Pose the cockpit hands from the headset's hand tracking

- New [vr] hand_tracking (default off, Quest only for now): the Quest launcher's Settings > VR and
  the headset panel's VR tab, under hand steering. Two XR_EXT_hand_tracking trackers are located
  every XR frame: with the controllers held the Quest builds the joints from their touch sensors
  (XR_EXT_hand_tracking_data_source's controller source), once they are put down from its
  cameras. The trackers exist only while the option and hand steering are on and also serve the
  runtime hand mesh; the extensions (plus XR_FB_hand_tracking_aim) are asked for when either is
  on at launch.
- Aurora skins the runtime mesh with the joints themselves (tracked pose times inverse bind pose,
  no curl, no grip); runtimes with joints but no mesh get a skeleton; non-finite joints put only
  that hand back on its grip curl. AuroraCockpitHand carries the 26 seated-frame joints and radii.
- The manifest declares horizonos.permission.HAND_TRACKING (and the deprecated
  com.oculus.permission.HAND_TRACKING), both normal permissions with no prompt on a Quest 3, and
  oculus.software.handtracking as optional; without it Horizon OS keeps the app controllers-only.
  Bare hands then drive khr/simple_controller, so on Android a hand whose squeeze action is
  inactive and select active is treated as bare: with the option off it presses nothing but the
  menu gesture, is not drawn and feeds no Wii Remote motion.
- Interaction-profile changes and tracker sources are logged. The pure rules (grasp from finger
  flexion, bare latch, pinch gate, bare-hand buttons, flick) live in the OpenXR-free
  vr/openxr_hand_tracking.h with mkw_vr_hand_tracking_tests; the driving and flick parts are
  wired in the next commits. Docs: OPENXR.md, docs/quest-port.md, README.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
iChris4andClaude Opus 5.5 committed 2026-09-25 00:05:48 +02:00
1 parent c990c595f0
commit a21e22b605
24 files changed
+1549 -49

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+16
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@@ -80,6 +80,7 @@ struct RuntimeUserConfig {
std::optional<bool> vrSteeringWheel;
std::optional<bool> vrNativeSteeringWheel;
std::optional<bool> vrHandSteering;
std::optional<bool> vrHandTracking;
std::optional<float> vrWheelKartDegrees;
std::optional<float> vrWheelBikeDegrees;
std::optional<float> vrWheelGrabDistance;
@@ -233,6 +234,11 @@ inline constexpr float kVrCockpitUnitsPerMeterMax = 400.0f;
inline constexpr bool kVrSteeringWheelDefault = true;
inline constexpr bool kVrNativeSteeringWheelDefault = true;
inline constexpr bool kVrHandSteeringDefault = true;
// The cockpit hands follow the headset's hand tracking (the controllers' touch
// sensors while they are held, the cameras once they are put down, when bare
// hands also drive). Opt-in, and only offered on the Quest for now; the
// launcher's Settings page shows the same default.
inline constexpr bool kVrHandTrackingDefault = false;
// Hand steering tuning ranges; the defaults are mkw::vr::WheelTuning's.
inline constexpr float kVrWheelDegreesMin = 20.0f, kVrWheelDegreesMax = 180.0f;
inline constexpr float kVrWheelGrabDistanceMin = 0.15f, kVrWheelGrabDistanceMax = 0.8f;
@@ -862,6 +868,7 @@ inline RuntimeUserConfig ParseConfigDocument(const toml::value& document) {
config.vrSteeringWheel = FindConfigValue<bool>(document, "vr", "steering_wheel");
config.vrNativeSteeringWheel = FindConfigValue<bool>(document, "vr", "native_steering_wheel");
config.vrHandSteering = FindConfigValue<bool>(document, "vr", "hand_steering");
config.vrHandTracking = FindConfigValue<bool>(document, "vr", "hand_tracking");
config.vrWheelKartDegrees = readRangedFloat("wheel_kart_degrees", kVrWheelDegreesMin, kVrWheelDegreesMax);
config.vrWheelBikeDegrees = readRangedFloat("wheel_bike_degrees", kVrWheelDegreesMin, kVrWheelDegreesMax);
config.vrWheelGrabDistance =
@@ -1263,6 +1270,11 @@ inline bool SetVrHandSteering(bool value) {
return WriteSetting("vr", "hand_steering", value ? "true" : "false");
}
inline bool SetVrHandTracking(bool value) {
Mutable().vrHandTracking = value;
return WriteSetting("vr", "hand_tracking", value ? "true" : "false");
}
inline bool SetVrWheelTuning(const mkw::vr::WheelTuning& tuning) {
auto& config = Mutable();
const auto write = [](const char* key, std::optional<float>& slot, float value, float low, float high) {
@@ -1746,6 +1758,10 @@ inline bool VrHandSteering(bool fallback = kVrHandSteeringDefault) {
return Get().vrHandSteering.value_or(fallback);
}
inline bool VrHandTracking(bool fallback = kVrHandTrackingDefault) {
return Get().vrHandTracking.value_or(fallback);
}
inline mkw::vr::WheelTuning VrWheelTuning() {
const auto& config = Get();
mkw::vr::WheelTuning tuning{};
+12
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@@ -17,6 +17,7 @@
// forward. It is the frame the first-person anchor places the vehicle in, so
// hands, wheel geometry and eye transforms all meet there.
#include "vr/openxr_hand_tracking.h"
#include "vr/openxr_wii_remote.h"
#include "vr/steering_wheel.h"
@@ -35,6 +36,17 @@ struct DrivingHand {
float squeeze = 0.0f;
// Row-major 3x4 from the controller's grip space into the seated frame.
std::array<float, 12> seat_from_grip{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f};
// Tracked hands ([vr] hand_tracking, openxr_hand_tracking.h). The joints
// themselves stay with OpenXRInput::HandJoints(), on the pacing thread;
// this says whether the cockpit draws the hand from them, and carries what
// the settings panel reads out: where they came from, whether the hand is
// bare (camera-tracked, no controller), how closed it is and whether it
// pinches.
bool joints_valid = false;
bool bare = false;
hand_tracking::Source source = hand_tracking::Source::None;
float grasp = 0.0f;
bool pinch = false;
};
struct DrivingSnapshot {
+15 -7
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@@ -13,7 +13,9 @@ namespace mkw::vr {
// AnimalCrossing-VR-MR-Standalone obtains its white hands from this Meta
// runtime extension, not from a distributable model asset. Use the same API,
// with a procedural fallback on PC runtimes that do not expose Meta meshes.
inline bool LoadRuntimeHandMeshes(OpenXRRuntime& runtime) {
// `existing` are the tracked hands' trackers (OpenXRInput::HandTracker), used
// where there is one; otherwise a tracker is made just for the mesh.
inline bool LoadRuntimeHandMeshes(OpenXRRuntime& runtime, const XrHandTrackerEXT* existing = nullptr) {
for (uint32_t h = 0; h < 2; ++h)
aurora_set_vr_hand_mesh(h, nullptr, 0, nullptr, 0, nullptr, nullptr, 0);
const auto& extensions = runtime.EnabledExtensions();
@@ -28,12 +30,18 @@ inline bool LoadRuntimeHandMeshes(OpenXRRuntime& runtime) {
if (!create || !destroy || !meshFn) return false;
bool any = false;
for (uint32_t h = 0; h < 2; ++h) {
XrHandTrackerCreateInfoEXT info{XR_TYPE_HAND_TRACKER_CREATE_INFO_EXT};
info.hand = h ? XR_HAND_RIGHT_EXT : XR_HAND_LEFT_EXT;
info.handJointSet = XR_HAND_JOINT_SET_DEFAULT_EXT;
XrHandTrackerEXT tracker = XR_NULL_HANDLE;
if (XR_FAILED(create(runtime.Session(), &info, &tracker))) continue;
struct Guard { XrHandTrackerEXT tracker; PFN_xrDestroyHandTrackerEXT destroy; ~Guard() { destroy(tracker); } } guard{tracker, destroy};
XrHandTrackerEXT tracker = existing != nullptr ? existing[h] : XR_NULL_HANDLE;
const bool owned = tracker == XR_NULL_HANDLE;
if (owned) {
XrHandTrackerCreateInfoEXT info{XR_TYPE_HAND_TRACKER_CREATE_INFO_EXT};
info.hand = h ? XR_HAND_RIGHT_EXT : XR_HAND_LEFT_EXT;
info.handJointSet = XR_HAND_JOINT_SET_DEFAULT_EXT;
if (XR_FAILED(create(runtime.Session(), &info, &tracker))) continue;
}
struct Guard {
XrHandTrackerEXT tracker; PFN_xrDestroyHandTrackerEXT destroy; bool owned;
~Guard() { if (owned) destroy(tracker); }
} guard{tracker, destroy, owned};
XrHandTrackingMeshFB mesh{XR_TYPE_HAND_TRACKING_MESH_FB};
if (XR_FAILED(meshFn(tracker, &mesh)) || mesh.jointCountOutput != 26 ||
!mesh.vertexCountOutput || mesh.vertexCountOutput > 65535 || !mesh.indexCountOutput ||
+426
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@@ -0,0 +1,426 @@
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
// The cockpit hands from the headset's hand tracking ([vr] hand_tracking), and
// what bare hands do once the controllers are put down.
//
// With the option on, the OpenXR pacing thread locates both hands' 26 joints
// (XR_EXT_hand_tracking) every XR frame. Where a hand holds a controller, the
// Quest builds them from the controller's touch sensors
// (XR_EXT_hand_tracking_data_source's controller source); once the controllers
// are put down, from its cameras, and the runtime then drives
// /interaction_profiles/khr/simple_controller from the hand: select is an index
// pinch, the left menu the palm-up menu gesture. The rules that turn all that
// into the game's input live here, free of OpenXR, so they are tested headlessly
// (tests/vr_hand_tracking_tests.cpp):
//
// - A hand is hand-driven when its squeeze action is inactive and its select
// action active: the Touch profile binds squeeze, simple_controller does not.
// That decides what its buttons mean, and needs no tracker, so the manifest's
// hand-tracking permission can never let resting hands press anything.
// - It is bare while it is hand-driven with camera-tracked joints, latched
// through the wheel's tracking grace. That decides the wheel grab (the palm's
// position, a grasp from the fingers' flexion) and the flick.
//
// Only the Android build applies these: a PC runtime can drive real controllers
// through simple_controller and synthesize joints for them.
#include "vr/openxr_wii_remote.h"
#include <algorithm>
#include <array>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <cstring>
namespace mkw::vr::hand_tracking {
// XR_HAND_JOINT_*_EXT order.
inline constexpr size_t kJointCount = 26;
inline constexpr size_t kPalm = 0;
inline constexpr size_t kWrist = 1;
// Each finger's metacarpal joint, thumb first. A finger's chain runs from there
// to its tip; the thumb's has no intermediate joint, so it is one shorter.
inline constexpr std::array<size_t, 5> kMetacarpal{2, 6, 11, 16, 21};
inline constexpr std::array<size_t, 5> kTip{5, 10, 15, 20, 25};
using Vec3 = std::array<float, 3>;
using JointPositions = std::array<Vec3, kJointCount>;
// Where a hand's joints came from this frame.
enum class Source : uint8_t {
None, // not located
Controller, // built from a held controller's touch sensors
Camera, // the headset's cameras
Unknown, // located, but the runtime does not say how
};
inline const char* SourceLabel(Source source) noexcept {
switch (source) {
case Source::Controller: return "controller";
case Source::Camera: return "camera";
case Source::Unknown: return "tracked";
default: return "none";
}
}
// Both hands' joints in the seated frame (openxr_driving.h), for the cockpit
// overlay: row-major 3x4 per joint, and each joint's radius in metres.
struct HandJointFrame {
std::array<bool, 2> valid{};
std::array<std::array<std::array<float, 12>, kJointCount>, 2> seat_from_joint{};
std::array<std::array<float, kJointCount>, 2> radius{};
};
inline bool IsFinite(float value) noexcept {
// Bit test: the runtime may be built with -ffast-math.
uint32_t bits = 0;
std::memcpy(&bits, &value, sizeof(bits));
return (bits & 0x7F800000u) != 0x7F800000u;
}
// The fingers' summed flexion that reads as an open hand, and as a hand closed
// on the wheel's rim. A relaxed hand bends its three finger joints by roughly
// 1.0 to 1.6 radians in all, which must stay under the wheel's 0.15 release;
// a grip round a rim bends them well past the 0.55 press. Starting values for
// tuning with the headset panel's readout.
inline constexpr float kGraspOpenRadians = 1.2f;
inline constexpr float kGraspClosedRadians = 3.0f;
// The angle between two successive bones a->b and b->c, 0 for a straight
// finger. Negative when a bone is too short to have a direction.
inline float BendRadians(const Vec3& a, const Vec3& b, const Vec3& c) noexcept {
const Vec3 u{b[0] - a[0], b[1] - a[1], b[2] - a[2]};
const Vec3 v{c[0] - b[0], c[1] - b[1], c[2] - b[2]};
const float uu = u[0] * u[0] + u[1] * u[1] + u[2] * u[2];
const float vv = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
if (!(uu > 1.0e-8f) || !(vv > 1.0e-8f)) {
return -1.0f;
}
const Vec3 cross{u[1] * v[2] - u[2] * v[1], u[2] * v[0] - u[0] * v[2], u[0] * v[1] - u[1] * v[0]};
const float sine = std::sqrt(cross[0] * cross[0] + cross[1] * cross[1] + cross[2] * cross[2]);
const float cosine = u[0] * v[0] + u[1] * v[1] + u[2] * v[2];
return std::atan2(sine, cosine);
}
// How far a hand is closed, 0 (open) to 1 (closed on a rim or in a fist): the
// middle, ring and little fingers' flexion, each summed over their three
// joints. The index finger and thumb are left out so pinching does not grab.
// Angles only, so it is the same for either hand, at any size and in any
// orientation. 0 for joints that are not finite or collapse onto each other.
inline float GraspFromJoints(const JointPositions& joints) noexcept {
for (const Vec3& joint : joints) {
if (!IsFinite(joint[0]) || !IsFinite(joint[1]) || !IsFinite(joint[2])) {
return 0.0f;
}
}
float sum = 0.0f;
for (size_t finger = 2; finger < 5; ++finger) {
const size_t base = kMetacarpal[finger];
float flex = 0.0f;
for (size_t joint = base; joint + 2 <= base + 4; ++joint) {
const float bend = BendRadians(joints[joint], joints[joint + 1], joints[joint + 2]);
if (!(bend >= 0.0f)) {
return 0.0f;
}
flex += bend;
}
sum += std::clamp((flex - kGraspOpenRadians) / (kGraspClosedRadians - kGraspOpenRadians), 0.0f, 1.0f);
}
return sum / 3.0f;
}
// Keeps a camera-tracked hand bare, with its last grasp, through a short loss
// of tracking (fingers hidden behind the other hand, a hand turned edge-on):
// long enough for the wheel's own grace to keep hold. A controller's squeeze
// clears it at once, since a hand that picked one up is no longer bare.
class BareLatch {
public:
// `hand_driven`: the hand drives simple_controller this frame.
// `camera_joints`: its joints were located this frame, not from a controller.
// `grace`: the wheel's tracking grace in seconds.
bool Update(bool hand_driven, bool squeeze_active, bool camera_joints, float grasp, float dt,
float grace) noexcept {
if (squeeze_active) {
Reset();
return false;
}
if (hand_driven && camera_joints) {
m_bare = true;
m_tracked = true;
m_lost = 0.0f;
m_grasp = IsFinite(grasp) ? std::clamp(grasp, 0.0f, 1.0f) : 0.0f;
return true;
}
if (m_bare) {
m_tracked = false;
m_lost += IsFinite(dt) ? std::clamp(dt, 0.0f, 0.1f) : 0.0f;
if (m_lost <= grace) {
return true;
}
}
Reset();
return false;
}
bool Bare() const noexcept { return m_bare; }
// False while the latch is only bridging a loss of tracking.
bool Tracked() const noexcept { return m_bare && m_tracked; }
float Grasp() const noexcept { return m_bare ? m_grasp : 0.0f; }
void Reset() noexcept { *this = BareLatch{}; }
private:
bool m_bare = false;
bool m_tracked = false;
float m_lost = 0.0f;
float m_grasp = 0.0f;
};
// A pinch uses an item only when it starts on a hand that has been off the
// wheel for a moment: a hand opening off the rim often reads as a pinch for a
// frame or two. Holding the pinch holds the button, which trails an item.
class PinchGate {
public:
static constexpr float kFreeSeconds = 0.15f;
bool Update(bool pinch, bool held, float dt) noexcept {
dt = IsFinite(dt) ? std::clamp(dt, 0.0f, 0.1f) : 0.0f;
if (held) {
m_free = 0.0f;
m_firing = false;
m_blocked = pinch;
return false;
}
if (!pinch) {
m_firing = false;
m_blocked = false;
m_free = std::min(m_free + dt, 1.0f);
return false;
}
if (!m_firing && !m_blocked) {
(m_free >= kFreeSeconds ? m_firing : m_blocked) = true;
}
m_free = std::min(m_free + dt, 1.0f);
return m_firing;
}
void Reset() noexcept { *this = PinchGate{}; }
private:
float m_free = 0.0f;
bool m_firing = false;
bool m_blocked = false;
};
// A hand's pinch and menu gesture this frame. The runtime's own recognition
// (XR_FB_hand_tracking_aim) is preferred when it is valid, and a pinch made
// while the hand is in the system gesture (palm towards the face) is the menu
// gesture, not a pinch. Otherwise the select and menu actions, as
// simple_controller delivers them.
struct Gestures {
bool pinch = false;
bool menu = false;
};
inline Gestures GesturesOf(bool aim_valid, bool aim_pinching, bool aim_menu, bool aim_system_gesture,
bool action_select, bool action_menu) noexcept {
if (aim_valid) {
return {aim_pinching && !aim_system_gesture, aim_menu || action_menu};
}
return {action_select, action_menu};
}
// The select action as simple_controller delivers it: right select is bound to
// the primary action, left select to the secondary one (openxr_input.cpp).
inline bool SelectOf(const wii_remote::HandInputs& inputs, size_t hand) noexcept {
return hand == 1 ? inputs.primary : inputs.secondary;
}
// Before anything reads the hands (the settings panel, then the game). A
// hand-driven hand's select is replaced: with tracked hands on, a right pinch
// stays A, for the menus, and a left one no longer toggles the settings panel;
// with them off, the hand presses nothing but the menu gesture, so resting hands
// with the controllers put down never press anything. Controller hands are left
// alone.
inline void ApplyHandDrivenButtons(std::array<wii_remote::HandInputs, 2>& hands,
const std::array<bool, 2>& hand_driven, const std::array<bool, 2>& pinch,
bool option_on) noexcept {
for (size_t hand = 0; hand < hands.size(); ++hand) {
if (!hand_driven[hand]) {
continue;
}
hands[hand].primary = option_on && hand == 1 && pinch[hand];
hands[hand].secondary = false;
}
}
// In a cockpit race, after the wheel: a bare hand on the wheel holds the gas
// (A: the right primary button), and an item pinch uses an item (the left
// trigger: the Wii Remote's Z, the GameCube's L). A hand-driven right hand's
// pinch stops meaning A there. The grasp itself never becomes a squeeze, which
// would press the gamepad's shoulders (GameCube R drifts).
inline void ApplyBareHandRace(std::array<wii_remote::HandInputs, 2>& hands,
const std::array<bool, 2>& hand_driven, const std::array<bool, 2>& bare_held,
const std::array<bool, 2>& item_pinch) noexcept {
if (hand_driven[1]) {
hands[1].primary = false;
}
if (bare_held[0] || bare_held[1]) {
hands[1].primary = true;
}
if (item_pinch[0] || item_pinch[1]) {
hands[0].trigger = 1.0f;
}
}
// One bare hand for the flick detector: its palm's height in the seated frame.
struct FlickHand {
bool tracked = false;
bool held = false;
float height = 0.0f;
};
// A quick upward flick of the hands, the bare-hand shake that does a trick off
// a ramp or pulls a wheelie. Both hands on the wheel must rise together at a
// similar speed, so a turn, where one hand rises as the other drops, never
// counts; a free hand counts alone, but a lone hand on the wheel does not
// (that is a turn too). A rise must last a few samples and cover some height
// soon enough, so tracking noise and a pose jumping when tracking comes back
// never count; the second is also caught as an impossible speed.
class FlickDetector {
public:
static constexpr float kRisingSpeed = 0.3f; // m/s: the hand is going up
static constexpr float kJumpSpeed = 5.0f; // m/s: faster than a hand, a tracking jump
static constexpr float kMinRise = 0.05f; // m
static constexpr float kWindowSeconds = 0.15f; // to cover kMinRise
static constexpr int kMinSamples = 3;
static constexpr float kPairSpeed = 1.2f; // mean of both hands, m/s
static constexpr float kPairEachSpeed = 0.6f;
static constexpr float kPairSpeedDifference = 0.6f;
static constexpr float kFreeSpeed = 1.5f;
static constexpr float kCooldownSeconds = 0.5f;
bool Update(const std::array<FlickHand, 2>& hands, float dt) noexcept {
if (!IsFinite(dt) || dt <= 0.0f) {
return false;
}
dt = std::min(dt, 0.1f);
m_cooldown = std::max(m_cooldown - dt, 0.0f);
std::array<float, 2> speed{};
std::array<bool, 2> rising{};
for (size_t hand = 0; hand < 2; ++hand) {
rising[hand] = Step(m_tracks[hand], hands[hand], dt, speed[hand]);
}
if (m_cooldown > 0.0f) {
return false;
}
bool fire = false;
if (hands[0].held && hands[1].held) {
fire = rising[0] && rising[1] && speed[0] >= kPairEachSpeed && speed[1] >= kPairEachSpeed &&
0.5f * (speed[0] + speed[1]) >= kPairSpeed &&
std::fabs(speed[0] - speed[1]) <= kPairSpeedDifference;
}
for (size_t hand = 0; hand < 2 && !fire; ++hand) {
fire = hands[hand].tracked && !hands[hand].held && rising[hand] && speed[hand] >= kFreeSpeed;
}
if (fire) {
m_cooldown = kCooldownSeconds;
for (Track& track : m_tracks) {
track.spent = true;
}
}
return fire;
}
void Reset() noexcept { *this = FlickDetector{}; }
private:
struct Track {
bool has_last = false;
float last = 0.0f;
bool rising = false;
bool spent = false; // this rise already flicked, or took too long
float start = 0.0f;
float time = 0.0f;
int samples = 0;
};
// Whether the hand is in a rise that qualifies, and that rise's mean speed.
static bool Step(Track& track, const FlickHand& hand, float dt, float& speed) noexcept {
if (!hand.tracked || !IsFinite(hand.height)) {
track = {};
return false;
}
if (!track.has_last) {
track.has_last = true;
track.last = hand.height;
return false;
}
const float velocity = (hand.height - track.last) / dt;
if (std::fabs(velocity) > kJumpSpeed) {
track = {};
track.has_last = true;
track.last = hand.height;
return false;
}
if (velocity >= kRisingSpeed) {
if (!track.rising) {
track.rising = true;
track.spent = false;
track.start = track.last;
track.time = 0.0f;
track.samples = 0;
}
track.time += dt;
++track.samples;
} else {
track.rising = false;
}
track.last = hand.height;
if (!track.rising || track.spent) {
return false;
}
const float rise = hand.height - track.start;
if (rise < kMinRise) {
if (track.time > kWindowSeconds) {
track.spent = true; // a slow lift, not a flick
}
return false;
}
if (track.samples < kMinSamples) {
return false;
}
speed = rise / track.time;
return true;
}
std::array<Track, 2> m_tracks{};
float m_cooldown = 0.0f;
};
// The remote's accelerometer through one flick: up, then down, one cycle of a
// shake, as Dolphin's emulated shake produces them. It lasts long enough that
// the guest, which reads only the latest sample, sees it on at least three of
// its frames; KPAD derives acc_speed from the change between them.
inline constexpr int64_t kFlickPulseNs = 150'000'000;
inline constexpr float kFlickPulseG = 3.0f;
inline wii_remote::Vec3 FlickPulse(int64_t elapsed_ns, bool* active) noexcept {
const wii_remote::Vec3 rest{0.0f, -1.0f, 0.0f};
if (elapsed_ns < 0 || elapsed_ns >= kFlickPulseNs) {
if (active != nullptr) {
*active = false;
}
return rest;
}
if (active != nullptr) {
*active = true;
}
const float phase = static_cast<float>(elapsed_ns) / static_cast<float>(kFlickPulseNs);
const float swing = kFlickPulseG * std::sin(phase * 6.2831853f);
return {0.0f, std::clamp(rest[1] + swing, -wii_remote::kAccelRangeG, wii_remote::kAccelRangeG), 0.0f};
}
} // namespace mkw::vr::hand_tracking
+57
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@@ -6,6 +6,7 @@
#include "vr/camera_toggle.h"
#include "vr/openxr_driving.h"
#include "vr/openxr_hand_tracking.h"
#include "vr/openxr_runtime.h"
#include "vr/openxr_settings_panel.h"
#include "vr/openxr_wii_remote.h"
@@ -66,6 +67,15 @@ struct OpenXRPointerScreen {
// the game (a shoulder on the gamepad; as a Wii Remote the grips are unbound,
// so a hand on the wheel cannot hold down a button).
//
// Tracked hands ([vr] hand_tracking, with hand steering): two hand trackers
// (XR_EXT_hand_tracking) located every frame give the cockpit the hands' own
// joints, from the controllers' touch sensors while they are held and from the
// cameras once they are put down. On the Quest a hand that drives
// khr/simple_controller instead of the Touch profile has bare-hand buttons
// (openxr_hand_tracking.h): with the option off it presses nothing but the menu
// gesture, so the manifest's hand-tracking permission changes nothing for
// players who leave it off.
//
// A right-thumbstick click on its own toggles the first-person camera, as its
// F10 checkbox does (first_person_toggle_click).
//
@@ -105,6 +115,13 @@ public:
// The cockpit state the last Sync published (also OpenXRReadDriving()).
const DrivingSnapshot& Driving() const noexcept { return m_driving; }
// The tracked hands' joints in the seated frame, as the last Sync located
// them; read on the pacing thread only.
const hand_tracking::HandJointFrame& HandJoints() const noexcept { return m_joint_frame; }
// A hand's tracker while tracked hands keep one, else XR_NULL_HANDLE.
XrHandTrackerEXT HandTracker(uint32_t hand) const noexcept {
return hand < kHands ? m_hand_trackers[hand] : XR_NULL_HANDLE;
}
// Publishes a remote with nothing held, at rest and not pointing, and stops
// the haptics, for frames without focused input.
@@ -140,6 +157,14 @@ private:
void UpdateDriving(XrTime display_time, const driving::SeatFrame& seat,
std::array<wii_remote::HandInputs, kHands>& hands, bool withheld);
void ResetDriving();
// Tracked hands: the extension's functions at Create, the trackers as the
// settings ask for them, and both hands located for `time`, their joints
// in `seat` when it is valid.
void LoadHandTracking();
void UpdateHandTrackers();
void DestroyHandTrackers();
void LocateHands(XrTime time, const driving::SeatFrame& seat);
void LogInteractionProfiles();
void UpdateRumble();
void StopRumble();
bool Check(XrResult result, const char* operation);
@@ -182,6 +207,38 @@ private:
bool m_wheel_uses_geometry = false;
bool m_wheel_bike = false;
DrivingSnapshot m_driving{};
// Tracked hands.
struct TrackedHand {
bool active = false; // joints located this frame
bool seated = false; // and written into m_joint_frame, in the seated frame
hand_tracking::Source source = hand_tracking::Source::None;
hand_tracking::JointPositions positions{}; // application space
// XR_FB_hand_tracking_aim: the runtime's own pinch and menu gesture.
bool aim_valid = false;
bool aim_pinching = false;
bool aim_menu = false;
bool aim_system_gesture = false;
};
PFN_xrCreateHandTrackerEXT m_create_hand_tracker = nullptr;
PFN_xrDestroyHandTrackerEXT m_destroy_hand_tracker = nullptr;
PFN_xrLocateHandJointsEXT m_locate_hand_joints = nullptr;
bool m_hand_data_source = false; // XR_EXT_hand_tracking_data_source
bool m_hand_aim = false; // XR_FB_hand_tracking_aim
XrHandTrackerEXT m_hand_trackers[kHands]{};
bool m_hand_trackers_failed = false;
bool m_logged_hand_restart = false;
std::array<TrackedHand, kHands> m_tracked_hands{};
hand_tracking::HandJointFrame m_joint_frame{};
std::array<hand_tracking::Source, kHands> m_logged_sources{hand_tracking::Source::None,
hand_tracking::Source::None};
// Per frame, from the actions: a controller is in the hand (its squeeze is
// bound), and the hand drives simple_controller (Android only).
std::array<bool, kHands> m_squeeze_active{};
std::array<bool, kHands> m_hand_driven{};
std::array<bool, kHands> m_pinch{};
uint64_t m_profile_serial = 0;
bool m_created = false;
bool m_logged_sync_failure = false;
bool m_logged_pointer = false;
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@@ -78,6 +78,10 @@ void OpenXRSetImmersiveWindow(bool enabled) noexcept;
// 0 = Off, 1 = Auto, otherwise 72/90/120 as a rendering-rate ceiling.
void OpenXRSetFrameInterpolationFps(uint32_t target) noexcept;
bool OpenXRFrameInterpolationAvailable() noexcept;
// This session started with XR_EXT_hand_tracking, so [vr] hand_tracking applies
// live (it is asked for when hand steering or tracked hands are on at launch).
bool OpenXRHandTrackingAvailable() noexcept;
struct OpenXRFrameTiming {
float headset_hz = 0;
float rendered_fps = 0; // Newly rendered pairs; excludes retained-layer repeats.
+4
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@@ -209,6 +209,9 @@ public:
XrSpace ViewSpace() const { return m_view_space; }
XrSessionState SessionState() const { return m_session_state; }
uint64_t SessionRunSerial() const { return m_session_run_serial; }
// Advances each time the runtime reports that a hand's interaction profile
// changed (a controller picked up or put down).
uint64_t InteractionProfileSerial() const { return m_interaction_profile_serial; }
XrReferenceSpaceType AppSpaceType() const { return m_app_space_type; }
XrEnvironmentBlendMode EnvironmentBlendMode() const { return m_blend_mode; }
@@ -281,6 +284,7 @@ private:
FramePhase m_frame_phase = FramePhase::Idle;
uint64_t m_session_run_serial = 0;
uint64_t m_interaction_profile_serial = 0;
uint64_t m_next_frame_serial = 1;
uint64_t m_active_frame_serial = 0;
XrTime m_active_frame_display_time = 0;