Commit Graph
5 Commits
Author SHA1 Message Date
iChris4andClaude Opus 5.5 a21e22b605 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>
2026-09-25 00:05:48 +02:00
iChris4andClaude Opus 5 4438a300b8 Mirror the right glove across the palm, not along the fingers
OpenXR's grip +X is normal to the palm but points away from it on the left hand
and into it on the right, which is exactly what makes both grips carry the same
orientation when the hands hold a wheel symmetrically. The fingers therefore run
along -Y on both hands, and it is the geometry across the palm that mirrors.
Building the right hand's fingers on +Y instead left them pointing at the player
while the real hand faced forward.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 01:37:41 +02:00
iChris4andClaude Opus 5 248bd6787d Curl the runtime hand mesh's fingers towards the palm
The Quest offers XR_FB_hand_tracking_mesh without the app declaring hand
tracking, so a Quest 3 draws the runtime's own hand mesh rather than the
procedural gloves, and its fingers bent backwards on grip: the mesh's
joints point -Z towards the fingertip and +Y out of the back of the hand,
so flexion is negative about the joint's own X, on both hands. Fix and
test by the repository owner; OPENXR.md said the Quest always drew the
gloves, which was wrong.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 23:40:14 +02:00
iChris4andClaude Opus 5 d0a53363ac 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>
2026-09-22 22:41:00 +02:00
iChris4 21b8d209dd Add the VR cockpit overlay to Aurora's eye replay
A stereo packet can now carry an AuroraCockpit: tracked hands and, when the
vehicle's own wheel cannot be animated, a synthetic steering wheel or
handlebar, all in metres in the seated frame. Each eye draws it inside the
scene's pass just before the first virtual-screen draw, depth-tested with
the world's own depth mapping (captured from a full-view world draw), so
the kart and track occlude the hands and the 2D layer cannot hide them.
Hands use a runtime-provided hand mesh when one is supplied and a
procedural glove otherwise.

aurora_set_stereo_scene_anchor_scaled lets the sealed frame own its world
scale: each eye's head translation is rescaled from the packet's scale to
the frame's. A non-finite cockpit is dropped with one warning; the frame
still renders.

Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).
2026-09-22 03:55:31 +02:00