Tune hand pressure visualization
This commit is contained in:
229
src/app.rs
229
src/app.rs
@@ -62,6 +62,7 @@ pub struct EskinDesktopApp {
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latest_matrix_rows: u32,
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latest_matrix_rows: u32,
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latest_matrix_cols: u32,
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latest_matrix_cols: u32,
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last_sample_at: Option<Instant>,
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last_sample_at: Option<Instant>,
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last_color_debug_at: Option<Instant>,
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breakout_visible: bool,
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breakout_visible: bool,
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breakout_game: BreakoutGame,
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breakout_game: BreakoutGame,
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live_rates: LiveRateMeters,
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live_rates: LiveRateMeters,
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@@ -175,6 +176,7 @@ impl EskinDesktopApp {
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latest_matrix_rows: MATRIX_ROWS,
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latest_matrix_rows: MATRIX_ROWS,
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latest_matrix_cols: MATRIX_COLS,
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latest_matrix_cols: MATRIX_COLS,
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last_sample_at: None,
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last_sample_at: None,
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last_color_debug_at: None,
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breakout_visible: false,
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breakout_visible: false,
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breakout_game: BreakoutGame::default(),
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breakout_game: BreakoutGame::default(),
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live_rates: LiveRateMeters::new(),
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live_rates: LiveRateMeters::new(),
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@@ -339,6 +341,7 @@ impl EskinDesktopApp {
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self.latest_raw_matrix.extend_from_slice(&sample.matrix);
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self.latest_raw_matrix.extend_from_slice(&sample.matrix);
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self.latest_matrix_rows = sample.rows;
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self.latest_matrix_rows = sample.rows;
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self.latest_matrix_cols = sample.cols;
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self.latest_matrix_cols = sample.cols;
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self.log_hand_color_mapping_debug(&sample.matrix);
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self.analyze_spatial_force(&sample.matrix);
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self.analyze_spatial_force(&sample.matrix);
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@@ -580,6 +583,7 @@ impl EskinDesktopApp {
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self.pressure_matrix.fill([0.0, 0.0]);
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self.pressure_matrix.fill([0.0, 0.0]);
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self.hand_pressure.clear();
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self.hand_pressure.clear();
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self.last_sample_at = None;
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self.last_sample_at = None;
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self.last_color_debug_at = None;
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self.force_estimator.reset();
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self.force_estimator.reset();
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self.latest_spatial_force = None;
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self.latest_spatial_force = None;
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self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT];
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self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT];
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@@ -599,6 +603,50 @@ impl EskinDesktopApp {
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SerialMode::Hand => ActiveMode::Hand(HandGatewayMode { range: 0..7000 }),
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SerialMode::Hand => ActiveMode::Hand(HandGatewayMode { range: 0..7000 }),
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}
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}
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}
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}
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fn log_hand_color_mapping_debug(&mut self, raw: &[u32]) {
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let now = Instant::now();
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if self
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.last_color_debug_at
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.is_some_and(|last| now.duration_since(last) < Duration::from_secs(1))
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{
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return;
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}
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self.last_color_debug_at = Some(now);
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let mut parts = Vec::with_capacity(HAND_FORCE_PANEL_COUNT);
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let mut start = 0;
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for (panel_index, (range, cell_count)) in HAND_SENSOR_PANEL_COLOR_RANGES
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.iter()
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.copied()
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.zip(HAND_SENSOR_PANEL_CELL_COUNTS)
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.enumerate()
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{
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let end = start + cell_count;
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let peak = raw
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.get(start..end)
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.unwrap_or(&[])
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.iter()
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.copied()
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.max()
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.unwrap_or(0);
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let cell_range = range.per_cell(cell_count);
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let [intensity, _] = cell_range.normalize(peak);
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parts.push(format!(
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"{} raw_peak={} range_total_max={:.0} cell_range_max={:.0} intensity={:.3}",
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match panel_index {
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0..=4 => format!("F{}", panel_index + 1),
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5 => "Palm-H".to_owned(),
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_ => "Palm-V".to_owned(),
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},
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peak,
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range.max,
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cell_range.max,
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intensity
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));
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start = end;
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}
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}
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}
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}
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fn hand_image_pixel_to_screen(rect: egui::Rect, point_px: [f32; 2]) -> egui::Pos2 {
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fn hand_image_pixel_to_screen(rect: egui::Rect, point_px: [f32; 2]) -> egui::Pos2 {
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@@ -693,18 +741,18 @@ fn raw_to_hand_segment_g(index: usize, raw: u32) -> f32 {
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2 => raw_to_g3(raw),
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2 => raw_to_g3(raw),
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3 => raw_to_g4(raw),
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3 => raw_to_g4(raw),
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4 => raw_to_g5(raw),
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4 => raw_to_g5(raw),
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5 => raw_to_g6(raw),
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// 5 => raw_to_g6(raw),
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6 => raw_to_g7(raw),
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// 6 => raw_to_g7(raw),
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_ => raw_to_gd(raw),
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_ => raw_to_gd(raw),
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}
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}
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}
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}
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fn raw_to_gd(raw: u32) -> f32 {
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fn raw_to_gd(raw: u32) -> f32 {
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const RAW: [u32; 12] = [
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const RAW: [u32; 11] = [
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0, 21382, 108507, 123183, 147405, 171105, 192395, 250443, 231423, 350560, 396616, 429444,
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0, 486, 5310, 8130, 10005, 12883, 14700, 18141, 19877, 26270, 32648,
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];
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];
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const FORCE_CENTI_N: [f32; 12] = [
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const FORCE_CENTI_N: [f32; 11] = [
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 2557.0,
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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];
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];
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if raw <= RAW[0] {
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if raw <= RAW[0] {
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@@ -736,7 +784,7 @@ fn raw_to_gd(raw: u32) -> f32 {
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fn raw_to_g1(raw: u32) -> f32 {
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fn raw_to_g1(raw: u32) -> f32 {
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const RAW: [u32; 11] = [
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const RAW: [u32; 11] = [
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0, 115181, 365308, 485911, 598964, 681811, 761756, 877545, 976003, 1168784, 1309378,
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0, 106443, 365678, 449286, 532425, 608187, 685522, 797058, 886997, 1082570, 1244793,
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];
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];
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const FORCE_CENTI_N: [f32; 11] = [
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const FORCE_CENTI_N: [f32; 11] = [
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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@@ -771,7 +819,7 @@ fn raw_to_g1(raw: u32) -> f32 {
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fn raw_to_g2(raw: u32) -> f32 {
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fn raw_to_g2(raw: u32) -> f32 {
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const RAW: [u32; 11] = [
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const RAW: [u32; 11] = [
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0, 116825, 371568, 475160, 567645, 651220, 714733, 832157, 938778, 1144649, 1290773,
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0, 111143, 310153, 375593, 427920, 497433, 548676, 648392, 715118, 877487, 994887,
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];
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];
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const FORCE_CENTI_N: [f32; 11] = [
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const FORCE_CENTI_N: [f32; 11] = [
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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@@ -806,7 +854,7 @@ fn raw_to_g2(raw: u32) -> f32 {
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fn raw_to_g3(raw: u32) -> f32 {
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fn raw_to_g3(raw: u32) -> f32 {
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const RAW: [u32; 11] = [
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const RAW: [u32; 11] = [
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0, 113320, 367656, 457415, 538259, 613913, 666943, 791771, 877385, 1035434, 1196014,
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0, 66898, 271692, 354094, 443663, 534994, 603246, 721942, 837520, 1030111, 1216809,
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];
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];
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const FORCE_CENTI_N: [f32; 11] = [
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const FORCE_CENTI_N: [f32; 11] = [
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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@@ -841,7 +889,7 @@ fn raw_to_g3(raw: u32) -> f32 {
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fn raw_to_g4(raw: u32) -> f32 {
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fn raw_to_g4(raw: u32) -> f32 {
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const RAW: [u32; 11] = [
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const RAW: [u32; 11] = [
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0, 106394, 383401, 495623, 590405, 681715, 767392, 906395, 1030218, 1254130, 1385368,
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0, 122337, 381708, 480527, 577445, 677301, 762306, 906751, 1019182, 1254601, 1415051,
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];
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];
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const FORCE_CENTI_N: [f32; 11] = [
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const FORCE_CENTI_N: [f32; 11] = [
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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@@ -876,7 +924,7 @@ fn raw_to_g4(raw: u32) -> f32 {
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fn raw_to_g5(raw: u32) -> f32 {
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fn raw_to_g5(raw: u32) -> f32 {
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const RAW: [u32; 11] = [
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const RAW: [u32; 11] = [
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0, 150954, 469433, 613171, 717043, 817483, 963155, 1129123, 1327873, 1668629, 1885354,
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0, 82466, 287752, 356167, 433286, 506855, 604014, 671789, 770692, 887287, 1032058,
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];
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];
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const FORCE_CENTI_N: [f32; 11] = [
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const FORCE_CENTI_N: [f32; 11] = [
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0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
|
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
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@@ -1027,6 +1075,79 @@ fn split_viewport_body(rect: egui::Rect) -> egui::Rect {
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)
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)
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}
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}
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#[derive(Clone, Copy)]
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struct PressureColorRange {
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min: f32,
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max: f32,
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gamma: f32,
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}
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// The shader begins its orange-to-red transition at intensity 0.66. With this
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// gamma, a raw cell value at 80% of its configured range maps to that point.
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const PRESSURE_COLOR_GAMMA: f32 = 1.86;
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impl PressureColorRange {
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const fn new(min: u32, max: u32) -> Self {
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Self {
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min: min as f32,
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max: max as f32,
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gamma: PRESSURE_COLOR_GAMMA,
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}
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}
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fn normalize(self, value: u32) -> [f32; 2] {
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let raw = value as f32;
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let span = (self.max - self.min).max(1.0);
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let mapped = ((raw - self.min) / span).clamp(0.0, 1.0);
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let intensity = if raw <= self.min + 4.0 {
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0.0
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} else {
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mapped.powf(self.gamma)
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};
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let display_value = if raw <= self.min + 4.0 {
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0.0
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} else {
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raw.round().min(9999.0)
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};
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[intensity, display_value]
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}
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fn per_cell(self, cell_count: usize) -> Self {
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let cells = cell_count.max(1) as f32;
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Self {
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min: self.min / cells,
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max: self.max / cells,
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gamma: self.gamma,
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}
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}
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}
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const DEFAULT_COLOR_RANGE: PressureColorRange = PressureColorRange::new(0, 7000);
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const HAND_SENSOR_PANEL_COLOR_RANGES: [PressureColorRange; HAND_FORCE_PANEL_COUNT] = [
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PressureColorRange::new(0, 1244793),
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PressureColorRange::new(0, 994887),
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PressureColorRange::new(0, 1216809),
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PressureColorRange::new(0, 1415051),
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PressureColorRange::new(0, 1032058),
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PressureColorRange::new(0, 32648),
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PressureColorRange::new(0, 32648),
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];
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const HAND_FINGER_SENSOR_CELLS: usize = 12 * 7;
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const HAND_SENSOR_PANEL_CELL_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = [
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HAND_FINGER_SENSOR_CELLS,
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HAND_FINGER_SENSOR_CELLS,
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HAND_FINGER_SENSOR_CELLS,
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HAND_FINGER_SENSOR_CELLS,
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HAND_FINGER_SENSOR_CELLS,
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5 * 14,
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11 * 4,
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];
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fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut PressureFrame) {
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fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut PressureFrame) {
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normalized.fill([0.0, 0.0]);
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normalized.fill([0.0, 0.0]);
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|
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@@ -1046,28 +1167,37 @@ fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut
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}
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}
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|
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fn normalize_pressure_samples(raw: &[u32]) -> PressureSamples {
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fn normalize_pressure_samples(raw: &[u32]) -> PressureSamples {
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raw.iter().copied().map(normalize_pressure_value).collect()
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raw.iter()
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.copied()
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.enumerate()
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.map(|(index, value)| {
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hand_sensor_panel_for_index(index)
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.map(|(range, cell_count)| range.per_cell(cell_count).normalize(value))
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.unwrap_or_else(|| DEFAULT_COLOR_RANGE.normalize(value))
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})
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.collect()
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}
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|
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fn hand_sensor_panel_for_index(index: usize) -> Option<(PressureColorRange, usize)> {
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let mut start = 0;
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|
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for (range, cell_count) in HAND_SENSOR_PANEL_COLOR_RANGES
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.iter()
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.copied()
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.zip(HAND_SENSOR_PANEL_CELL_COUNTS)
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{
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let end = start + cell_count;
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if index < end {
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return Some((range, cell_count));
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}
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start = end;
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}
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|
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None
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}
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}
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|
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fn normalize_pressure_value(value: u32) -> [f32; 2] {
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fn normalize_pressure_value(value: u32) -> [f32; 2] {
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const RANGE_MIN: f32 = 0.0;
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DEFAULT_COLOR_RANGE.normalize(value)
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const RANGE_MAX: f32 = 7000.0;
|
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const DISPLAY_GAMMA: f32 = 0.45;
|
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let raw_value = value as f32;
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let mapped = ((raw_value - RANGE_MIN) / (RANGE_MAX - RANGE_MIN)).clamp(0.0, 1.0);
|
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let intensity = if raw_value <= RANGE_MIN + 4.0 {
|
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0.0
|
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} else {
|
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mapped.powf(DISPLAY_GAMMA)
|
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};
|
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let display_value = if raw_value <= RANGE_MIN + 4.0 {
|
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0.0
|
|
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} else {
|
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raw_value.round().min(9999.0)
|
|
||||||
};
|
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|
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[intensity, display_value]
|
|
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}
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}
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|
|
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#[cfg(test)]
|
#[cfg(test)]
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||||||
@@ -1082,8 +1212,8 @@ mod tests {
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|||||||
|
|
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let [low_intensity, low_label] = normalize_pressure_value(100);
|
let [low_intensity, low_label] = normalize_pressure_value(100);
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||||||
assert!(
|
assert!(
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||||||
low_intensity > 0.10,
|
low_intensity > 0.0,
|
||||||
"low hand-gateway values should be visible in the wgpu dot matrix"
|
"low hand-gateway values should retain a non-zero response"
|
||||||
);
|
);
|
||||||
assert_eq!(low_label, 100.0);
|
assert_eq!(low_label, 100.0);
|
||||||
|
|
||||||
@@ -1091,6 +1221,40 @@ mod tests {
|
|||||||
assert_eq!(max_intensity, 1.0);
|
assert_eq!(max_intensity, 1.0);
|
||||||
assert_eq!(max_label, 7000.0);
|
assert_eq!(max_label, 7000.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn pressure_normalization_starts_red_transition_at_eighty_percent() {
|
||||||
|
let range = PressureColorRange::new(0, 10_000);
|
||||||
|
let [intensity, _] = range.normalize(8_000);
|
||||||
|
|
||||||
|
assert!(
|
||||||
|
(intensity - 0.66).abs() < 0.002,
|
||||||
|
"80% of the configured raw range should map to the shader's red-transition point"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn hand_panel_ranges_cover_both_palm_boards() {
|
||||||
|
let total_cells: usize = HAND_SENSOR_PANEL_CELL_COUNTS.iter().sum();
|
||||||
|
let mut raw = vec![0; total_cells];
|
||||||
|
let mut start = 0;
|
||||||
|
|
||||||
|
for (range, cell_count) in HAND_SENSOR_PANEL_COLOR_RANGES
|
||||||
|
.iter()
|
||||||
|
.copied()
|
||||||
|
.zip(HAND_SENSOR_PANEL_CELL_COUNTS)
|
||||||
|
{
|
||||||
|
raw[start] = (range.max / cell_count as f32).ceil() as u32;
|
||||||
|
start += cell_count;
|
||||||
|
}
|
||||||
|
|
||||||
|
let normalized = normalize_pressure_samples(&raw);
|
||||||
|
let palm_horizontal_start = HAND_SENSOR_PANEL_CELL_COUNTS[..5].iter().sum::<usize>();
|
||||||
|
let palm_vertical_start = palm_horizontal_start + HAND_SENSOR_PANEL_CELL_COUNTS[5];
|
||||||
|
|
||||||
|
assert_eq!(normalized[palm_horizontal_start][0], 1.0);
|
||||||
|
assert_eq!(normalized[palm_vertical_start][0], 1.0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl eframe::App for EskinDesktopApp {
|
impl eframe::App for EskinDesktopApp {
|
||||||
@@ -1109,4 +1273,3 @@ impl eframe::App for EskinDesktopApp {
|
|||||||
ctx.request_repaint();
|
ctx.request_repaint();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -44,22 +44,22 @@ pub struct HandGatewayMode {
|
|||||||
|
|
||||||
const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
|
const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
|
||||||
HandTipMatrix {
|
HandTipMatrix {
|
||||||
center_px: [265.0, 495.0],
|
center_px: [263.5, 495.0],
|
||||||
size_px: [70.0, 120.0],
|
size_px: [70.0, 120.0],
|
||||||
angle_rad: -0.40,
|
angle_rad: -0.40,
|
||||||
},
|
},
|
||||||
HandTipMatrix {
|
HandTipMatrix {
|
||||||
center_px: [359.0, 260.0],
|
center_px: [362.0, 260.0],
|
||||||
size_px: [70.0, 120.0],
|
size_px: [70.0, 120.0],
|
||||||
angle_rad: -0.17,
|
angle_rad: -0.158,
|
||||||
},
|
},
|
||||||
HandTipMatrix {
|
HandTipMatrix {
|
||||||
center_px: [482.0, 228.0],
|
center_px: [480.5, 228.0],
|
||||||
size_px: [70.0, 120.0],
|
size_px: [70.0, 120.0],
|
||||||
angle_rad: -0.03,
|
angle_rad: -0.02,
|
||||||
},
|
},
|
||||||
HandTipMatrix {
|
HandTipMatrix {
|
||||||
center_px: [596.0, 265.0],
|
center_px: [594.0, 265.0],
|
||||||
size_px: [70.0, 120.0],
|
size_px: [70.0, 120.0],
|
||||||
angle_rad: 0.10,
|
angle_rad: 0.10,
|
||||||
},
|
},
|
||||||
@@ -532,12 +532,13 @@ impl BackgroundRenderResources {
|
|||||||
let hand_membrane_instances = build_hand_membrane_instances(
|
let hand_membrane_instances = build_hand_membrane_instances(
|
||||||
hand_image_texture.width as f32,
|
hand_image_texture.width as f32,
|
||||||
hand_image_texture.height as f32,
|
hand_image_texture.height as f32,
|
||||||
|
&[],
|
||||||
);
|
);
|
||||||
let hand_membrane_instance_buffer =
|
let hand_membrane_instance_buffer =
|
||||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
label: Some("Hand Fingertip Membrane Instance Buffer"),
|
label: Some("Hand Fingertip Membrane Instance Buffer"),
|
||||||
contents: bytemuck::cast_slice(&hand_membrane_instances),
|
contents: bytemuck::cast_slice(&hand_membrane_instances),
|
||||||
usage: wgpu::BufferUsages::VERTEX,
|
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||||
});
|
});
|
||||||
let hand_dot_instances = build_hand_dot_instances(
|
let hand_dot_instances = build_hand_dot_instances(
|
||||||
rows,
|
rows,
|
||||||
@@ -654,6 +655,17 @@ impl BackgroundRenderResources {
|
|||||||
hand_pressure
|
hand_pressure
|
||||||
};
|
};
|
||||||
|
|
||||||
|
self.hand_membrane_instances = build_hand_membrane_instances(
|
||||||
|
self.hand_image_texture.width as f32,
|
||||||
|
self.hand_image_texture.height as f32,
|
||||||
|
hand_pressure,
|
||||||
|
);
|
||||||
|
queue.write_buffer(
|
||||||
|
&self.hand_membrane_instance_buffer,
|
||||||
|
0,
|
||||||
|
bytemuck::cast_slice(&self.hand_membrane_instances),
|
||||||
|
);
|
||||||
|
|
||||||
// Hand mode uses UV-anchored fingertip matrices over hand.png.
|
// Hand mode uses UV-anchored fingertip matrices over hand.png.
|
||||||
// Rebuild their instance positions here so pressure colors update every frame.
|
// Rebuild their instance positions here so pressure colors update every frame.
|
||||||
self.hand_dot_instances = build_hand_dot_instances(
|
self.hand_dot_instances = build_hand_dot_instances(
|
||||||
@@ -1139,24 +1151,48 @@ fn create_hand_palm_dot_pipeline(
|
|||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
fn build_hand_membrane_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> {
|
fn build_hand_membrane_instances(
|
||||||
|
image_width: f32,
|
||||||
|
image_height: f32,
|
||||||
|
pressure: &[[f32; 2]],
|
||||||
|
) -> Vec<GlyphInstance> {
|
||||||
HAND_TIP_MATRICES
|
HAND_TIP_MATRICES
|
||||||
.iter()
|
.iter()
|
||||||
.map(|tip| {
|
.enumerate()
|
||||||
|
.map(|(tip_index, tip)| {
|
||||||
let uv_x = tip.center_px[0] / image_width.max(1.0);
|
let uv_x = tip.center_px[0] / image_width.max(1.0);
|
||||||
let uv_y = tip.center_px[1] / image_height.max(1.0);
|
let uv_y = tip.center_px[1] / image_height.max(1.0);
|
||||||
let membrane_size = [tip.size_px[0] * 1.44, tip.size_px[1] * 1.36];
|
let membrane_size = [tip.size_px[0] * 1.44, tip.size_px[1] * 1.36];
|
||||||
|
let tip_intensity = hand_tip_peak_intensity(pressure, tip_index);
|
||||||
|
|
||||||
GlyphInstance {
|
GlyphInstance {
|
||||||
// Membrane shaders read xy as hand.png UV.
|
// Membrane shaders read xy as hand.png UV.
|
||||||
world_position: [uv_x, uv_y, 0.0, 1.0],
|
world_position: [uv_x, uv_y, 0.0, 1.0],
|
||||||
// Store angle and an oversized source-image pixel size for the floating sensor film.
|
// Store angle, source-image pixel size, and the live fingertip peak intensity.
|
||||||
style: [tip.angle_rad, membrane_size[0], membrane_size[1], 0.0],
|
style: [
|
||||||
|
tip.angle_rad,
|
||||||
|
membrane_size[0],
|
||||||
|
membrane_size[1],
|
||||||
|
tip_intensity,
|
||||||
|
],
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
.collect()
|
.collect()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn hand_tip_peak_intensity(pressure: &[[f32; 2]], tip_index: usize) -> f32 {
|
||||||
|
let start = tip_index * HAND_FINGER_SENSOR_CELLS;
|
||||||
|
let end = start + HAND_FINGER_SENSOR_CELLS;
|
||||||
|
|
||||||
|
pressure
|
||||||
|
.get(start..end)
|
||||||
|
.unwrap_or(&[])
|
||||||
|
.iter()
|
||||||
|
.map(|sample| sample[0])
|
||||||
|
.fold(0.0, f32::max)
|
||||||
|
.clamp(0.0, 1.0)
|
||||||
|
}
|
||||||
|
|
||||||
fn build_hand_palm_chip_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> {
|
fn build_hand_palm_chip_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> {
|
||||||
HAND_PALM_CHIPS
|
HAND_PALM_CHIPS
|
||||||
.iter()
|
.iter()
|
||||||
|
|||||||
@@ -38,8 +38,9 @@ pub fn load_texture(
|
|||||||
device: &wgpu::Device,
|
device: &wgpu::Device,
|
||||||
queue: &wgpu::Queue,
|
queue: &wgpu::Queue,
|
||||||
) -> anyhow::Result<texture::Texture> {
|
) -> anyhow::Result<texture::Texture> {
|
||||||
let data = load_binary(file_name)?;
|
// let data = load_binary(file_name)?;
|
||||||
texture::Texture::from_bytes(device, queue, &data, file_name)
|
let data = include_bytes!("../res/hand.png");
|
||||||
|
texture::Texture::from_bytes(device, queue, data, file_name)
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn load_model(
|
pub fn load_model(
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ const SENSOR_COUNT: usize = SENSOR_ROWS * SENSOR_COLS;
|
|||||||
const TOTAL_PRESSURE_LOW_THRESHOLD: f32 = 500.0;
|
const TOTAL_PRESSURE_LOW_THRESHOLD: f32 = 500.0;
|
||||||
const COP_STABILITY_FRAMES_REQUIRED: usize = 15;
|
const COP_STABILITY_FRAMES_REQUIRED: usize = 15;
|
||||||
|
|
||||||
const POST_INIT_WINDOW_CNT: usize = 100;
|
const POST_INIT_WINDOW_CNT: usize = 50;
|
||||||
const POST_INIT_STABLE_CNT: usize = 50;
|
const POST_INIT_STABLE_CNT: usize = 50;
|
||||||
const POST_INIT_STABLE_THRESH: f32 = 0.1;
|
const POST_INIT_STABLE_THRESH: f32 = 0.1;
|
||||||
|
|
||||||
|
|||||||
@@ -101,7 +101,7 @@ fn sample_range_color(value: f32) -> vec3f {
|
|||||||
return mix(range_stop_color(1u), range_stop_color(2u), local);
|
return mix(range_stop_color(1u), range_stop_color(2u), local);
|
||||||
}
|
}
|
||||||
|
|
||||||
let local = smoothstep(0.66, 1.0, t);
|
let local = smoothstep(0.66, 0.92, t);
|
||||||
return mix(range_stop_color(2u), range_stop_color(3u), local);
|
return mix(range_stop_color(2u), range_stop_color(3u), local);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -368,6 +368,7 @@ fn hand_image_uv_to_clip(image_uv: vec2f) -> vec2f {
|
|||||||
struct HandMembraneVertexOutput {
|
struct HandMembraneVertexOutput {
|
||||||
@builtin(position) clip_position: vec4f,
|
@builtin(position) clip_position: vec4f,
|
||||||
@location(0) local: vec2f,
|
@location(0) local: vec2f,
|
||||||
|
@location(1) intensity: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
fn rotate_2d(point: vec2f, angle: f32) -> vec2f {
|
fn rotate_2d(point: vec2f, angle: f32) -> vec2f {
|
||||||
@@ -417,12 +418,17 @@ fn vs_hand_membrane(vertex: DotVertexInput, instance: DotInstanceInput) -> HandM
|
|||||||
var out: HandMembraneVertexOutput;
|
var out: HandMembraneVertexOutput;
|
||||||
out.clip_position = vec4f(hand_image_uv_to_clip(image_uv), 0.0, 1.0);
|
out.clip_position = vec4f(hand_image_uv_to_clip(image_uv), 0.0, 1.0);
|
||||||
out.local = vertex.local;
|
out.local = vertex.local;
|
||||||
|
out.intensity = saturate(instance.style.w);
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
|
fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
|
||||||
let p = in.local;
|
let p = in.local;
|
||||||
|
let live = saturate(in.intensity);
|
||||||
|
let response = smoothstep(0.03, 0.96, live);
|
||||||
|
let hot = smoothstep(0.72, 0.96, live);
|
||||||
|
let live_color = sample_range_color(live);
|
||||||
|
|
||||||
let halo_shape = fingertip_film_alpha(p, 0.72, -0.20, 0.055);
|
let halo_shape = fingertip_film_alpha(p, 0.72, -0.20, 0.055);
|
||||||
let panel = fingertip_film_alpha(p, 0.66, -0.22, 0.035);
|
let panel = fingertip_film_alpha(p, 0.66, -0.22, 0.035);
|
||||||
@@ -472,20 +478,21 @@ fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
|
|||||||
|
|
||||||
let glass_base = vec3f(0.006, 0.055, 0.105);
|
let glass_base = vec3f(0.006, 0.055, 0.105);
|
||||||
let glass_cyan = vec3f(0.025, 0.42, 0.58);
|
let glass_cyan = vec3f(0.025, 0.42, 0.58);
|
||||||
let rim_color = vec3f(0.10, 0.88, 1.00);
|
let glass_live = mix(glass_cyan, live_color * 0.58, response);
|
||||||
|
let rim_color = mix(vec3f(0.10, 0.88, 1.00), live_color, response);
|
||||||
let extrusion_color = vec3f(0.004, 0.080, 0.110);
|
let extrusion_color = vec3f(0.004, 0.080, 0.110);
|
||||||
let extrusion_edge_color = vec3f(0.015, 0.30, 0.38);
|
let extrusion_edge_color = mix(vec3f(0.015, 0.30, 0.38), live_color * 0.72, response);
|
||||||
let bevel_highlight = vec3f(0.48, 1.00, 1.00);
|
let bevel_highlight = mix(vec3f(0.48, 1.00, 1.00), live_color, response * 0.82);
|
||||||
let bevel_dark_color = vec3f(0.004, 0.035, 0.060);
|
let bevel_dark_color = vec3f(0.004, 0.035, 0.060);
|
||||||
let dot_color = vec3f(0.08, 0.48, 0.58);
|
let dot_color = mix(vec3f(0.08, 0.48, 0.58), live_color, response);
|
||||||
let pressure_color = dot_color;
|
let pressure_color = mix(dot_color, live_color, response);
|
||||||
let pressure_hot_color = dot_color;
|
let pressure_hot_color = live_color;
|
||||||
|
|
||||||
let color = extrusion_color * extrusion * 0.90
|
let membrane_color = extrusion_color * extrusion * 0.90
|
||||||
+ extrusion_edge_color * extrusion * halo_shape * 0.32
|
+ extrusion_edge_color * extrusion * halo_shape * 0.32
|
||||||
+ glass_base * panel * 0.26
|
+ glass_base * panel * 0.26
|
||||||
+ glass_cyan * edge_fade * 0.46
|
+ glass_live * edge_fade * 0.46
|
||||||
+ glass_cyan * broad_bevel * 0.24
|
+ glass_live * broad_bevel * 0.24
|
||||||
+ rim_color * rim * 0.88
|
+ rim_color * rim * 0.88
|
||||||
+ bevel_highlight * bevel_light * 1.35
|
+ bevel_highlight * bevel_light * 1.35
|
||||||
+ bevel_dark_color * bevel_dark * 0.95
|
+ bevel_dark_color * bevel_dark * 0.95
|
||||||
@@ -495,6 +502,10 @@ fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
|
|||||||
+ pressure_color * dots * pressure * 0.82
|
+ pressure_color * dots * pressure * 0.82
|
||||||
+ pressure_hot_color * dots * pressure_hot * 0.90;
|
+ pressure_hot_color * dots * pressure_hot * 0.90;
|
||||||
|
|
||||||
|
let live_wash = live_color * response * (inner * 0.12 + dots * 0.72 + rim * 0.30)
|
||||||
|
+ live_color * hot * (inner * 0.08 + dots * 0.22);
|
||||||
|
let color = membrane_color + live_wash;
|
||||||
|
|
||||||
let alpha = clamp(
|
let alpha = clamp(
|
||||||
extrusion * 0.44
|
extrusion * 0.44
|
||||||
+ panel * 0.055
|
+ panel * 0.055
|
||||||
@@ -508,9 +519,9 @@ fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
|
|||||||
+ dots * pressure * 0.10,
|
+ dots * pressure * 0.10,
|
||||||
0.0,
|
0.0,
|
||||||
0.90,
|
0.90,
|
||||||
);
|
) + response * (dots * 0.07 + rim * 0.035) + hot * dots * 0.04;
|
||||||
|
|
||||||
return output_color(color, alpha);
|
return output_color(color, clamp(alpha, 0.0, 0.96));
|
||||||
}
|
}
|
||||||
|
|
||||||
@vertex
|
@vertex
|
||||||
@@ -593,7 +604,9 @@ fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVe
|
|||||||
let shaped = smoothstep(0.0, 1.0, intensity);
|
let shaped = smoothstep(0.0, 1.0, intensity);
|
||||||
|
|
||||||
let center = hand_image_uv_to_clip(instance.world_position.xy);
|
let center = hand_image_uv_to_clip(instance.world_position.xy);
|
||||||
let pixel_size = u.glyph.x * mix(0.22, 0.34, shaped);
|
// Palm boards have more tightly packed cells than the fingertips, so use
|
||||||
|
// a larger circular mask to keep each sensor visibly readable.
|
||||||
|
let pixel_size = u.glyph.x * mix(0.40, 0.54, shaped);
|
||||||
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
|
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
|
||||||
|
|
||||||
var out: DotVertexOutput;
|
var out: DotVertexOutput;
|
||||||
|
|||||||
Reference in New Issue
Block a user