Drive with bare hands in the cockpit

- With tracked hands on, a hand driving khr/simple_controller with camera-tracked joints is bare:
  latched through wheel_tracking_grace (Meta drops the select action while a hand is lost),
  cleared as soon as a controller's squeeze is back. Its palm joint stands in for the grip and a
  grasp from the middle, ring and little fingers' flexion (0 below 1.2 rad, 1 from 3.0) for the
  squeeze, so closing a hand on the rim takes hold under the wheel's own press and release. The
  grasp never reaches the game's buttons.
- In a cockpit race a bare hand holding the wheel holds the gas (A / South) and a pinch from a free
  bare hand uses an item (Z / L) once the hand has been off the wheel for 0.15 s. Only while the
  game has the remote's pointer off: KPAD publishes the game's pointer switch for the VR remote,
  so the pause menu and the results keep a right pinch as A. The pacing thread logs each change,
  to confirm on the headset that MKW turns the pointer off while driving.
- A held bare hand keeps its last joints drawn through a short loss; bare hands get no haptics.
  The headset panel's readout shows grasp, hold and pinch. Docs: OPENXR.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
iChris4andClaude Opus 5.5 committed 2026-09-25 00:08:25 +02:00
1 parent a21e22b605
commit 5a38377f61
8 files changed
+129 -9

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+28
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@@ -275,6 +275,13 @@ see [Steering wheel and hand
steering](#steering-wheel-and-hand-steering). Turning the wheel moves the controllers, and the game's
own motion detection still reads them, so a sharp enough turn can read as a shake.
**Bare hands.** On the Quest, with `hand_tracking` on and the controllers put down, the hands drive
`khr/simple_controller`: a right pinch is A with the pointer on the hand's aim ray, the left
palm-up pinch is + (pause), and in a cockpit race a hand on the wheel holds A and a free hand's
pinch is Z; see "Tracked hands" under [Steering wheel and hand
steering](#steering-wheel-and-hand-steering). A bare hand feeds no motion. With `hand_tracking` off
a bare hand presses nothing but +.
`"gamepad"` keeps the controllers one ordinary gamepad read through PAD as a GameCube controller:
A/B → South/East, X/Y → West/North, index triggers → trigger axes, grips → shoulders, thumbsticks
→ sticks (clicks → stick buttons), left menu → Start. Every binding in the F10 controller menu
@@ -528,6 +535,27 @@ no Wii Remote motion, so the permission changes nothing for players who leave th
PC none of this applies: a PC runtime can drive real controllers through `khr/simple_controller`
and synthesize joints for them, so a hand-edited `hand_tracking = true` only changes the drawing.
With tracked hands on, bare hands drive. A hand is bare while it drives `khr/simple_controller`
with camera-tracked joints, latched through `wheel_tracking_grace` (Meta also drops the select
action while a hand is lost) and cleared as soon as a controller's squeeze is back. Its palm joint
stands in for the grip and a grasp for the squeeze: the middle, ring and little fingers' flexion,
summed over each finger's three joints, read as 0 below 1.2 radians (a relaxed hand) and 1 from
3.0 (a hand closed on a rim), so the wheel's own 55 % press and 15 % release apply, and closing a
hand on the rim takes hold. The grasp never reaches the game's buttons (as a squeeze it would press
the gamepad's shoulders). In a cockpit race a bare hand holding the wheel holds the gas (A, the
gamepad's South) until both hands let go, and a pinch from a free bare hand uses an item (Z, the
gamepad's L) if the hand has been off the wheel for 0.15 s, so opening a hand off the rim does not
fire one; holding the pinch holds the button. The left palm-up pinch pauses (a pinch made in that
gesture is not an item: `XR_FB_hand_tracking_aim` reports the system gesture). Outside a race, and
in a race whenever the game has the remote's pointer on (the pause menu, the results), a right
pinch is A and the pointer follows the hand's aim ray; a left pinch does nothing, so the headset
panel cannot be opened with bare hands (an open one takes a right pinch, and the palm-up pinch
closes it). The game's pointer switch is read where KPAD polls the VR remote, and the log notes
each change (`OpenXR bare hands: the game's pointer is off (driving)`); with the gamepad
presentation there is no pointer, so the race controls apply throughout the cockpit. Manual drift
has no gesture: choose Automatic drift. The headset panel reads out each hand's source, grasp,
hold and pinch under the checkbox, for tuning.
**Hands and the separate wheel.** Hands are drawn while hand steering is on: the runtime's own hand
mesh where it offers one (`XR_EXT_hand_tracking` and `XR_FB_hand_tracking_mesh`, requested when
hand steering or tracked hands are on at launch), otherwise procedural gloves that curl with the
+1 -1
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@@ -534,7 +534,7 @@
<string name="vr_hand_steering">Hand steering</string>
<string name="vr_hand_steering_helper">In the cockpit, squeeze a grip near the steering wheel or handlebar to grab it, and turn it to steer. Releasing both grips gives steering back to the stick. Hand steering by heurazy.</string>
<string name="vr_hand_tracking">Tracked hands</string>
<string name="vr_hand_tracking_helper">The cockpit hands follow your own. Holding the controllers, the fingers follow their touch sensors; put the controllers down and the headset\'s cameras track your hands. Needs hand tracking on in the headset\'s settings.</string>
<string name="vr_hand_tracking_helper">The cockpit hands follow your own. Holding the controllers, the fingers follow their touch sensors. Put the controllers down to drive with bare hands: close a hand on the wheel to hold it, which also holds the gas; pinch with a free hand to use an item; pinch with your left palm facing you to pause. In menus, a right pinch is A. Choose Automatic drift. Needs hand tracking on in the headset\'s settings.</string>
<string name="vr_lean_back">Lean back angle</string>
<string name="vr_lean_back_helper">Tilts the race view back for playing reclined. 0 applies no tilt.</string>
+5
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@@ -237,6 +237,11 @@ private:
std::array<bool, kHands> m_squeeze_active{};
std::array<bool, kHands> m_hand_driven{};
std::array<bool, kHands> m_pinch{};
// Bare-hand driving: each hand's bare latch (camera joints, last grasp) and
// item pinch gate, and the game's pointer switch as last logged.
std::array<hand_tracking::BareLatch, kHands> m_bare_latch{};
std::array<hand_tracking::PinchGate, kHands> m_pinch_gate{};
int m_logged_game_pointer = -2;
uint64_t m_profile_serial = 0;
bool m_created = false;
+8
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@@ -56,10 +56,18 @@ bool OpenXRReadWiiRemote(OpenXRWiiRemoteSample& sample) noexcept;
// WPADControlMotor for the emulated remote.
void OpenXRSetWiiRemoteRumble(bool active) noexcept;
// Guest side: whether the game has the remote's pointer switched on, as KPAD
// reads it each time the game polls the VR remote (Input::WiiController::
// TogglePointer flips it). Tracked bare hands use it to tell driving from a
// menu inside a race; OpenXRInput logs every change.
void OpenXRPublishGamePointer(bool enabled) noexcept;
// XR side.
void OpenXRPublishWiiRemote(uint32_t sdl_joystick_id, const OpenXRWiiRemoteSample& sample) noexcept;
void OpenXRWithdrawWiiRemote() noexcept;
bool OpenXRWiiRemoteRumbleRequested() noexcept;
// The game's pointer switch: 1 on, 0 off, -1 not known (no remote polled yet).
int OpenXRGamePointerState() noexcept;
// The geometry and signal conditioning behind a sample, kept free of OpenXR
// types so it can be checked headlessly (tests/vr_wii_remote_tests.cpp).
+6
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@@ -1,5 +1,6 @@
#include "hle_stubs.h"
#include "memory.h"
#include "vr/openxr_wii_remote.h"
#include "wii_remote_input.h"
#include <algorithm>
@@ -276,6 +277,11 @@ extern "C" int32_t KPAD__Read_HLE(uint32_t chan, uint32_t statusPtr, uint32_t co
WiiRemoteInput::KpadSample sample;
const bool have = WiiRemoteInput::ReadKpadSample(chan, sample);
try {
if (have && WiiRemoteInput::IsVrControllerChannel(chan)) {
// Tracked bare hands drive with the pointer off and point at menus
// with it on (openxr_hand_tracking.h).
mkw::vr::OpenXRPublishGamePointer(DpdEnabled(chan));
}
return WriteStatus(chan, statusPtr, have ? &sample : nullptr);
} catch (const Memory::AccessViolation&) {
return 0;
+5 -2
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@@ -1192,8 +1192,11 @@ void DrawVrSteeringWheelSettings() {
ImGui::SetTooltip(
"%s", mkw::vr::OpenXRHandTrackingAvailable()
? "The cockpit hands follow your own. Holding the controllers, the fingers follow "
"their touch sensors; put the controllers down and the headset's cameras track "
"your hands. Needs hand tracking on in the headset's settings."
"their touch sensors. Put the controllers down to drive with bare hands: close a "
"hand on the wheel to hold it, which also holds the gas; pinch with a free hand "
"to use an item; pinch with your left palm facing you to pause. In menus, a "
"right pinch is A. Choose Automatic drift. Needs hand tracking on in the "
"headset's settings."
: "The cockpit hands follow your own, from the controllers' touch sensors or, "
"with the controllers put down, the headset's cameras. This session started "
"with hand steering and tracked hands off, so it applies after a restart.");
+65 -6
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@@ -744,6 +744,7 @@ void OpenXRInput::Destroy() {
m_hand_trackers_failed = m_logged_hand_restart = false;
m_logged_sources = {};
m_squeeze_active = m_hand_driven = m_pinch = {};
m_logged_game_pointer = -2;
m_profile_serial = 0;
DestroyPoseSpaces();
if (m_action_set != XR_NULL_HANDLE) {
@@ -970,6 +971,35 @@ void OpenXRInput::Sync(XrTime predicted_display_time, const OpenXRPointerScreen&
// steers through the left stick and keeps its grips from the game.
UpdateDriving(predicted_display_time, seat, hands, panel.withheld);
#if defined(__ANDROID__)
// Bare hands in a cockpit race: a hand on the wheel holds the gas and a free
// hand's pinch uses an item. Only while the game's pointer is off: the
// pause menu and the results keep the cockpit but need A from a pinch.
const bool wii_remote = OpenXRGetControllerMode() == OpenXRControllerMode::WiiRemote;
const int game_pointer = wii_remote ? OpenXRGamePointerState() : -1;
if (hand_tracking_on && game_pointer != m_logged_game_pointer) {
m_logged_game_pointer = game_pointer;
Log(OpenXRLogLevel::Info, game_pointer > 0 ? "OpenXR bare hands: the game's pointer is on (menu)"
: game_pointer == 0 ? "OpenXR bare hands: the game's pointer is off (driving)"
: "OpenXR bare hands: the game's pointer is unknown");
}
const bool bare_race = hand_tracking_on && m_driving.cockpit_active && m_driving.hand_steering &&
!panel.withheld && game_pointer <= 0;
if (bare_race) {
std::array<bool, kHands> bare_held{}, item_pinch{};
for (uint32_t hand = 0; hand < kHands; ++hand) {
bare_held[hand] = m_bare_latch[hand].Bare() && m_wheel_held[hand];
item_pinch[hand] = m_hand_driven[hand] && m_pinch_gate[hand].Update(m_pinch[hand], m_wheel_held[hand],
dt_seconds);
}
hand_tracking::ApplyBareHandRace(hands, m_hand_driven, bare_held, item_pinch);
} else {
for (auto& gate : m_pinch_gate) {
gate.Reset();
}
}
#endif
// While the panel has the controllers, the game sees them idle.
static const std::array<wii_remote::HandInputs, kHands> kIdleHands{};
const auto& game_hands = panel.withheld ? kIdleHands : hands;
@@ -1139,6 +1169,10 @@ void OpenXRInput::ResetDriving() {
m_wheel_time = 0;
m_driving = {};
m_joint_frame.valid = {};
for (uint32_t hand = 0; hand < kHands; ++hand) {
m_bare_latch[hand].Reset();
m_pinch_gate[hand].Reset();
}
OpenXRPublishDriving(m_driving);
}
@@ -1197,6 +1231,9 @@ void OpenXRInput::UpdateDriving(XrTime display_time, const driving::SeatFrame& s
constexpr XrSpaceLocationFlags kPoseValid =
XR_SPACE_LOCATION_POSITION_VALID_BIT | XR_SPACE_LOCATION_ORIENTATION_VALID_BIT;
const bool hand_tracking_on = RuntimeConfigFile::VrHandTracking();
// The wheel's own tracking grace (SteeringWheel::Update clamps it the same way).
const float grace = driving::IsFinite(tuning.trackingGrace) ? std::clamp(tuning.trackingGrace, 0.05f, 0.5f)
: 0.2f;
std::array<WheelHand, kHands> wheel_hands{};
for (uint32_t hand = 0; hand < kHands; ++hand) {
bool tracked = false;
@@ -1214,12 +1251,24 @@ void OpenXRInput::UpdateDriving(XrTime display_time, const driving::SeatFrame& s
}
const float squeeze = hands[hand].squeeze;
const TrackedHand& located = m_tracked_hands[hand];
const bool fresh_joints = hand_tracking_on && located.active && located.seated;
// A bare hand: camera-tracked joints on a hand driving simple_controller
// (Android), latched through the wheel's grace with its last grasp.
const bool camera_joints = fresh_joints && located.source != hand_tracking::Source::Controller;
const float grasp = camera_joints ? hand_tracking::GraspFromJoints(located.positions) : 0.0f;
const bool bare = hand_tracking_on &&
m_bare_latch[hand].Update(m_hand_driven[hand], m_squeeze_active[hand], camera_joints,
grasp, dt, grace);
if (!hand_tracking_on) {
m_bare_latch[hand].Reset();
}
// With tracked hands on, a hand whose joints were located is drawn from
// them (the controller's touch sensors, or the cameras). A bare hand is
// never drawn or steered from its grip pose, which would show an open
// hand wherever it rests.
const bool joints = hand_tracking_on && located.active && located.seated;
if (m_hand_driven[hand]) {
// them (the controller's touch sensors, or the cameras), and a bare hand
// holding the wheel keeps its last joints through a short loss. A bare
// hand is never drawn or steered from its grip pose, which would show
// an open hand wherever it rests.
const bool joints = fresh_joints || (bare && m_wheel_held[hand]);
if (m_hand_driven[hand] || bare) {
tracked = false;
}
DrivingHand& out = snapshot.hands[hand];
@@ -1229,10 +1278,20 @@ void OpenXRInput::UpdateDriving(XrTime display_time, const driving::SeatFrame& s
out.squeeze = squeeze;
out.seat_from_grip = seat_from_grip;
out.joints_valid = joints;
out.bare = bare;
out.source = located.source;
out.grasp = bare ? m_bare_latch[hand].Grasp() : grasp;
out.pinch = m_pinch[hand];
m_joint_frame.valid[hand] = joints;
wheel_hands[hand] = {seat_from_grip[3], seat_from_grip[7], seat_from_grip[11], squeeze, tracked};
if (bare) {
// The palm stands in for the grip, and the fingers' grasp for the
// squeeze; the grasp never reaches the game's buttons.
const auto& palm = m_joint_frame.seat_from_joint[hand][hand_tracking::kPalm];
wheel_hands[hand] = {palm[3], palm[7], palm[11], m_bare_latch[hand].Grasp(),
m_bare_latch[hand].Tracked()};
} else {
wheel_hands[hand] = {seat_from_grip[3], seat_from_grip[7], seat_from_grip[11], squeeze, tracked};
}
if (uses_geometry) {
wheel_hands[hand] = geometry.ToWheel(wheel_hands[hand]);
}
+11
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@@ -25,6 +25,8 @@ std::atomic<OpenXRControllerMode> g_mode{OpenXRControllerMode::WiiRemote};
// SDL_JoystickID of the virtual gamepad the samples belong to; 0 when none.
std::atomic<uint32_t> g_joystick_id{0};
std::atomic<bool> g_rumble{false};
// -1 until the game polls the VR remote, then its pointer switch.
std::atomic<int> g_game_pointer{-1};
} // namespace wii_remote_bridge
@@ -73,9 +75,18 @@ void OpenXRPublishWiiRemote(uint32_t sdl_joystick_id, const OpenXRWiiRemoteSampl
wii_remote_bridge::g_joystick_id.store(sdl_joystick_id, std::memory_order_relaxed);
}
void OpenXRPublishGamePointer(bool enabled) noexcept {
wii_remote_bridge::g_game_pointer.store(enabled ? 1 : 0, std::memory_order_relaxed);
}
int OpenXRGamePointerState() noexcept {
return wii_remote_bridge::g_game_pointer.load(std::memory_order_relaxed);
}
void OpenXRWithdrawWiiRemote() noexcept {
wii_remote_bridge::g_joystick_id.store(0, std::memory_order_relaxed);
wii_remote_bridge::g_rumble.store(false, std::memory_order_relaxed);
wii_remote_bridge::g_game_pointer.store(-1, std::memory_order_relaxed);
auto& published = wii_remote_bridge::Published();
std::lock_guard lock(published.mutex);
published.available = false;