
);
}