Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix XRHandModifier3D scaling #89130

Merged
merged 1 commit into from
Mar 6, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 2 additions & 0 deletions doc/classes/XRHandModifier3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,8 @@
</brief_description>
<description>
This node uses hand tracking data from a [XRHandTracker] to animate the skeleton of a hand mesh.
This node positions itself at the [constant XRHandTracker.HAND_JOINT_PALM] position and scales itself to [member XRServer.world_scale]. Adding the hand model as a child of this node will result in the model being positioned and scaled correctly for XR experiences.
The hand tracking position-data is scaled by [member Skeleton3D.motion_scale] when applied to the skeleton, which can be used to adjust the tracked hand to match the scale of the hand model.
</description>
<tutorials>
<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
Expand Down
15 changes: 10 additions & 5 deletions scene/3d/xr_hand_modifier_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -213,21 +213,23 @@ void XRHandModifier3D::_update_skeleton() {
return;
}

// Get the world and skeleton scale.
const float ws = xr_server->get_world_scale();
const float ss = skeleton->get_motion_scale();

// We cache our transforms so we can quickly calculate local transforms.
bool has_valid_data[XRHandTracker::HAND_JOINT_MAX];
Transform3D transforms[XRHandTracker::HAND_JOINT_MAX];
Transform3D inv_transforms[XRHandTracker::HAND_JOINT_MAX];

const float ws = xr_server->get_world_scale();

if (tracker->get_has_tracking_data()) {
for (int joint = 0; joint < XRHandTracker::HAND_JOINT_MAX; joint++) {
BitField<XRHandTracker::HandJointFlags> flags = tracker->get_hand_joint_flags((XRHandTracker::HandJoint)joint);
has_valid_data[joint] = flags.has_flag(XRHandTracker::HAND_JOINT_FLAG_ORIENTATION_VALID);

if (has_valid_data[joint]) {
transforms[joint] = tracker->get_hand_joint_transform((XRHandTracker::HandJoint)joint);
transforms[joint].origin *= ws;
transforms[joint].origin *= ss;
inv_transforms[joint] = transforms[joint].inverse();
}
}
Expand All @@ -253,8 +255,11 @@ void XRHandModifier3D::_update_skeleton() {
skeleton->set_bone_pose_rotation(joints[joint].bone, Quaternion(relative_transform.basis));
}

// Transform to the skeleton pose.
set_transform(transforms[XRHandTracker::HAND_JOINT_PALM]);
// Transform to the skeleton pose. This uses the HAND_JOINT_PALM position without skeleton-scaling, as it
// must be positioned to match the physical hand location. It is scaled with the world space to match
// the scaling done to the camera and eyes.
set_transform(
tracker->get_hand_joint_transform(XRHandTracker::HAND_JOINT_PALM) * ws);

set_visible(true);
} else {
Expand Down
Loading