Build the VR gloves on the grip space OpenXR defines

On a Quest 3 the gloves' fingers pointed up out of the fist and bent out
of the back of the hand as the grip closed: they were built along the
grip's -Z, which runs up the tube the curled fingers form towards the
thumb, and curled towards -Y, which is backwards on the right hand.

The fingers now run along Y, forwards out of the palm (+Y on the right
hand, -Y on the left, the frame being right-handed), and close towards
+X, the palm's outward normal, with the thumb on the -Z side of both
hands. A test pins the reach, the closing direction and that nothing
bends out of the back of the hand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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iChris4andClaude Opus 5 committed 2026-09-22 22:41:00 +02:00
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@@ -92,25 +92,36 @@ inline void ellipsoid(std::vector<Vertex>& vertices,V center,V radii,V color) {
if(ring<5) triangle(vertices,b,c,d,color);
}
}
// Rounded palm and individually articulated fingers, in the controller's grip
// space as OpenXR defines it: the origin is the palm centroid, -Z runs up the
// tube the curled fingers form (little finger towards thumb), and +X is the
// palm's outward normal, so the fingers close towards +X. +Y completes the
// right-handed frame, which leaves it along the fingers on the right hand and
// against them on the left. Building the fingers on any other axis bends them
// out of the back of the hand (seen on a Quest 3 on 2026-09-22).
inline void glove(std::vector<Vertex>& v, const AuroraCockpitHand& hand, int side) {
const size_t start=v.size();
const V white{0.91f,0.95f,1.0f};
// Rounded palm and individually articulated fingers in grip-local metres.
ellipsoid(v,{0,0,0},{0.041f,0.018f,0.043f},white);
const float forward=side==0?-1.0f:1.0f; // hand 0 is the left one
const float curl=std::clamp(hand.held?0.85f:hand.squeeze,0.0f,1.0f);
// Thin through the palm's normal, a little wider across the knuckles than
// the palm is long.
ellipsoid(v,{0,0,0},{0.018f,0.043f,0.041f},white);
for(int finger=0;finger<4;++finger) {
V a{-0.025f+finger*0.017f,0,-0.028f};
// Index finger nearest the thumb (-Z), little finger last.
V a{0.0f,forward*0.030f,-0.025f+finger*0.017f};
const float length=finger==0||finger==3?0.021f:0.026f;
for(int joint=0;joint<3;++joint) {
const float angle=curl*(0.55f+joint*0.8f);
V b=add(a,{0,-std::sin(angle)*length,-std::cos(angle)*length});
V b=add(a,{std::sin(angle)*length,forward*std::cos(angle)*length,0.0f});
tube(v,a,b,0.008f,white);
ellipsoid(v,b,{0.008f,0.008f,0.008f},white);a=b;
}
}
const float sign=side? -1.0f:1.0f;
tube(v,{sign*0.025f,0,0.012f},{sign*0.048f,-0.012f,-0.012f},0.010f,white);
tube(v,{sign*0.048f,-0.012f,-0.012f},{sign*(0.055f-0.021f*curl),-0.018f,-0.041f},0.009f,white);
// Thumb: out of the palm's thumb side, closing across the fingers.
const V thumbKnuckle{0.026f,forward*0.034f,-0.030f};
tube(v,{0.010f,forward*0.012f,-0.034f},thumbKnuckle,0.010f,white);
tube(v,thumbKnuckle,{0.030f+0.014f*curl,forward*(0.052f-0.016f*curl),-0.020f},0.009f,white);
for(size_t i=start;i<v.size();++i) v[i].position=point(hand.seatFromGrip,v[i].position);
}
inline void runtime_hand(std::vector<Vertex>& out, const AuroraCockpitHand& hand, const HandMesh& mesh) {
@@ -112,6 +112,47 @@ TEST_F(CockpitGeometry, TrackedHandDrawsAGloveAtItsGrip) {
}
}
// The grip space OpenXR defines: -Z up the curled fingers' tube towards the
// thumb, +X out of the palm. So the fingers run along Y (+Y on the right hand,
// -Y on the left) and close towards +X, never out of the back of the hand.
TEST_F(CockpitGeometry, GloveFingersRunAlongTheHandAndCloseIntoThePalm) {
for (int side = 0; side < 2; ++side) {
const float forward = side == 0 ? -1.0f : 1.0f;
const auto build = [&](float squeeze) {
AuroraCockpit cockpit{};
cockpit.nativeWheel = true;
cockpit.hands[side].tracked = true;
cockpit.hands[side].squeeze = squeeze;
set_identity(cockpit.hands[side].seatFromGrip, {0.0f, 0.0f, 0.0f});
return aurora::gfx::cockpit::geometry(cockpit);
};
struct Extent {
float reach = 0.0f; // furthest along the fingers
float palm = 0.0f; // furthest towards the palm's normal
float back = 0.0f; // furthest out of the back of the hand
float across = 0.0f; // furthest across the knuckles
};
const auto measure = [&](const std::vector<Vertex>& vertices) {
Extent e{};
for (const auto& vertex : vertices) {
e.reach = std::max(e.reach, vertex.position[1] * forward);
e.palm = std::max(e.palm, vertex.position[0]);
e.back = std::min(e.back, vertex.position[0]);
e.across = std::max(e.across, std::abs(vertex.position[2]));
}
return e;
};
const auto open = measure(build(0.0f));
const auto closed = measure(build(1.0f));
EXPECT_GT(open.reach, 0.09f) << "open fingers reach along the hand, side " << side;
EXPECT_LT(open.palm, 0.05f) << "an open hand is flat, side " << side;
EXPECT_LT(closed.reach, open.reach - 0.02f) << "closing shortens the reach, side " << side;
EXPECT_GT(closed.palm, open.palm + 0.02f) << "closing moves the fingers into the palm, side " << side;
EXPECT_GT(closed.back, -0.03f) << "fingers never bend out of the back of the hand, side " << side;
EXPECT_LT(closed.across, 0.07f) << "fingers stay across the knuckles, side " << side;
}
}
TEST_F(CockpitGeometry, RuntimeHandMeshIsSkinnedWithoutNans) {
using namespace aurora::gfx::cockpit;
auto mesh = std::make_shared<HandMesh>();