// Unit tests for the hand ray (hands/include/fh_ray.h): the body model (and the torso with the // wrists), the pointing gate's timing and tests, the filter, the hand's axes and direction, and the // pinch anchor, with made-up hands at ft-hands' 30 Hz. // Build and run: just test-c (or g++ -std=c++17 -I. pointer/tests/handray-test.cpp). #include "hands/include/fh_ray.h" #include #include #include #include #include #include using namespace fhray; static int failures = 0; #define CHECK(cond, ...) \ do { \ if (!(cond)) { \ std::printf("FAIL %s:%d: ", __FILE__, __LINE__); \ std::printf(__VA_ARGS__); \ std::printf("\n"); \ ++failures; \ } \ } while (0) namespace { const V3 kEye{0, 1.6, 0}; const V3 kForward{0, 0, -1}; constexpr double kFrame = 1 / 30.0; bool Near(double a, double b, double tol) { return std::fabs(a - b) <= tol; } // A right hand pointing ahead: knuckles 0.25 m below the eyes, 0.45 m ahead, palm facing away // and down. HandFrame Pointing(double t) { HandFrame f; f.t = t, f.stereo = true; f.knuckle = {0.18, 1.35, -0.45}; f.wrist = {0.17, 1.33, -0.36}; f.palmNormal = Norm({0, -0.5, -1}); f.elbow = {0.2, 1.15, -0.1}; return f; } void TestBody() { Body b; b.Update(0, kEye, kForward); const V3 s = b.Shoulder(1); CHECK(Near(s.x, 0.17, 1e-9) && Near(s.y, 1.37, 1e-9) && Near(s.z, 0.08, 1e-9), "right shoulder at (%.3f %.3f %.3f)", s.x, s.y, s.z); CHECK(Near(b.Shoulder(0).x, -0.17, 1e-9), "left shoulder"); // the head turns 90 deg left at once: the torso lags at most 30 deg, then follows b.Update(0.01, kEye, Dir(90 * kDeg, 0)); CHECK(Near(b.TorsoYaw() / kDeg, 60, 0.5), "torso lags at most 30 deg: %.1f", b.TorsoYaw() / kDeg); for (int i = 1; i <= 300; ++i) b.Update(0.01 + i * 0.01, kEye, Dir(90 * kDeg, 0)); CHECK(Near(b.TorsoYaw() / kDeg, 90, 0.5), "and catches up: %.2f", b.TorsoYaw() / kDeg); // nodding doesn't move the shoulders Body c; c.Update(0, kEye, kForward); const V3 s0 = c.Shoulder(1); c.Update(0.01, kEye, Dir(0, -40 * kDeg)); CHECK(Len(c.Shoulder(1) - s0) < 1e-9, "a nod leaves the shoulders"); } // Runs frames from `make` (frame time -> frame) for `secs`; returns the time it first showed (or // hid, with wantShown false), or -1. double RunUntil(HandRay &r, Body &b, double &t, double secs, bool wantShown, const std::function &make, bool sideIsHand = true) { const double end = t + secs; while (t < end) { b.Update(t, kEye, kForward); r.Frame(b, make(t), sideIsHand); if (r.Shown() == wantShown) return t; t += kFrame; } return -1; } void TestGateShowHide() { Body b; HandRay r(1); double t = 0; const double shown = RunUntil(r, b, t, 1, true, Pointing); CHECK(shown >= 0.12 - 1e-9 && shown < 0.12 + kFrame + 1e-9, "a pointing hand shows after 120 ms: %.3f", shown); CHECK(r.event == "show", "show event: %s", r.event.c_str()); // its ray: from the right shoulder through the knuckles const V3 d = r.Raw().dir; CHECK(d.z < -0.8 && d.y < 0.05, "aimed ahead: (%.2f %.2f %.2f)", d.x, d.y, d.z); // the hand drops to 0.35 m below the eyes: inside the keep band, stays auto lower = [](double y) { return [y](double tt) { HandFrame f = Pointing(tt); f.knuckle.y = 1.6 - y, f.wrist.y = 1.6 - y - 0.02; return f; }; }; t += kFrame; CHECK(RunUntil(r, b, t, 1, false, lower(0.35)) < 0, "0.35 m below the eyes: still shown"); const double from = t; const double hid = RunUntil(r, b, t, 1, false, lower(0.45)); CHECK(hid > 0 && hid - from >= 0.25 - 1e-9 && hid - from < 0.25 + 2 * kFrame, "0.45 m below: hidden after %.3f s", hid - from); CHECK(r.event.rfind("hide raised", 0) == 0, "hide reason: %s", r.event.c_str()); } void TestLapPinch() { Body b; HandRay r(0); double t = 0; auto lap = [](double tt) { HandFrame f; f.t = tt, f.stereo = true; f.knuckle = {-0.15, 1.0, -0.35}; // 0.6 m below the eyes f.wrist = {-0.15, 1.0, -0.27}; f.palmNormal = {0, 1, 0}; // palm up return f; }; CHECK(RunUntil(r, b, t, 2, true, lap) < 0, "a hand in the lap never shows"); CHECK(r.Why().find("raised") != std::string::npos && r.Why().find("palm") != std::string::npos, "why: %s", r.Why().c_str()); } void TestPalmTowardYou() { Body b; HandRay r(1); double t = 0; RunUntil(r, b, t, 1, true, Pointing); t += kFrame; const double from = t; const double hid = RunUntil(r, b, t, 1, false, [](double tt) { HandFrame f = Pointing(tt); f.palmNormal = {0, 0, 1}; return f; }); CHECK(hid > 0 && hid - from < 0.3, "palm toward you hides it (%.3f s)", hid - from); } void TestTrackingAndControllerAndNear() { Body b; double t = 0; { HandRay r(1); CHECK(RunUntil(r, b, t, 1, true, [](double tt) { HandFrame f = Pointing(tt); f.stereo = false; return f; }) < 0, "one camera only: never shows"); } { HandRay r(1); t = 0; RunUntil(r, b, t, 1, true, Pointing); t += kFrame; // a short one-camera stretch keeps it CHECK(RunUntil(r, b, t, 0.3, false, [](double tt) { HandFrame f = Pointing(tt); f.stereo = false; return f; }) < 0, "a one-camera stretch keeps it"); // the side turns controller: hides at once r.Frame(b, Pointing(t), false); CHECK(!r.Shown() && r.event == "hide off", "controller: hidden at once (%s)", r.event.c_str()); } { HandRay r(1); t = 0; RunUntil(r, b, t, 1, true, Pointing); HandFrame f = Pointing(t + kFrame); f.near = true; r.Frame(b, f, true); CHECK(!r.Shown() && r.event == "hide near", "near: hidden at once"); // and doesn't show again while near t += 2 * kFrame; CHECK(RunUntil(r, b, t, 0.5, true, [](double tt) { HandFrame g = Pointing(tt); g.near = true; return g; }) < 0, "no ray while near"); } { HandRay r(1); t = 0; RunUntil(r, b, t, 1, true, Pointing); const double last = t; r.Tick(last + 0.2, true); CHECK(r.Shown(), "200 ms without a frame: kept"); r.Tick(last + 0.26, true); CHECK(!r.Shown() && r.event == "hide lost", "260 ms without a frame: lost"); } } void TestHold() { Body b; HandRay r(1); double t = 0; RunUntil(r, b, t, 1, true, Pointing); r.Hold(true, t); t += kFrame; // a pinch dragged down into the lap keeps the ray while held auto low = [](double tt) { HandFrame f = Pointing(tt); f.knuckle.y = 1.0; return f; }; CHECK(RunUntil(r, b, t, 1, false, low) < 0, "held: stays up"); r.Hold(false, t); const double from = t; const double hid = RunUntil(r, b, t, 1, false, low); CHECK(hid > 0 && hid - from >= 0.25 - 1e-9 && hid - from < 0.55, "released: hides after the hold (%.3f s)", hid - from); } void TestFilter() { // 2 mm of landmark jitter on K at 0.45 m from the shoulder: about 0.25 deg of raw wobble std::mt19937 rng(1); std::normal_distribution n(0, 0.002); Body b; HandRay r(1); double t = 0; std::vector rawYaw, outYaw; for (int i = 0; i < 300; ++i, t += kFrame) { b.Update(t, kEye, kForward); HandFrame f = Pointing(t); f.knuckle = f.knuckle + V3{n(rng), n(rng), n(rng)}; r.Frame(b, f, true); if (r.Shown() && i > 60) rawYaw.push_back(YawOf(r.Raw().dir) / kDeg), outYaw.push_back(YawOf(r.Current().dir) / kDeg); } auto sd = [](const std::vector &v) { double m = 0, q = 0; for (double x : v) m += x; m /= double(v.size()); for (double x : v) q += (x - m) * (x - m); return std::sqrt(q / double(v.size())); }; const double a = sd(rawYaw), c = sd(outYaw); std::printf("filter: yaw sd raw %.3f deg (prediction included), filtered %.3f deg\n", a, c); CHECK(c < 0.1, "resting wobble under 0.1 deg after the filter: %.3f", c); CHECK(c < a / 3, "the filter takes most of it out: %.3f of %.3f", c, a); // a deliberate 20 deg sweep in 0.3 s gets through (lag under 3 deg at the end + 0.2 s) const double y0 = YawOf(r.Current().dir) / kDeg; for (int i = 0; i < 15; ++i, t += kFrame) { b.Update(t, kEye, kForward); HandFrame f = Pointing(t); const double k = std::min(1.0, i * kFrame / 0.3); const V3 s = b.Shoulder(1); const V3 d = Dir(-20 * k * kDeg + YawOf(Pointing(0).knuckle - s), PitchOf(Pointing(0).knuckle - s)); f.knuckle = s + d * Len(Pointing(0).knuckle - s); r.Frame(b, f, true); } const double moved = y0 - YawOf(r.Current().dir) / kDeg; CHECK(moved > 17, "a 20 deg sweep: the filtered ray followed %.1f deg", moved); } // Pointing's hand with its palm joints: the wrist, then the middle, ring and little knuckles 8-9 cm // on toward the fingers (ahead), spread across to the right; the back of the hand faces up. HandFrame WithPalm(HandFrame f) { const V3 up = Norm(f.knuckle - f.wrist), across{1, 0, 0}; f.middle = f.wrist + up * 0.09 + across * 0.01; f.ring = f.wrist + up * 0.085 + across * 0.03; f.little = f.wrist + up * 0.075 + across * 0.05; f.palm = true; return f; } void TestHandAxes() { const HandFrame f = WithPalm(Pointing(0)); const Axes a = HandAxes(f.wrist, f.middle, f.ring, f.little, 1); CHECK(a.ok, "axes from a hand"); CHECK(Dot(a.f, Norm(f.knuckle - f.wrist)) > 0.85, "forward toward the knuckles"); CHECK(a.u.y > 0.9, "up out of the back of the hand: (%.2f %.2f %.2f)", a.u.x, a.u.y, a.u.z); CHECK(a.r.x > 0.8, "across to the right: %.2f", a.r.x); // the left hand, mirrored: the same axes, so its yaw turns out to the left auto mirror = [](V3 v) { return V3{-v.x, v.y, v.z}; }; const Axes l = HandAxes(mirror(f.wrist), mirror(f.middle), mirror(f.ring), mirror(f.little), 0); CHECK(l.ok && l.u.y > 0.9 && l.r.x > 0.8, "left hand axes"); const V3 dr = HandDir(a, 1, 0, 20), dl = HandDir(l, 0, 0, 20); CHECK(Dot(dr, a.r) > 0.3 && Dot(dl, l.r) < -0.3, "yaw turns out on both sides: %.2f %.2f", Dot(dr, a.r), Dot(dl, l.r)); CHECK(Dot(HandDir(a, 1, -50, 0), a.u) < -0.7, "negative pitch tilts toward the palm"); // a collapsed hand has no axes CHECK(!HandAxes(f.wrist, f.wrist, f.wrist, f.wrist, 1).ok, "no axes from one point"); // a point pinned to the axes moves with the hand, turned and carried Anchor an; an.Pin(a, f.knuckle); Axes moved = a; moved.o = a.o + V3{0.1, 0, 0}; CHECK(Len(an.At(moved, f.knuckle, 1) - (f.knuckle + V3{0.1, 0, 0})) < 1e-9, "pinned: carried with the hand"); CHECK(Len(an.At(moved, f.knuckle, 0) - f.knuckle) < 1e-9, "weight 0: as measured"); } void TestTorsoWrists() { // the head turns 40 deg left while the hands point ahead: the torso turns a third of that const V3 wrists[2] = {{-0.17, 1.33, -0.36}, {0.17, 1.33, -0.36}}; Params on, off; off.torsoWrists = false; Body a(on), b(off); for (int i = 0; i <= 300; ++i) { const V3 fwd = i ? Dir(40 * kDeg, 0) : kForward; a.Update(i * 0.01, kEye, fwd, wrists, 2); b.Update(i * 0.01, kEye, fwd, wrists, 2); } CHECK(Near(b.TorsoYaw() / kDeg, 40, 0.5), "off: the torso follows the head (%.1f)", b.TorsoYaw() / kDeg); CHECK(a.TorsoYaw() / kDeg > 12 && a.TorsoYaw() / kDeg < 30, "on: the hands hold it back (%.1f)", a.TorsoYaw() / kDeg); // the right shoulder moved less, so the ray to a still hand turned less Body c(on); c.Update(0, kEye, kForward, wrists, 2); const V3 s0 = c.Shoulder(1); CHECK(Len(a.Shoulder(1) - s0) < Len(b.Shoulder(1) - s0) * 0.8, "the shoulder moved %.3f m, against %.3f", Len(a.Shoulder(1) - s0), Len(b.Shoulder(1) - s0)); // facing the hands with the head: as before Body d(on), e(off); for (int i = 0; i <= 100; ++i) d.Update(i * 0.01, kEye, kForward, wrists, 2), e.Update(i * 0.01, kEye, kForward); CHECK(Near(d.TorsoYaw(), e.TorsoYaw(), 1e-6), "hands ahead, head ahead: the same torso"); // never more than torsoMaxLag off the head Body f(on); const V3 side[1] = {{1.0, 1.3, 0}}; for (int i = 0; i <= 300; ++i) f.Update(i * 0.01, kEye, kForward, side, 1); CHECK(std::fabs(f.TorsoYaw() / kDeg) <= 30 + 1e-6, "within 30 deg of the head (%.1f)", f.TorsoYaw() / kDeg); } void TestHandWeight() { // weight 0: the palm joints change nothing Params p; p.handWeight = 0; Body b; HandRay a(1, p), c(1, p); for (int i = 0; i < 10; ++i) { const double t = i * kFrame; b.Update(t, kEye, kForward); a.Frame(b, Pointing(t), true); c.Frame(b, WithPalm(Pointing(t)), true); } CHECK(Len(a.Raw().dir - c.Raw().dir) < 1e-12 && Len(a.Raw().origin - c.Raw().origin) < 1e-12, "weight 0 = the shoulder's ray"); CHECK(a.Shown() && c.Shown(), "both shown"); // weight 1: the hand's own direction; between: on the way, the gate unchanged p.handWeight = 1; HandRay h(1, p); const HandFrame f = WithPalm(Pointing(0)); h.Frame(b, f, true); const V3 hd = HandDir(HandAxes(f.wrist, f.middle, f.ring, f.little, 1), 1, p.handPitch, p.handYaw); CHECK(fhsmooth::Angle(h.Raw().dir, hd) < 1e-6, "weight 1 = the hand's direction"); p.handWeight = 0.3; HandRay m(1, p); m.Frame(b, f, true); const double whole = fhsmooth::Angle(a.Raw().dir, hd), part = fhsmooth::Angle(a.Raw().dir, m.Raw().dir); CHECK(Near(part, 0.3 * whole, 1e-6), "weight 0.3 turns it %.1f of %.1f deg", part / kDeg, whole / kDeg); CHECK(m.LastTests().pitch == a.LastTests().pitch && m.LastTests().palm == a.LastTests().palm, "the tests read the shoulder's ray"); } void TestPinchAnchor() { // While a ray pinch is held, the knuckle point moving on its own (the fingers closing and // opening, a knuckle misread) doesn't move the ray; the hand moving does; the release eases back. Params p; p.pinchAnchor = true, p.holdShoulder = false, p.predict = 0; // (a jump's prediction would overshoot) Body b; HandRay r(1, p); double t = 0; for (; t < 0.3; t += kFrame) b.Update(t, kEye, kForward), r.Frame(b, WithPalm(Pointing(t)), true); CHECK(r.Shown(), "shown"); r.Hold(true, t); const V3 d0 = r.Raw().dir; double worst = 0; for (int i = 0; i < 15; ++i, t += kFrame) { HandFrame f = WithPalm(Pointing(t)); f.knuckle = f.knuckle + V3{0.01 * std::sin(i), -0.015, 0.01}; // the knuckles alone, up to 2 cm b.Update(t, kEye, kForward); r.Frame(b, f, true); worst = std::max(worst, fhsmooth::Angle(r.Raw().dir, d0) / kDeg); } CHECK(worst < 0.3, "the knuckles alone moved the held ray %.2f deg", worst); // the whole hand moves 5 cm right: the ray follows auto shifted = [](double t, V3 by, V3 kOff) { HandFrame f = WithPalm(Pointing(t)); for (V3 *v : {&f.knuckle, &f.wrist, &f.middle, &f.ring, &f.little}) *v = *v + by; f.knuckle = f.knuckle + kOff; return f; }; const V3 by{0.05, 0, 0}, kOff{0.0, -0.015, 0.01}; b.Update(t, kEye, kForward); r.Frame(b, shifted(t, by, kOff), true); t += kFrame; const V3 want = Norm(Pointing(0).knuckle + by - b.Shoulder(1)); CHECK(fhsmooth::Angle(r.Raw().dir, want) / kDeg < 0.3, "the hand moved: the ray followed (off by %.2f deg)", fhsmooth::Angle(r.Raw().dir, want) / kDeg); // released: held hideFor, then eases to the measured knuckles over shoulderBlend, no jump r.Hold(false, t); V3 last = r.Raw().dir; double biggest = 0; for (double end = t + p.hideFor + p.shoulderBlend + 0.2; t < end; t += kFrame) { b.Update(t, kEye, kForward); r.Frame(b, shifted(t, by, kOff), true); biggest = std::max(biggest, fhsmooth::Angle(r.Raw().dir, last) / kDeg); last = r.Raw().dir; } const V3 measured = Norm(Pointing(0).knuckle + by + kOff - b.Shoulder(1)); CHECK(fhsmooth::Angle(r.Raw().dir, measured) / kDeg < 0.05, "back on the measured knuckles"); CHECK(biggest < 0.5, "eased back: at most %.2f deg a frame", biggest); // off: the knuckles alone move it p.pinchAnchor = false; HandRay o(1, p); for (t = 0; t < 0.3; t += kFrame) b.Update(t, kEye, kForward), o.Frame(b, WithPalm(Pointing(t)), true); o.Hold(true, t); const V3 o0 = o.Raw().dir; HandFrame f = WithPalm(Pointing(t)); f.knuckle = f.knuckle + V3{0, -0.015, 0.01}; o.Frame(b, f, true); CHECK(fhsmooth::Angle(o.Raw().dir, o0) / kDeg > 1, "anchor off: the knuckles move the ray"); } } // namespace // The laser for pinching (user, 2026-10-11): up only with the thumb and index close, never in a fist. void TestReadyAndFist() { auto with = [](double gap, double curl) { return [gap, curl](double tt) { HandFrame f = Pointing(tt); f.gap = gap, f.curl = curl; return f; }; }; { Body b; HandRay r(1); double t = 0; CHECK(RunUntil(r, b, t, 1.0, true, with(0.12, 1.8)) < 0, "fingers 12 cm apart: no laser"); CHECK(r.LastTests().fails.find("ready") != std::string::npos, "the ready test says why: %s", r.LastTests().fails.c_str()); const double t0 = t; const double up = RunUntil(r, b, t, 1.0, true, with(0.04, 1.8)); CHECK(up >= 0 && up - t0 < 0.2, "fingers 4 cm apart: the laser within 0.2 s (%.2f)", up - t0); CHECK(RunUntil(r, b, t, 0.6, false, with(0.08, 1.8)) < 0, "8 cm apart again (under readyHide): it stays"); const double t1 = t; const double down = RunUntil(r, b, t, 1.0, false, with(0.14, 1.8)); CHECK(down >= 0 && down - t1 < 0.4, "opened to 14 cm: it goes (%.2f)", down - t1); } { Body b; HandRay r(1); double t = 0; CHECK(RunUntil(r, b, t, 1.0, true, with(0.01, 1.0)) < 0, "a fist (thumb on the index): no laser"); CHECK(RunUntil(r, b, t, 1.0, true, with(0.01, 1.45)) >= 0, "a pinch, the index out (1.45): the laser"); CHECK(RunUntil(r, b, t, 1.0, false, with(0.01, 0.98)) >= 0, "closing into a fist: it goes"); } { Body b; HandRay r(1); double t = 0; CHECK(RunUntil(r, b, t, 1.0, true, Pointing) >= 0, "no gap or curl known: the old gate"); } } int main() { TestReadyAndFist(); TestHandAxes(); TestTorsoWrists(); TestHandWeight(); TestPinchAnchor(); TestBody(); TestGateShowHide(); TestLapPinch(); TestPalmTowardYou(); TestTrackingAndControllerAndNear(); TestHold(); TestFilter(); if (failures) { std::printf("%d failures\n", failures); return 1; } std::printf("handray-test: ok\n"); return 0; }