From 8c5b307faf1c84bee364ca5fae9a12dbed1b9ee5 Mon Sep 17 00:00:00 2001 From: Malcolm Nixon Date: Tue, 25 Jun 2024 23:23:18 -0400 Subject: [PATCH] This PR modifies how the WebXR palm joint transform is calculated so it also has the correct rotation. --- modules/webxr/webxr_interface_js.cpp | 20 ++++++++++++++------ 1 file changed, 14 insertions(+), 6 deletions(-) diff --git a/modules/webxr/webxr_interface_js.cpp b/modules/webxr/webxr_interface_js.cpp index 916566fc1b2..6c18b650ee0 100644 --- a/modules/webxr/webxr_interface_js.cpp +++ b/modules/webxr/webxr_interface_js.cpp @@ -740,12 +740,20 @@ void WebXRInterfaceJS::_update_input_source(int p_input_source_id) { // WebXR doesn't have a palm joint, so we calculate it by finding the middle of the middle finger metacarpal bone. { - // 10 is the WebXR middle finger metacarpal joint, and 12 is the offset to the transform origin. - const float *start_pos = hand_joints + (10 * 16) + 12; - // 11 is the WebXR middle finger phalanx proximal joint, and 12 is the offset to the transform origin. - const float *end_pos = hand_joints + (11 * 16) + 12; - Transform3D palm_transform; - 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; + // Start by getting the middle finger metacarpal joint. + // Note: 10 is the WebXR middle finger metacarpal joint. + Transform3D palm_transform = _js_matrix_to_transform(hand_joints + (10 * 16)); + palm_transform.basis *= bone_adjustment; + + // Get the middle finger phalanx position. + // Note: 11 is the WebXR middle finger phalanx proximal joint and 12 is the origin offset. + const float *phalanx_pos = hand_joints + (11 * 16) + 12; + Vector3 phalanx(phalanx_pos[0], phalanx_pos[1], phalanx_pos[2]); + + // Offset the palm half-way towards the phalanx joint. + palm_transform.origin = (palm_transform.origin + phalanx) / 2.0; + + // Set the palm joint and the pose. hand_tracker->set_hand_joint_transform(XRHandTracker::HAND_JOINT_PALM, palm_transform); hand_tracker->set_pose("default", palm_transform, Vector3(), Vector3()); }