This PR modifies how the WebXR palm joint transform is calculated so it also has the correct rotation.
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@ -740,12 +740,20 @@ void WebXRInterfaceJS::_update_input_source(int p_input_source_id) {
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// WebXR doesn't have a palm joint, so we calculate it by finding the middle of the middle finger metacarpal bone.
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{
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// 10 is the WebXR middle finger metacarpal joint, and 12 is the offset to the transform origin.
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const float *start_pos = hand_joints + (10 * 16) + 12;
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// 11 is the WebXR middle finger phalanx proximal joint, and 12 is the offset to the transform origin.
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const float *end_pos = hand_joints + (11 * 16) + 12;
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Transform3D palm_transform;
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palm_transform.origin = (Vector3(start_pos[0], start_pos[1], start_pos[2]) + Vector3(end_pos[0], end_pos[1], end_pos[2])) / 2.0;
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// Start by getting the middle finger metacarpal joint.
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// Note: 10 is the WebXR middle finger metacarpal joint.
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Transform3D palm_transform = _js_matrix_to_transform(hand_joints + (10 * 16));
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palm_transform.basis *= bone_adjustment;
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// Get the middle finger phalanx position.
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// Note: 11 is the WebXR middle finger phalanx proximal joint and 12 is the origin offset.
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const float *phalanx_pos = hand_joints + (11 * 16) + 12;
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Vector3 phalanx(phalanx_pos[0], phalanx_pos[1], phalanx_pos[2]);
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// Offset the palm half-way towards the phalanx joint.
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palm_transform.origin = (palm_transform.origin + phalanx) / 2.0;
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// Set the palm joint and the pose.
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hand_tracker->set_hand_joint_transform(XRHandTracker::HAND_JOINT_PALM, palm_transform);
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hand_tracker->set_pose("default", palm_transform, Vector3(), Vector3());
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}
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