Merge pull request #89130 from Malcolmnixon/xr-hand-scaling
Fix XRHandModifier3D scaling
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commit
fcb0adf132
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@ -5,6 +5,8 @@
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</brief_description>
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<description>
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This node uses hand tracking data from a [XRHandTracker] to animate the skeleton of a hand mesh.
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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.
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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.
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</description>
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<tutorials>
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<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
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@ -213,13 +213,15 @@ void XRHandModifier3D::_update_skeleton() {
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return;
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}
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// Get the world and skeleton scale.
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const float ws = xr_server->get_world_scale();
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const float ss = skeleton->get_motion_scale();
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// We cache our transforms so we can quickly calculate local transforms.
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bool has_valid_data[XRHandTracker::HAND_JOINT_MAX];
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Transform3D transforms[XRHandTracker::HAND_JOINT_MAX];
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Transform3D inv_transforms[XRHandTracker::HAND_JOINT_MAX];
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const float ws = xr_server->get_world_scale();
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if (tracker->get_has_tracking_data()) {
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for (int joint = 0; joint < XRHandTracker::HAND_JOINT_MAX; joint++) {
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BitField<XRHandTracker::HandJointFlags> flags = tracker->get_hand_joint_flags((XRHandTracker::HandJoint)joint);
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@ -227,7 +229,7 @@ void XRHandModifier3D::_update_skeleton() {
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if (has_valid_data[joint]) {
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transforms[joint] = tracker->get_hand_joint_transform((XRHandTracker::HandJoint)joint);
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transforms[joint].origin *= ws;
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transforms[joint].origin *= ss;
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inv_transforms[joint] = transforms[joint].inverse();
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}
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}
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@ -253,8 +255,11 @@ void XRHandModifier3D::_update_skeleton() {
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skeleton->set_bone_pose_rotation(joints[joint].bone, Quaternion(relative_transform.basis));
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}
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// Transform to the skeleton pose.
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set_transform(transforms[XRHandTracker::HAND_JOINT_PALM]);
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// Transform to the skeleton pose. This uses the HAND_JOINT_PALM position without skeleton-scaling, as it
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// must be positioned to match the physical hand location. It is scaled with the world space to match
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// the scaling done to the camera and eyes.
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set_transform(
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tracker->get_hand_joint_transform(XRHandTracker::HAND_JOINT_PALM) * ws);
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set_visible(true);
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} else {
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