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- 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>
427 lines
17 KiB
C++
427 lines
17 KiB
C++
// SPDX-License-Identifier: GPL-3.0-or-later
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#pragma once
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// The cockpit hands from the headset's hand tracking ([vr] hand_tracking), and
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// what bare hands do once the controllers are put down.
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//
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// With the option on, the OpenXR pacing thread locates both hands' 26 joints
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// (XR_EXT_hand_tracking) every XR frame. Where a hand holds a controller, the
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// Quest builds them from the controller's touch sensors
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// (XR_EXT_hand_tracking_data_source's controller source); once the controllers
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// are put down, from its cameras, and the runtime then drives
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// /interaction_profiles/khr/simple_controller from the hand: select is an index
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// pinch, the left menu the palm-up menu gesture. The rules that turn all that
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// into the game's input live here, free of OpenXR, so they are tested headlessly
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// (tests/vr_hand_tracking_tests.cpp):
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//
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// - A hand is hand-driven when its squeeze action is inactive and its select
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// action active: the Touch profile binds squeeze, simple_controller does not.
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// That decides what its buttons mean, and needs no tracker, so the manifest's
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// hand-tracking permission can never let resting hands press anything.
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// - It is bare while it is hand-driven with camera-tracked joints, latched
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// through the wheel's tracking grace. That decides the wheel grab (the palm's
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// position, a grasp from the fingers' flexion) and the flick.
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//
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// Only the Android build applies these: a PC runtime can drive real controllers
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// through simple_controller and synthesize joints for them.
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#include "vr/openxr_wii_remote.h"
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <cstddef>
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#include <cstdint>
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#include <cstring>
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namespace mkw::vr::hand_tracking {
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// XR_HAND_JOINT_*_EXT order.
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inline constexpr size_t kJointCount = 26;
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inline constexpr size_t kPalm = 0;
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inline constexpr size_t kWrist = 1;
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// Each finger's metacarpal joint, thumb first. A finger's chain runs from there
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// to its tip; the thumb's has no intermediate joint, so it is one shorter.
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inline constexpr std::array<size_t, 5> kMetacarpal{2, 6, 11, 16, 21};
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inline constexpr std::array<size_t, 5> kTip{5, 10, 15, 20, 25};
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using Vec3 = std::array<float, 3>;
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using JointPositions = std::array<Vec3, kJointCount>;
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// Where a hand's joints came from this frame.
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enum class Source : uint8_t {
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None, // not located
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Controller, // built from a held controller's touch sensors
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Camera, // the headset's cameras
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Unknown, // located, but the runtime does not say how
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};
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inline const char* SourceLabel(Source source) noexcept {
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switch (source) {
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case Source::Controller: return "controller";
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case Source::Camera: return "camera";
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case Source::Unknown: return "tracked";
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default: return "none";
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}
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}
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// Both hands' joints in the seated frame (openxr_driving.h), for the cockpit
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// overlay: row-major 3x4 per joint, and each joint's radius in metres.
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struct HandJointFrame {
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std::array<bool, 2> valid{};
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std::array<std::array<std::array<float, 12>, kJointCount>, 2> seat_from_joint{};
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std::array<std::array<float, kJointCount>, 2> radius{};
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};
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inline bool IsFinite(float value) noexcept {
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// Bit test: the runtime may be built with -ffast-math.
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uint32_t bits = 0;
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std::memcpy(&bits, &value, sizeof(bits));
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return (bits & 0x7F800000u) != 0x7F800000u;
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}
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// The fingers' summed flexion that reads as an open hand, and as a hand closed
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// on the wheel's rim. A relaxed hand bends its three finger joints by roughly
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// 1.0 to 1.6 radians in all, which must stay under the wheel's 0.15 release;
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// a grip round a rim bends them well past the 0.55 press. Starting values for
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// tuning with the headset panel's readout.
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inline constexpr float kGraspOpenRadians = 1.2f;
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inline constexpr float kGraspClosedRadians = 3.0f;
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// The angle between two successive bones a->b and b->c, 0 for a straight
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// finger. Negative when a bone is too short to have a direction.
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inline float BendRadians(const Vec3& a, const Vec3& b, const Vec3& c) noexcept {
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const Vec3 u{b[0] - a[0], b[1] - a[1], b[2] - a[2]};
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const Vec3 v{c[0] - b[0], c[1] - b[1], c[2] - b[2]};
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const float uu = u[0] * u[0] + u[1] * u[1] + u[2] * u[2];
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const float vv = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
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if (!(uu > 1.0e-8f) || !(vv > 1.0e-8f)) {
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return -1.0f;
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}
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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]};
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const float sine = std::sqrt(cross[0] * cross[0] + cross[1] * cross[1] + cross[2] * cross[2]);
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const float cosine = u[0] * v[0] + u[1] * v[1] + u[2] * v[2];
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return std::atan2(sine, cosine);
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}
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// How far a hand is closed, 0 (open) to 1 (closed on a rim or in a fist): the
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// middle, ring and little fingers' flexion, each summed over their three
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// joints. The index finger and thumb are left out so pinching does not grab.
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// Angles only, so it is the same for either hand, at any size and in any
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// orientation. 0 for joints that are not finite or collapse onto each other.
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inline float GraspFromJoints(const JointPositions& joints) noexcept {
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for (const Vec3& joint : joints) {
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if (!IsFinite(joint[0]) || !IsFinite(joint[1]) || !IsFinite(joint[2])) {
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return 0.0f;
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}
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}
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float sum = 0.0f;
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for (size_t finger = 2; finger < 5; ++finger) {
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const size_t base = kMetacarpal[finger];
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float flex = 0.0f;
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for (size_t joint = base; joint + 2 <= base + 4; ++joint) {
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const float bend = BendRadians(joints[joint], joints[joint + 1], joints[joint + 2]);
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if (!(bend >= 0.0f)) {
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return 0.0f;
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}
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flex += bend;
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}
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sum += std::clamp((flex - kGraspOpenRadians) / (kGraspClosedRadians - kGraspOpenRadians), 0.0f, 1.0f);
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}
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return sum / 3.0f;
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}
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// Keeps a camera-tracked hand bare, with its last grasp, through a short loss
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// of tracking (fingers hidden behind the other hand, a hand turned edge-on):
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// long enough for the wheel's own grace to keep hold. A controller's squeeze
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// clears it at once, since a hand that picked one up is no longer bare.
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class BareLatch {
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public:
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// `hand_driven`: the hand drives simple_controller this frame.
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// `camera_joints`: its joints were located this frame, not from a controller.
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// `grace`: the wheel's tracking grace in seconds.
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bool Update(bool hand_driven, bool squeeze_active, bool camera_joints, float grasp, float dt,
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float grace) noexcept {
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if (squeeze_active) {
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Reset();
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return false;
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}
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if (hand_driven && camera_joints) {
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m_bare = true;
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m_tracked = true;
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m_lost = 0.0f;
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m_grasp = IsFinite(grasp) ? std::clamp(grasp, 0.0f, 1.0f) : 0.0f;
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return true;
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}
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if (m_bare) {
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m_tracked = false;
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m_lost += IsFinite(dt) ? std::clamp(dt, 0.0f, 0.1f) : 0.0f;
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if (m_lost <= grace) {
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return true;
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}
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}
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Reset();
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return false;
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}
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bool Bare() const noexcept { return m_bare; }
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// False while the latch is only bridging a loss of tracking.
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bool Tracked() const noexcept { return m_bare && m_tracked; }
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float Grasp() const noexcept { return m_bare ? m_grasp : 0.0f; }
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void Reset() noexcept { *this = BareLatch{}; }
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private:
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bool m_bare = false;
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bool m_tracked = false;
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float m_lost = 0.0f;
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float m_grasp = 0.0f;
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};
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// A pinch uses an item only when it starts on a hand that has been off the
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// wheel for a moment: a hand opening off the rim often reads as a pinch for a
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// frame or two. Holding the pinch holds the button, which trails an item.
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class PinchGate {
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public:
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static constexpr float kFreeSeconds = 0.15f;
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bool Update(bool pinch, bool held, float dt) noexcept {
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dt = IsFinite(dt) ? std::clamp(dt, 0.0f, 0.1f) : 0.0f;
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if (held) {
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m_free = 0.0f;
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m_firing = false;
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m_blocked = pinch;
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return false;
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}
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if (!pinch) {
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m_firing = false;
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m_blocked = false;
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m_free = std::min(m_free + dt, 1.0f);
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return false;
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}
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if (!m_firing && !m_blocked) {
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(m_free >= kFreeSeconds ? m_firing : m_blocked) = true;
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}
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m_free = std::min(m_free + dt, 1.0f);
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return m_firing;
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}
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void Reset() noexcept { *this = PinchGate{}; }
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private:
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float m_free = 0.0f;
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bool m_firing = false;
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bool m_blocked = false;
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};
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// A hand's pinch and menu gesture this frame. The runtime's own recognition
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// (XR_FB_hand_tracking_aim) is preferred when it is valid, and a pinch made
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// while the hand is in the system gesture (palm towards the face) is the menu
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// gesture, not a pinch. Otherwise the select and menu actions, as
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// simple_controller delivers them.
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struct Gestures {
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bool pinch = false;
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bool menu = false;
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};
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inline Gestures GesturesOf(bool aim_valid, bool aim_pinching, bool aim_menu, bool aim_system_gesture,
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bool action_select, bool action_menu) noexcept {
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if (aim_valid) {
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return {aim_pinching && !aim_system_gesture, aim_menu || action_menu};
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}
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return {action_select, action_menu};
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}
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// The select action as simple_controller delivers it: right select is bound to
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// the primary action, left select to the secondary one (openxr_input.cpp).
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inline bool SelectOf(const wii_remote::HandInputs& inputs, size_t hand) noexcept {
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return hand == 1 ? inputs.primary : inputs.secondary;
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}
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// Before anything reads the hands (the settings panel, then the game). A
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// hand-driven hand's select is replaced: with tracked hands on, a right pinch
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// stays A, for the menus, and a left one no longer toggles the settings panel;
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// with them off, the hand presses nothing but the menu gesture, so resting hands
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// with the controllers put down never press anything. Controller hands are left
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// alone.
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inline void ApplyHandDrivenButtons(std::array<wii_remote::HandInputs, 2>& hands,
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const std::array<bool, 2>& hand_driven, const std::array<bool, 2>& pinch,
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bool option_on) noexcept {
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for (size_t hand = 0; hand < hands.size(); ++hand) {
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if (!hand_driven[hand]) {
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continue;
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}
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hands[hand].primary = option_on && hand == 1 && pinch[hand];
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hands[hand].secondary = false;
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}
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}
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// In a cockpit race, after the wheel: a bare hand on the wheel holds the gas
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// (A: the right primary button), and an item pinch uses an item (the left
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// trigger: the Wii Remote's Z, the GameCube's L). A hand-driven right hand's
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// pinch stops meaning A there. The grasp itself never becomes a squeeze, which
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// would press the gamepad's shoulders (GameCube R drifts).
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inline void ApplyBareHandRace(std::array<wii_remote::HandInputs, 2>& hands,
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const std::array<bool, 2>& hand_driven, const std::array<bool, 2>& bare_held,
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const std::array<bool, 2>& item_pinch) noexcept {
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if (hand_driven[1]) {
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hands[1].primary = false;
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}
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if (bare_held[0] || bare_held[1]) {
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hands[1].primary = true;
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}
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if (item_pinch[0] || item_pinch[1]) {
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hands[0].trigger = 1.0f;
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}
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}
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// One bare hand for the flick detector: its palm's height in the seated frame.
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struct FlickHand {
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bool tracked = false;
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bool held = false;
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float height = 0.0f;
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};
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// A quick upward flick of the hands, the bare-hand shake that does a trick off
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// a ramp or pulls a wheelie. Both hands on the wheel must rise together at a
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// similar speed, so a turn, where one hand rises as the other drops, never
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// counts; a free hand counts alone, but a lone hand on the wheel does not
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// (that is a turn too). A rise must last a few samples and cover some height
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// soon enough, so tracking noise and a pose jumping when tracking comes back
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// never count; the second is also caught as an impossible speed.
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class FlickDetector {
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public:
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static constexpr float kRisingSpeed = 0.3f; // m/s: the hand is going up
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static constexpr float kJumpSpeed = 5.0f; // m/s: faster than a hand, a tracking jump
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static constexpr float kMinRise = 0.05f; // m
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static constexpr float kWindowSeconds = 0.15f; // to cover kMinRise
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static constexpr int kMinSamples = 3;
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static constexpr float kPairSpeed = 1.2f; // mean of both hands, m/s
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static constexpr float kPairEachSpeed = 0.6f;
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static constexpr float kPairSpeedDifference = 0.6f;
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static constexpr float kFreeSpeed = 1.5f;
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static constexpr float kCooldownSeconds = 0.5f;
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bool Update(const std::array<FlickHand, 2>& hands, float dt) noexcept {
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if (!IsFinite(dt) || dt <= 0.0f) {
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return false;
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}
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dt = std::min(dt, 0.1f);
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m_cooldown = std::max(m_cooldown - dt, 0.0f);
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std::array<float, 2> speed{};
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std::array<bool, 2> rising{};
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for (size_t hand = 0; hand < 2; ++hand) {
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rising[hand] = Step(m_tracks[hand], hands[hand], dt, speed[hand]);
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}
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if (m_cooldown > 0.0f) {
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return false;
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}
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bool fire = false;
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if (hands[0].held && hands[1].held) {
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fire = rising[0] && rising[1] && speed[0] >= kPairEachSpeed && speed[1] >= kPairEachSpeed &&
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0.5f * (speed[0] + speed[1]) >= kPairSpeed &&
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std::fabs(speed[0] - speed[1]) <= kPairSpeedDifference;
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}
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for (size_t hand = 0; hand < 2 && !fire; ++hand) {
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fire = hands[hand].tracked && !hands[hand].held && rising[hand] && speed[hand] >= kFreeSpeed;
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}
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if (fire) {
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m_cooldown = kCooldownSeconds;
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for (Track& track : m_tracks) {
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track.spent = true;
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}
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}
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return fire;
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}
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void Reset() noexcept { *this = FlickDetector{}; }
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private:
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struct Track {
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bool has_last = false;
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float last = 0.0f;
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bool rising = false;
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bool spent = false; // this rise already flicked, or took too long
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float start = 0.0f;
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float time = 0.0f;
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int samples = 0;
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};
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// Whether the hand is in a rise that qualifies, and that rise's mean speed.
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static bool Step(Track& track, const FlickHand& hand, float dt, float& speed) noexcept {
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if (!hand.tracked || !IsFinite(hand.height)) {
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track = {};
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return false;
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}
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if (!track.has_last) {
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track.has_last = true;
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track.last = hand.height;
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return false;
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}
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const float velocity = (hand.height - track.last) / dt;
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if (std::fabs(velocity) > kJumpSpeed) {
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track = {};
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track.has_last = true;
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track.last = hand.height;
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return false;
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}
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if (velocity >= kRisingSpeed) {
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if (!track.rising) {
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track.rising = true;
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track.spent = false;
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track.start = track.last;
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track.time = 0.0f;
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track.samples = 0;
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}
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track.time += dt;
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++track.samples;
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} else {
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track.rising = false;
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}
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track.last = hand.height;
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if (!track.rising || track.spent) {
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return false;
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}
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const float rise = hand.height - track.start;
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if (rise < kMinRise) {
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if (track.time > kWindowSeconds) {
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track.spent = true; // a slow lift, not a flick
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}
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return false;
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}
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if (track.samples < kMinSamples) {
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return false;
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}
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speed = rise / track.time;
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return true;
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}
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std::array<Track, 2> m_tracks{};
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float m_cooldown = 0.0f;
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};
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// The remote's accelerometer through one flick: up, then down, one cycle of a
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// shake, as Dolphin's emulated shake produces them. It lasts long enough that
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// the guest, which reads only the latest sample, sees it on at least three of
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// its frames; KPAD derives acc_speed from the change between them.
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inline constexpr int64_t kFlickPulseNs = 150'000'000;
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inline constexpr float kFlickPulseG = 3.0f;
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inline wii_remote::Vec3 FlickPulse(int64_t elapsed_ns, bool* active) noexcept {
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const wii_remote::Vec3 rest{0.0f, -1.0f, 0.0f};
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if (elapsed_ns < 0 || elapsed_ns >= kFlickPulseNs) {
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if (active != nullptr) {
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*active = false;
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}
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return rest;
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}
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if (active != nullptr) {
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*active = true;
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}
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const float phase = static_cast<float>(elapsed_ns) / static_cast<float>(kFlickPulseNs);
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const float swing = kFlickPulseG * std::sin(phase * 6.2831853f);
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return {0.0f, std::clamp(rest[1] + swing, -wii_remote::kAccelRangeG, wii_remote::kAccelRangeG), 0.0f};
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}
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} // namespace mkw::vr::hand_tracking
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