调整270度展开点阵布局

This commit is contained in:
lenn
2026-07-27 01:43:54 +08:00
parent 0d1296c482
commit 9c3b71f628
7 changed files with 270 additions and 254 deletions

View File

@@ -6,7 +6,7 @@ use crate::render::{ActiveMode, FingerMode, HandGatewayMode};
use crate::style::{self, ONE_DARK_PRO, apply_fonts, apply_theme, dim_text, layout}; use crate::style::{self, ONE_DARK_PRO, apply_fonts, apply_theme, dim_text, layout};
use crate::ui::SerialMode; use crate::ui::SerialMode;
use crate::{ use crate::{
matrix::{MATRIX_COLS, MATRIX_ROWS}, matrix::{MATRIX_COLS, MATRIX_ROWS, UNFOLDED_SENSOR_SEGMENT_COUNTS},
render::{ render::{
BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, PressureSamples, BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, PressureSamples,
WgpuBackgroundCallback, WgpuBackgroundCallback,
@@ -21,8 +21,8 @@ use eframe::{egui, egui_wgpu};
use std::sync::Arc; use std::sync::Arc;
const SUMMARY_POINTS_PER_SERIES: usize = 42; const SUMMARY_POINTS_PER_SERIES: usize = 42;
const HAND_FORCE_PANEL_COUNT: usize = 7; const HAND_FORCE_PANEL_COUNT: usize = UNFOLDED_SENSOR_SEGMENT_COUNTS.len();
const HAND_FORCE_SEGMENT_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = [84, 84, 84, 84, 84, 70, 44]; const HAND_FORCE_SEGMENT_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = UNFOLDED_SENSOR_SEGMENT_COUNTS;
pub struct EskinDesktopApp { pub struct EskinDesktopApp {
connect_panel: FloatingPanelState, connect_panel: FloatingPanelState,
@@ -678,7 +678,7 @@ fn draw_config_bar_mode(ui: &mut egui::Ui, config: &mut ConfigPanelState) -> Opt
// if mode_button(ui, &mut config.mode, SerialMode::Finger3D, "3D指尖") { // if mode_button(ui, &mut config.mode, SerialMode::Finger3D, "3D指尖") {
// changed_to = Some(SerialMode::Finger3D); // changed_to = Some(SerialMode::Finger3D);
// } // }
if mode_button(ui, &mut config.mode, SerialMode::Hand, "展示手掌") { if mode_button(ui, &mut config.mode, SerialMode::Hand, "270°展开") {
changed_to = Some(SerialMode::Hand); changed_to = Some(SerialMode::Hand);
} }
}); });

View File

@@ -1,5 +1,7 @@
pub const MATRIX_ROWS: u32 = 12; pub const MATRIX_ROWS: u32 = 12;
pub const MATRIX_COLS: u32 = 7; pub const MATRIX_COLS: u32 = 7;
pub const UNFOLDED_SENSOR_COUNT: usize = 104;
pub const UNFOLDED_SENSOR_SEGMENT_COUNTS: [usize; 10] = [8, 3, 5, 8, 10, 44, 3, 5, 8, 10];
const BASE_MATRIX_SPAN: f32 = 24.0; const BASE_MATRIX_SPAN: f32 = 24.0;
const MATRIX_SPAN_GROWTH: f32 = 0.6; const MATRIX_SPAN_GROWTH: f32 = 0.6;

View File

@@ -1,5 +1,5 @@
use crate::{ use crate::{
matrix::{MatrixLayout, build_view_projection, glyph_world_position}, matrix::{MatrixLayout, UNFOLDED_SENSOR_COUNT, build_view_projection, glyph_world_position},
model::{AlphaMode, InstanceRaw, ModelVertex, Vertex}, model::{AlphaMode, InstanceRaw, ModelVertex, Vertex},
resources, texture, resources, texture,
}; };
@@ -70,26 +70,96 @@ const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
}, },
]; ];
const HAND_PALM_CHIPS: [HandPalmChip; 2] = [ const UNFOLDED_CANVAS_SIZE: [f32; 2] = [850.0, 750.0];
const UNFOLDED_CELL_SPACING_PX: f32 = 42.0;
const UNFOLDED_SENSOR_CHIPS: [HandPalmChip; 10] = [
// Top cap: 2 rows x 4 columns.
HandPalmChip { HandPalmChip {
center_px: [538.0, 608.0], center_px: [425.0, 165.0],
size_px: [248.0, 82.0], size_px: [176.0, 88.0],
angle_rad: 0.06, angle_rad: 0.0,
rows: 5, rows: 2,
cols: 14, cols: 4,
sample_offset: 0,
},
// Left wing, authored from the outside towards the 11x4 center block.
HandPalmChip {
center_px: [140.0, 578.0],
size_px: [46.0, 132.0],
angle_rad: 0.0,
rows: 3,
cols: 1,
sample_offset: 8,
}, },
HandPalmChip { HandPalmChip {
center_px: [606.0, 780.0], center_px: [188.0, 534.0],
size_px: [72.0, 214.0], size_px: [46.0, 220.0],
angle_rad: 0.05, angle_rad: 0.0,
rows: 5,
cols: 1,
sample_offset: 11,
},
HandPalmChip {
center_px: [236.0, 468.0],
size_px: [46.0, 352.0],
angle_rad: 0.0,
rows: 8,
cols: 1,
sample_offset: 16,
},
HandPalmChip {
center_px: [284.0, 424.0],
size_px: [46.0, 440.0],
angle_rad: 0.0,
rows: 10,
cols: 1,
sample_offset: 24,
},
// Center spine: 11 rows x 4 columns.
HandPalmChip {
center_px: [425.0, 444.0],
size_px: [176.0, 484.0],
angle_rad: 0.0,
rows: 11, rows: 11,
cols: 4, cols: 4,
sample_offset: 34,
},
// Right wing mirrors the left wing. Data remains ordered 3, 5, 8, 10.
HandPalmChip {
center_px: [710.0, 578.0],
size_px: [46.0, 132.0],
angle_rad: 0.0,
rows: 3,
cols: 1,
sample_offset: 78,
},
HandPalmChip {
center_px: [662.0, 534.0],
size_px: [46.0, 220.0],
angle_rad: 0.0,
rows: 5,
cols: 1,
sample_offset: 81,
},
HandPalmChip {
center_px: [614.0, 468.0],
size_px: [46.0, 352.0],
angle_rad: 0.0,
rows: 8,
cols: 1,
sample_offset: 86,
},
HandPalmChip {
center_px: [566.0, 424.0],
size_px: [46.0, 440.0],
angle_rad: 0.0,
rows: 10,
cols: 1,
sample_offset: 94,
}, },
]; ];
const HAND_FINGER_SENSOR_CELLS: usize = 12 * 7; const HAND_FINGER_SENSOR_CELLS: usize = 12 * 7;
const HAND_PALM_HORIZONTAL_OFFSET: usize = HAND_FINGER_SENSOR_CELLS * 5;
const HAND_PALM_VERTICAL_OFFSET: usize = HAND_PALM_HORIZONTAL_OFFSET + 5 * 14;
// Each entry pins one miniature matrix to a fingertip in hand.png. // Each entry pins one miniature matrix to a fingertip in hand.png.
// Coordinates are authored in source-image pixels so they are easy to tune by eye. // Coordinates are authored in source-image pixels so they are easy to tune by eye.
@@ -100,14 +170,15 @@ struct HandTipMatrix {
angle_rad: f32, angle_rad: f32,
} }
// Palm chips follow the hand layout: one horizontal 5x14 matrix and one vertical // One block in the flat 270-degree sensor layout. Coordinates use a dedicated
// 11x4 matrix, rendered as dark inset chip tiles on the palm. // 850x750 canvas so the unfolded shape stays prominent across window sizes.
struct HandPalmChip { struct HandPalmChip {
center_px: [f32; 2], center_px: [f32; 2],
size_px: [f32; 2], size_px: [f32; 2],
angle_rad: f32, angle_rad: f32,
rows: u32, rows: u32,
cols: u32, cols: u32,
sample_offset: usize,
} }
impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback { impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
@@ -156,7 +227,6 @@ pub struct BackgroundRenderResources {
dot_pipeline: wgpu::RenderPipeline, dot_pipeline: wgpu::RenderPipeline,
hand_membrane_pipeline: wgpu::RenderPipeline, hand_membrane_pipeline: wgpu::RenderPipeline,
hand_dot_pipeline: wgpu::RenderPipeline, hand_dot_pipeline: wgpu::RenderPipeline,
hand_palm_chip_pipeline: wgpu::RenderPipeline,
hand_palm_dot_pipeline: wgpu::RenderPipeline, hand_palm_dot_pipeline: wgpu::RenderPipeline,
hand_image_bind_group: wgpu::BindGroup, hand_image_bind_group: wgpu::BindGroup,
hand_image_texture: texture::Texture, hand_image_texture: texture::Texture,
@@ -168,8 +238,6 @@ pub struct BackgroundRenderResources {
hand_membrane_instances: Vec<GlyphInstance>, hand_membrane_instances: Vec<GlyphInstance>,
hand_dot_instance_buffer: wgpu::Buffer, hand_dot_instance_buffer: wgpu::Buffer,
hand_dot_instances: Vec<GlyphInstance>, hand_dot_instances: Vec<GlyphInstance>,
hand_palm_chip_instance_buffer: wgpu::Buffer,
hand_palm_chip_instances: Vec<GlyphInstance>,
hand_palm_dot_instance_buffer: wgpu::Buffer, hand_palm_dot_instance_buffer: wgpu::Buffer,
hand_palm_dot_instances: Vec<GlyphInstance>, hand_palm_dot_instances: Vec<GlyphInstance>,
render_options: RenderOptions, render_options: RenderOptions,
@@ -277,10 +345,7 @@ impl BackgroundRenderResources {
build_view_projection(1.0, &layout), build_view_projection(1.0, &layout),
surface_is_srgb, surface_is_srgb,
render_options, render_options,
[ UNFOLDED_CANVAS_SIZE,
hand_image_texture.width as f32,
hand_image_texture.height as f32,
],
); );
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Pressure Matrix Uniform Buffer"), label: Some("Pressure Matrix Uniform Buffer"),
@@ -497,8 +562,6 @@ impl BackgroundRenderResources {
create_hand_membrane_pipeline(device, target_format, &shader, &pipeline_layout); create_hand_membrane_pipeline(device, target_format, &shader, &pipeline_layout);
let hand_dot_pipeline = let hand_dot_pipeline =
create_hand_dot_pipeline(device, target_format, &shader, &pipeline_layout); create_hand_dot_pipeline(device, target_format, &shader, &pipeline_layout);
let hand_palm_chip_pipeline =
create_hand_palm_chip_pipeline(device, target_format, &shader, &pipeline_layout);
let hand_palm_dot_pipeline = let hand_palm_dot_pipeline =
create_hand_palm_dot_pipeline(device, target_format, &shader, &pipeline_layout); create_hand_palm_dot_pipeline(device, target_format, &shader, &pipeline_layout);
@@ -551,23 +614,8 @@ impl BackgroundRenderResources {
contents: bytemuck::cast_slice(&hand_dot_instances), contents: bytemuck::cast_slice(&hand_dot_instances),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
}); });
let hand_palm_chip_instances = build_hand_palm_chip_instances( let hand_palm_dot_instances =
hand_image_texture.width as f32, build_hand_palm_dot_instances(rows, cols, &[[0.0, 0.0]; PRESSURE_CELL_COUNT]);
hand_image_texture.height as f32,
);
let hand_palm_chip_instance_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Hand Palm Chip Instance Buffer"),
contents: bytemuck::cast_slice(&hand_palm_chip_instances),
usage: wgpu::BufferUsages::VERTEX,
});
let hand_palm_dot_instances = build_hand_palm_dot_instances(
rows,
cols,
hand_image_texture.width as f32,
hand_image_texture.height as f32,
&[[0.0, 0.0]; PRESSURE_CELL_COUNT],
);
let hand_palm_dot_instance_buffer = let hand_palm_dot_instance_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor { device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Hand Palm Chip Dot Instance Buffer"), label: Some("Hand Palm Chip Dot Instance Buffer"),
@@ -589,7 +637,6 @@ impl BackgroundRenderResources {
dot_pipeline, dot_pipeline,
hand_membrane_pipeline, hand_membrane_pipeline,
hand_dot_pipeline, hand_dot_pipeline,
hand_palm_chip_pipeline,
hand_palm_dot_pipeline, hand_palm_dot_pipeline,
hand_image_bind_group, hand_image_bind_group,
hand_image_texture, hand_image_texture,
@@ -600,8 +647,6 @@ impl BackgroundRenderResources {
hand_membrane_instances, hand_membrane_instances,
hand_dot_instance_buffer, hand_dot_instance_buffer,
hand_dot_instances, hand_dot_instances,
hand_palm_chip_instance_buffer,
hand_palm_chip_instances,
hand_palm_dot_instance_buffer, hand_palm_dot_instance_buffer,
hand_palm_dot_instances, hand_palm_dot_instances,
render_options, render_options,
@@ -623,10 +668,7 @@ impl BackgroundRenderResources {
build_view_projection(aspect, &self.layout), build_view_projection(aspect, &self.layout),
self.surface_is_srgb, self.surface_is_srgb,
self.render_options, self.render_options,
[ UNFOLDED_CANVAS_SIZE,
self.hand_image_texture.width as f32,
self.hand_image_texture.height as f32,
],
); );
queue.write_buffer( queue.write_buffer(
&self.uniform_buffer, &self.uniform_buffer,
@@ -653,8 +695,8 @@ impl BackgroundRenderResources {
hand_pressure hand_pressure
}; };
// Hand mode uses UV-anchored fingertip matrices over hand.png. // Keep legacy fingertip buffers current while both hardware modes share
// Rebuild their instance positions here so pressure colors update every frame. // the same renderer resources.
self.hand_dot_instances = build_hand_dot_instances( self.hand_dot_instances = build_hand_dot_instances(
self.rows, self.rows,
self.cols, self.cols,
@@ -668,15 +710,9 @@ impl BackgroundRenderResources {
bytemuck::cast_slice(&self.hand_dot_instances), bytemuck::cast_slice(&self.hand_dot_instances),
); );
// Palm chips reuse the same live 12x7 pressure frame, but draw it as // Rebuild the 104-cell unfolded layout with the latest gateway samples.
// embedded micro-pixels inside dark chip tiles. self.hand_palm_dot_instances =
self.hand_palm_dot_instances = build_hand_palm_dot_instances( build_hand_palm_dot_instances(self.rows, self.cols, hand_pressure);
self.rows,
self.cols,
self.hand_image_texture.width as f32,
self.hand_image_texture.height as f32,
hand_pressure,
);
queue.write_buffer( queue.write_buffer(
&self.hand_palm_dot_instance_buffer, &self.hand_palm_dot_instance_buffer,
0, 0,
@@ -692,12 +728,7 @@ impl BackgroundRenderResources {
match active_mode { match active_mode {
ActiveMode::Finger(mode) => self.paint_finger(render_pass, mode), ActiveMode::Finger(mode) => self.paint_finger(render_pass, mode),
ActiveMode::Hand(mode) => { ActiveMode::Hand(mode) => self.paint_hand(render_pass, mode),
render_pass.set_pipeline(&self.hand_image_pipeline);
render_pass.set_bind_group(1, &self.hand_image_bind_group, &[]);
render_pass.draw(0..6, 0..1);
self.paint_hand(render_pass, mode);
}
} }
} }
@@ -719,22 +750,7 @@ impl BackgroundRenderResources {
fn paint_hand(&self, render_pass: &mut wgpu::RenderPass<'_>, mode: &HandGatewayMode) { fn paint_hand(&self, render_pass: &mut wgpu::RenderPass<'_>, mode: &HandGatewayMode) {
let _range = mode.range.clone(); let _range = mode.range.clone();
// First draw the translucent sensor membranes, then draw live pressure beads on their grid. // Match Finger mode: draw only the 104 independent pressure dots.
render_pass.set_pipeline(&self.hand_membrane_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.hand_membrane_instance_buffer.slice(..));
render_pass.draw(0..6, 0..self.hand_membrane_instances.len() as u32);
render_pass.set_pipeline(&self.hand_dot_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.hand_dot_instance_buffer.slice(..));
render_pass.draw(0..6, 0..self.hand_dot_instances.len() as u32);
render_pass.set_pipeline(&self.hand_palm_chip_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.hand_palm_chip_instance_buffer.slice(..));
render_pass.draw(0..6, 0..self.hand_palm_chip_instances.len() as u32);
render_pass.set_pipeline(&self.hand_palm_dot_pipeline); render_pass.set_pipeline(&self.hand_palm_dot_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..)); render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.hand_palm_dot_instance_buffer.slice(..)); render_pass.set_vertex_buffer(1, self.hand_palm_dot_instance_buffer.slice(..));
@@ -1072,39 +1088,6 @@ fn create_hand_dot_pipeline(
}) })
} }
fn create_hand_palm_chip_pipeline(
device: &wgpu::Device,
target_format: &wgpu::TextureFormat,
shader: &wgpu::ShaderModule,
layout: &wgpu::PipelineLayout,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Hand Palm Embedded Chip Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_hand_palm_chip"),
compilation_options: Default::default(),
buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_hand_palm_chip"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: *target_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
})
}
fn create_hand_palm_dot_pipeline( fn create_hand_palm_dot_pipeline(
device: &wgpu::Device, device: &wgpu::Device,
target_format: &wgpu::TextureFormat, target_format: &wgpu::TextureFormat,
@@ -1156,28 +1139,6 @@ fn build_hand_membrane_instances(image_width: f32, image_height: f32) -> Vec<Gly
.collect() .collect()
} }
fn build_hand_palm_chip_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> {
HAND_PALM_CHIPS
.iter()
.map(|chip| {
let uv_x = chip.center_px[0] / image_width.max(1.0);
let uv_y = chip.center_px[1] / image_height.max(1.0);
GlyphInstance {
// Palm chip shaders read xy as hand.png UV.
world_position: [uv_x, uv_y, 0.0, 1.0],
// Store chip angle, source-image pixel size, and matrix shape for the shader grid.
style: [
chip.angle_rad,
chip.size_px[0],
chip.size_px[1],
(chip.rows * 100 + chip.cols) as f32,
],
}
})
.collect()
}
fn build_hand_dot_instances( fn build_hand_dot_instances(
rows: u32, rows: u32,
cols: u32, cols: u32,
@@ -1225,44 +1186,27 @@ fn build_hand_dot_instances(
fn build_hand_palm_dot_instances( fn build_hand_palm_dot_instances(
_rows: u32, _rows: u32,
_cols: u32, _cols: u32,
image_width: f32,
image_height: f32,
pressure: &[[f32; 2]], pressure: &[[f32; 2]],
) -> Vec<GlyphInstance> { ) -> Vec<GlyphInstance> {
let chip_dot_count: usize = HAND_PALM_CHIPS let chip_dot_count: usize = UNFOLDED_SENSOR_CHIPS
.iter() .iter()
.map(|chip| (chip.rows * chip.cols) as usize) .map(|chip| (chip.rows * chip.cols) as usize)
.sum(); .sum();
debug_assert_eq!(chip_dot_count, UNFOLDED_SENSOR_COUNT);
let mut instances = Vec::with_capacity(chip_dot_count); let mut instances = Vec::with_capacity(chip_dot_count);
for (chip_index, chip) in HAND_PALM_CHIPS.into_iter().enumerate() { for chip in UNFOLDED_SENSOR_CHIPS {
let cos = chip.angle_rad.cos();
let sin = chip.angle_rad.sin();
// Leave a bevel around the chip so the matrix reads as embedded pixels.
let active_size = [chip.size_px[0] * 0.72, chip.size_px[1] * 0.76];
for row in 0..chip.rows { for row in 0..chip.rows {
for col in 0..chip.cols { for col in 0..chip.cols {
let index = (row * chip.cols + col) as usize; let index = (row * chip.cols + col) as usize;
let offset = match chip_index {
0 => HAND_PALM_HORIZONTAL_OFFSET,
_ => HAND_PALM_VERTICAL_OFFSET,
};
let [normalized, display_value] = let [normalized, display_value] =
sample_pressure_at(pressure, offset + index, index); sample_pressure_at(pressure, chip.sample_offset + index, index);
let [x, y] = unfolded_cell_position(&chip, row, col);
let local_x =
(col as f32 - chip.cols as f32 / 2.0 + 0.5) / chip.cols as f32 * active_size[0];
let local_y =
(row as f32 - chip.rows as f32 / 2.0 + 0.5) / chip.rows as f32 * active_size[1];
let x = chip.center_px[0] + local_x * cos - local_y * sin;
let y = chip.center_px[1] + local_x * sin + local_y * cos;
instances.push(GlyphInstance { instances.push(GlyphInstance {
world_position: [ world_position: [
x / image_width.max(1.0), x / UNFOLDED_CANVAS_SIZE[0],
y / image_height.max(1.0), y / UNFOLDED_CANVAS_SIZE[1],
0.0, 0.0,
1.0, 1.0,
], ],
@@ -1275,6 +1219,22 @@ fn build_hand_palm_dot_instances(
instances instances
} }
fn unfolded_cell_position(chip: &HandPalmChip, row: u32, col: u32) -> [f32; 2] {
let cos = chip.angle_rad.cos();
let sin = chip.angle_rad.sin();
// Author every region on the same point grid. Using the last row as the
// vertical anchor keeps the stepped wing columns exactly bottom-aligned.
let bottom_center_y = chip.center_px[1] + chip.size_px[1] * 0.5 - 22.0;
let local_x = (col as f32 - chip.cols as f32 / 2.0 + 0.5) * UNFOLDED_CELL_SPACING_PX;
let y_from_bottom = (chip.rows.saturating_sub(row + 1)) as f32 * UNFOLDED_CELL_SPACING_PX;
let local_y = -y_from_bottom;
[
chip.center_px[0] + local_x * cos - local_y * sin,
bottom_center_y + local_x * sin + local_y * cos,
]
}
fn sample_pressure_at(pressure: &[[f32; 2]], index: usize, fallback_index: usize) -> [f32; 2] { fn sample_pressure_at(pressure: &[[f32; 2]], index: usize, fallback_index: usize) -> [f32; 2] {
pressure pressure
.get(index) .get(index)
@@ -1283,6 +1243,122 @@ fn sample_pressure_at(pressure: &[[f32; 2]], index: usize, fallback_index: usize
.unwrap_or([0.0, 0.0]) .unwrap_or([0.0, 0.0])
} }
#[cfg(test)]
mod unfolded_layout_tests {
use super::*;
use crate::matrix::UNFOLDED_SENSOR_SEGMENT_COUNTS;
#[test]
fn unfolded_layout_has_104_contiguous_samples() {
let mut expected_offset = 0usize;
for chip in UNFOLDED_SENSOR_CHIPS {
assert_eq!(chip.sample_offset, expected_offset);
expected_offset += (chip.rows * chip.cols) as usize;
}
assert_eq!(expected_offset, UNFOLDED_SENSOR_COUNT);
}
#[test]
fn unfolded_layout_matches_requested_shapes() {
let shapes = UNFOLDED_SENSOR_CHIPS.map(|chip| (chip.rows, chip.cols));
let sample_counts = UNFOLDED_SENSOR_CHIPS.map(|chip| (chip.rows * chip.cols) as usize);
assert_eq!(
shapes,
[
(2, 4),
(3, 1),
(5, 1),
(8, 1),
(10, 1),
(11, 4),
(3, 1),
(5, 1),
(8, 1),
(10, 1),
]
);
assert_eq!(sample_counts, UNFOLDED_SENSOR_SEGMENT_COUNTS);
}
#[test]
fn unfolded_wings_are_mirrored_around_center() {
let center_x = UNFOLDED_SENSOR_CHIPS[5].center_px[0];
for (left, right) in UNFOLDED_SENSOR_CHIPS[1..5]
.iter()
.zip(UNFOLDED_SENSOR_CHIPS[6..10].iter())
{
assert_eq!((left.rows, left.cols), (right.rows, right.cols));
assert_eq!(left.center_px[1], right.center_px[1]);
assert!(
((center_x - left.center_px[0]) - (right.center_px[0] - center_x)).abs() < 0.01
);
}
}
#[test]
fn unfolded_layout_fits_its_canvas() {
for chip in UNFOLDED_SENSOR_CHIPS {
let half_width = chip.size_px[0] * 0.5;
let half_height = chip.size_px[1] * 0.5;
assert!(chip.center_px[0] - half_width >= 0.0);
assert!(chip.center_px[0] + half_width <= UNFOLDED_CANVAS_SIZE[0]);
assert!(chip.center_px[1] - half_height >= 0.0);
assert!(chip.center_px[1] + half_height <= UNFOLDED_CANVAS_SIZE[1]);
}
}
#[test]
fn unfolded_wing_rows_share_one_bottom_baseline() {
let wing_indices = [1usize, 2, 3, 4, 6, 7, 8, 9];
let expected_y = unfolded_cell_position(
&UNFOLDED_SENSOR_CHIPS[wing_indices[0]],
UNFOLDED_SENSOR_CHIPS[wing_indices[0]].rows - 1,
0,
)[1];
for index in wing_indices {
let chip = &UNFOLDED_SENSOR_CHIPS[index];
let bottom_y = unfolded_cell_position(chip, chip.rows - 1, 0)[1];
assert!((bottom_y - expected_y).abs() < 0.01);
}
}
#[test]
fn unfolded_wings_are_compact_with_more_space_at_center() {
let left_x = UNFOLDED_SENSOR_CHIPS[1..5]
.iter()
.map(|chip| chip.center_px[0])
.collect::<Vec<_>>();
let wing_gap = left_x[1] - left_x[0];
assert!((wing_gap - 48.0).abs() < 0.01);
assert!(
left_x
.windows(2)
.all(|pair| (pair[1] - pair[0] - wing_gap).abs() < 0.01)
);
let center_left_x = unfolded_cell_position(&UNFOLDED_SENSOR_CHIPS[5], 0, 0)[0];
let left_inner_x = unfolded_cell_position(&UNFOLDED_SENSOR_CHIPS[4], 0, 0)[0];
assert!(center_left_x - left_inner_x > wing_gap);
}
#[test]
fn unfolded_top_block_sits_close_to_center_block() {
let top = &UNFOLDED_SENSOR_CHIPS[0];
let center = &UNFOLDED_SENSOR_CHIPS[5];
let top_bottom_y = unfolded_cell_position(top, top.rows - 1, 0)[1];
let center_top_y = unfolded_cell_position(center, 0, 0)[1];
assert!(center_top_y > top_bottom_y);
assert!(center_top_y - top_bottom_y < UNFOLDED_CELL_SPACING_PX * 2.0);
}
}
fn build_glyph_instances( fn build_glyph_instances(
rows: u32, rows: u32,
cols: u32, cols: u32,

View File

@@ -127,14 +127,14 @@ pub struct HandGatewayCodec {
} }
impl HandGatewayCodec { impl HandGatewayCodec {
pub fn new(node_sample_counts: &[u16]) -> Self { pub fn new(node_sample_counts: &[usize]) -> Self {
let nodes = node_sample_counts let nodes = node_sample_counts
.iter() .iter()
.enumerate() .enumerate()
.map(|(index, &sample_count)| { .map(|(index, &sample_count)| {
HandGatewayNodeConfig::new( HandGatewayNodeConfig::new(
1u32.checked_shl(index as u32).unwrap_or(0), 1u32.checked_shl(index as u32).unwrap_or(0),
sample_count as usize, sample_count,
) )
}) })
.collect(); .collect();

View File

@@ -1,3 +1,4 @@
use crate::matrix::UNFOLDED_SENSOR_SEGMENT_COUNTS;
use crate::recording::Recorder; use crate::recording::Recorder;
use crate::serial_core::codec::Codec; use crate::serial_core::codec::Codec;
use crate::serial_core::codecs::hand_gateway::{HandGatewayCodec, HandGatewayFrame}; use crate::serial_core::codecs::hand_gateway::{HandGatewayCodec, HandGatewayFrame};
@@ -8,7 +9,9 @@ use std::io::{Read, Write};
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
const POLL_INTERVAL_MS: u64 = 5; const POLL_INTERVAL_MS: u64 = 5;
const DEFAULT_HAND_GATEWAY_NODE_SAMPLE_COUNTS: &[u16] = &[84, 84, 84, 84, 84, 70, 44]; // 270-degree flat layout:
// top 2x4, left 3/5/8/10x1, center 11x4, right 3/5/8/10x1.
const DEFAULT_HAND_GATEWAY_NODE_SAMPLE_COUNTS: &[usize] = &UNFOLDED_SENSOR_SEGMENT_COUNTS;
#[derive(Debug, Default, Clone, Copy, PartialEq, Eq)] #[derive(Debug, Default, Clone, Copy, PartialEq, Eq)]
pub struct SerialIoStats { pub struct SerialIoStats {

View File

@@ -483,7 +483,7 @@ fn draw_config_bar_mode(ui: &mut egui::Ui, config: &mut ConfigPanelState) -> Opt
if mode_button(ui, &mut config.mode, SerialMode::Finger, "指尖模块") { if mode_button(ui, &mut config.mode, SerialMode::Finger, "指尖模块") {
changed_to = Some(SerialMode::Finger) changed_to = Some(SerialMode::Finger)
} }
if mode_button(ui, &mut config.mode, SerialMode::Hand, "手掌模块") { if mode_button(ui, &mut config.mode, SerialMode::Hand, "270°展开") {
changed_to = Some(SerialMode::Hand) changed_to = Some(SerialMode::Hand)
} }
// mode_button(ui, &mut config.mode, SerialMode::Model, "模型"); // mode_button(ui, &mut config.mode, SerialMode::Model, "模型");
@@ -969,14 +969,17 @@ const HAND_FORCE_PANEL_MAX_HEIGHT: f32 = 190.0;
const HAND_FORCE_PANEL_GAP: f32 = 12.0; const HAND_FORCE_PANEL_GAP: f32 = 12.0;
const HAND_FORCE_PANEL_SIDE_MARGIN: f32 = 24.0; const HAND_FORCE_PANEL_SIDE_MARGIN: f32 = 24.0;
const HAND_FORCE_PANEL_VERTICAL_MARGIN: f32 = 28.0; const HAND_FORCE_PANEL_VERTICAL_MARGIN: f32 = 28.0;
const HAND_FORCE_PANEL_TITLES: [(&str, &str); 7] = [ const HAND_FORCE_PANEL_TITLES: [(&str, &str); 10] = [
("T1", "拇指"), ("T", "顶部 2×4"),
("T2", "食指"), ("L3", "左侧 3×1"),
("T3", "中指"), ("L5", "左侧 5×1"),
("T4", "无名指"), ("L8", "左侧 8×1"),
("T5", "小指"), ("L10", "左侧 10×1"),
("P1", "掌心横区"), ("C", "中央 11×4"),
("P2", "掌心纵区"), ("R3", "右侧 3×1"),
("R5", "右侧 5×1"),
("R8", "右侧 8×1"),
("R10", "右侧 10×1"),
]; ];
fn has_recent_resultant_force(values: &[f32]) -> bool { fn has_recent_resultant_force(values: &[f32]) -> bool {
@@ -1002,7 +1005,7 @@ pub fn draw_hand_force_panels(ctx: &egui::Context, visible: bool, histories: &[V
.max(HAND_FORCE_PANEL_MIN_WIDTH.min(side_width)); .max(HAND_FORCE_PANEL_MIN_WIDTH.min(side_width));
let left_x = screen.left() + side_margin; let left_x = screen.left() + side_margin;
let right_x = screen.right() - side_margin - panel_width; let right_x = screen.right() - side_margin - panel_width;
let left_count = 4usize; let left_count = 5usize;
let right_count = HAND_FORCE_PANEL_TITLES.len() - left_count; let right_count = HAND_FORCE_PANEL_TITLES.len() - left_count;
let available_height = let available_height =
(screen.height() - layout::TITLE_BAR_HEIGHT - vertical_margin * 2.0).max(0.0); (screen.height() - layout::TITLE_BAR_HEIGHT - vertical_margin * 2.0).max(0.0);

View File

@@ -349,10 +349,8 @@ fn circle_alpha(local: vec2f, radius: f32, softness: f32) -> f32 {
return 1.0 - smoothstep(radius, radius + softness, dist); return 1.0 - smoothstep(radius, radius + softness, dist);
} }
// Convert a point authored in hand.png UV space into clip space. // Convert a point authored in sensor-canvas UV space into aspect-fitted clip space.
// This mirrors fs_hand_image's aspect-fit math, so fingertip dots stay attached fn sensor_canvas_uv_to_clip(image_uv: vec2f) -> vec2f {
// to the same image pixels when the app window changes shape.
fn hand_image_uv_to_clip(image_uv: vec2f) -> vec2f {
let viewport_aspect = u.viewport.x / max(u.viewport.y, 1.0); let viewport_aspect = u.viewport.x / max(u.viewport.y, 1.0);
let image_aspect = u.image.x / max(u.image.y, 1.0); let image_aspect = u.image.x / max(u.image.y, 1.0);
@@ -420,7 +418,7 @@ fn vs_hand_membrane(vertex: DotVertexInput, instance: DotInstanceInput) -> HandM
let image_uv = (center_px + rotate_2d(local_px, angle)) / max(u.image.xy, vec2f(1.0, 1.0)); let image_uv = (center_px + rotate_2d(local_px, angle)) / max(u.image.xy, vec2f(1.0, 1.0));
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(sensor_canvas_uv_to_clip(image_uv), 0.0, 1.0);
out.local = vertex.local; out.local = vertex.local;
return out; return out;
} }
@@ -470,7 +468,7 @@ fn vs_hand_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexO
let shaped = smoothstep(0.0, 1.0, intensity); let shaped = smoothstep(0.0, 1.0, intensity);
// Hand instances store hand.png UV in world_position.xy instead of 3D world space. // Hand instances store hand.png UV in world_position.xy instead of 3D world space.
let center = hand_image_uv_to_clip(instance.world_position.xy); let center = sensor_canvas_uv_to_clip(instance.world_position.xy);
// Hand fingertip matrices are much smaller than the full Finger view. // Hand fingertip matrices are much smaller than the full Finger view.
// Keep each bead below the local cell spacing so the 12x7 matrix remains visibly separated. // Keep each bead below the local cell spacing so the 12x7 matrix remains visibly separated.
let pixel_size = u.glyph.x * mix(0.22, 0.34, shaped); let pixel_size = u.glyph.x * mix(0.22, 0.34, shaped);
@@ -500,75 +498,14 @@ fn fs_hand_dot(in: DotVertexOutput) -> @location(0) vec4f {
return output_color(color, max(core, halo)); return output_color(color, max(core, halo));
} }
fn chip_pixel_alpha(local: vec2f, half_size: f32, softness: f32) -> f32 {
let q = abs(local) - vec2f(half_size, half_size);
let dist = length(max(q, vec2f(0.0, 0.0))) + min(max(q.x, q.y), 0.0);
return 1.0 - smoothstep(0.0, softness, dist);
}
struct HandPalmChipVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) local: vec2f,
@location(1) grid: vec2f,
}
@vertex
fn vs_hand_palm_chip(vertex: DotVertexInput, instance: DotInstanceInput) -> HandPalmChipVertexOutput {
let center_px = instance.world_position.xy * u.image.xy;
let size_px = instance.style.yz;
let angle = instance.style.x;
let packed_shape = instance.style.w;
let shape_rows = floor(packed_shape / 100.0);
let shape_cols = max(packed_shape - shape_rows * 100.0, 1.0);
let local_px = vertex.local * size_px * 0.5;
let image_uv = (center_px + rotate_2d(local_px, angle)) / max(u.image.xy, vec2f(1.0, 1.0));
var out: HandPalmChipVertexOutput;
out.clip_position = vec4f(hand_image_uv_to_clip(image_uv), 0.0, 1.0);
out.local = vertex.local;
out.grid = vec2f(shape_cols, max(shape_rows, 1.0));
return out;
}
@fragment
fn fs_hand_palm_chip(in: HandPalmChipVertexOutput) -> @location(0) vec4f {
// Dark rounded tile: this is the inset chip body sitting inside the palm surface.
let panel = rounded_rect_alpha(in.local, 0.10, 0.040);
let inset = rounded_rect_alpha(in.local * vec2f(1.10, 1.08), 0.08, 0.052);
let rim = clamp(panel - inset * 0.72, 0.0, 1.0);
// Inactive chip pixels use the chip's real hand layout:
// horizontal 14 columns x 5 rows, or vertical 4 columns x 11 rows.
let uv = clamp(in.local * 0.5 + vec2f(0.5, 0.5), vec2f(0.0, 0.0), vec2f(1.0, 1.0));
let cell = abs(fract(uv * in.grid) - vec2f(0.5, 0.5));
let micro_pixel = 1.0 - smoothstep(0.105, 0.178, length(cell * vec2f(1.04, 0.94)));
let top_bevel = smoothstep(-0.96, -0.18, -in.local.y) * 0.16;
let lower_shadow = smoothstep(0.20, 0.92, in.local.y) * 0.22;
let side_bevel = smoothstep(0.58, 0.96, abs(in.local.x)) * 0.12;
let scan = (0.5 + 0.5 * sin((uv.y * 36.0 + uv.x * 7.0) * 6.28318)) * 0.026;
let base = vec3f(0.004, 0.012, 0.018);
let glass = vec3f(0.012, 0.048, 0.064);
let pixel_color = vec3f(0.075, 0.300, 0.360);
let rim_color = vec3f(0.060, 0.560, 0.670);
let color = base * (0.92 - lower_shadow)
+ glass * (0.52 + top_bevel + side_bevel + scan)
+ pixel_color * micro_pixel * 0.70
+ rim_color * rim * 0.60;
let alpha = panel * (0.64 + micro_pixel * 0.18 + rim * 0.20);
return output_color(color, alpha);
}
@vertex @vertex
fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexOutput { fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexOutput {
let intensity = saturate(instance.style.x); let intensity = saturate(instance.style.x);
let shaped = smoothstep(0.0, 1.0, intensity); let shaped = smoothstep(0.0, 1.0, intensity);
// Palm chip pixels are deliberately smaller than fingertip beads so they read as a chip matrix. // Use the same on-screen point size as Finger mode.
let center = hand_image_uv_to_clip(instance.world_position.xy); let center = sensor_canvas_uv_to_clip(instance.world_position.xy);
let pixel_size = u.glyph.x * mix(0.13, 0.25, shaped); let pixel_size = u.glyph.x * mix(1.07, 2.23, 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;
@@ -581,16 +518,11 @@ fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVe
@fragment @fragment
fn fs_hand_palm_dot(in: DotVertexOutput) -> @location(0) vec4f { fn fs_hand_palm_dot(in: DotVertexOutput) -> @location(0) vec4f {
let intensity = saturate(in.intensity); let intensity = saturate(in.intensity);
let pixel = chip_pixel_alpha(in.local, 0.52, 0.070); let base_color = sample_range_color(intensity);
let glow = circle_alpha(in.local, 0.95, 0.22) * intensity * 0.36;
let cold = vec3f(0.070, 0.340, 0.360); let alpha = circle_alpha(in.local, 0.46, 0.045);
let gradient = sample_range_color(intensity); let color = base_color * mix(0.86, 1.06, intensity);
let color = mix(cold, gradient, smoothstep(0.0, 0.20, intensity))
* (0.58 + intensity * 1.04)
+ gradient * glow * 0.72;
let alpha = max(pixel * (0.20 + intensity * 0.76), glow);
return output_color(color, alpha); return output_color(color, alpha);
} }