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Frametop--frametop/pointer/tests/handray-test.cpp
T
DeeJanuzandClaude Opus 5.5 93adab7302 Hand ray: the torso faces the head and the hands (StereoKit's body model)
Ideas from StereoKit (MIT, 07b9f0d), credited where a formula comes from it:
- The torso faces the head's forward counted twice plus the direction to
  each wrist seen (POINTER_RAY_TORSO_WRISTS, on), so looking aside while
  pointing swings the shoulders, and the ray, less. probe-moves replay: the
  shoulder's share of a still hand's ray motion 20 -> 18%, p90 2.0-3.7 ->
  1.7-3.6 deg/s; the tap capture: nothing worse.
- The ray can turn toward the hand's own direction, from the palm's axes
  (wrist, middle, ring and little knuckles) tilted -30/8 deg
  (POINTER_RAY_HAND_WEIGHT, 0). Off: every weight measured worse (at 0.3:
  judder 0.07-0.14 -> 0.11-0.33 deg rms per 90 Hz tick, raw jumps over
  3 deg 159 -> 330). The gate still tests the shoulder's ray.
- The knuckle point can be pinned to the palm's axes during a pinch, easing
  back on the steady shoulder's schedule (POINTER_RAY_ANCHOR, 0). Off: our
  pinch point is the knuckles already, and pinned it shook as much or more
  and kicked no less on release, fitted or not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:15:51 -06:00

434 lines
17 KiB
C++

// 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 <cmath>
#include <cstdio>
#include <functional>
#include <random>
#include <vector>
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<HandFrame(double)> &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<double> n(0, 0.002);
Body b;
HandRay r(1);
double t = 0;
std::vector<double> 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<double> &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
int main() {
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;
}