fix: correct 3D fingertip sampling and PCB mapping
This commit is contained in:
45
src/app.rs
45
src/app.rs
@@ -6,7 +6,7 @@ use crate::render::{ActiveMode, FingerMode, HandGatewayMode};
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use crate::style::{self, ONE_DARK_PRO, apply_fonts, apply_theme, dim_text, layout};
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use crate::style::{self, ONE_DARK_PRO, apply_fonts, apply_theme, dim_text, layout};
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use crate::ui::SerialMode;
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use crate::ui::SerialMode;
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use crate::{
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use crate::{
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matrix::{MATRIX_COLS, MATRIX_ROWS},
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matrix::{MATRIX_COLS, MATRIX_ROWS, UNFOLDED_SENSOR_SEGMENT_COUNTS},
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render::{
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render::{
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BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, PressureSamples,
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BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, PressureSamples,
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WgpuBackgroundCallback,
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WgpuBackgroundCallback,
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@@ -21,8 +21,8 @@ use eframe::{egui, egui_wgpu};
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use std::sync::Arc;
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use std::sync::Arc;
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const SUMMARY_POINTS_PER_SERIES: usize = 42;
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const SUMMARY_POINTS_PER_SERIES: usize = 42;
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const HAND_FORCE_PANEL_COUNT: usize = 7;
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const HAND_FORCE_PANEL_COUNT: usize = UNFOLDED_SENSOR_SEGMENT_COUNTS.len();
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const HAND_FORCE_SEGMENT_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = [84, 84, 84, 84, 84, 70, 44];
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const HAND_FORCE_SEGMENT_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = UNFOLDED_SENSOR_SEGMENT_COUNTS;
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pub struct EskinDesktopApp {
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pub struct EskinDesktopApp {
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connect_panel: FloatingPanelState,
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connect_panel: FloatingPanelState,
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@@ -218,6 +218,12 @@ impl EskinDesktopApp {
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fn update_pressure_matrix(&mut self) {
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fn update_pressure_matrix(&mut self) {
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if let Some(sample) = self.connection.take_latest_sample() {
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if let Some(sample) = self.connection.take_latest_sample() {
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if self.config_state.mode == SerialMode::Finger3D {
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eprintln!(
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"[3d-rawdata] rows={} cols={} values={:?}",
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sample.rows, sample.cols, sample.matrix
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);
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}
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normalize_pressure_sample(
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normalize_pressure_sample(
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&sample.matrix,
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&sample.matrix,
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sample.rows,
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sample.rows,
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@@ -244,10 +250,6 @@ impl EskinDesktopApp {
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if self.signal_history.len() > SUMMARY_POINTS_PER_SERIES {
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if self.signal_history.len() > SUMMARY_POINTS_PER_SERIES {
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self.signal_history.remove(0);
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self.signal_history.remove(0);
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}
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}
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if self.config_state.mode == SerialMode::Hand {
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update_hand_signal_histories(&mut self.hand_signal_histories, &sample.matrix);
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}
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}
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}
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}
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}
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@@ -395,6 +397,14 @@ impl EskinDesktopApp {
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self.latest_spatial_force,
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self.latest_spatial_force,
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);
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);
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}
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}
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SerialMode::Finger3D => {
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draw_stats_panel(
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ctx,
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&mut self.stats_panel,
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&self.signal_history,
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self.latest_spatial_force,
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);
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}
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SerialMode::Hand => {
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SerialMode::Hand => {
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draw_hand_force_panels(ctx, self.stats_panel.visible, &self.hand_signal_histories);
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draw_hand_force_panels(ctx, self.stats_panel.visible, &self.hand_signal_histories);
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}
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}
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@@ -498,6 +508,15 @@ impl EskinDesktopApp {
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}
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}
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fn switch_mode(&mut self, next: SerialMode) {
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fn switch_mode(&mut self, next: SerialMode) {
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if next == SerialMode::Finger3D {
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// The 3D fingertip PCB sends one 12x9 TactileA frame (108 cells).
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self.matrix_config = MatrixConfigState {
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rows: 12,
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cols: 9,
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color_min: 0.0,
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color_max: 7000.0,
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};
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}
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self.connect_state.mode = next;
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self.connect_state.mode = next;
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self.config_state.mode = next;
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self.config_state.mode = next;
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self.config_state.baud_rate = next.baud_rate();
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self.config_state.baud_rate = next.baud_rate();
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@@ -518,8 +537,10 @@ impl EskinDesktopApp {
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range: 0..7000,
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range: 0..7000,
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dot: true,
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dot: true,
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}),
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}),
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SerialMode::Hand => ActiveMode::Hand(HandGatewayMode { range: 0..7000 }),
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SerialMode::Finger3D | SerialMode::Hand => {
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}
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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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}
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}
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@@ -675,12 +696,6 @@ fn draw_config_bar_mode(ui: &mut egui::Ui, config: &mut ConfigPanelState) -> Opt
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if mode_button(ui, &mut config.mode, SerialMode::Finger, "单面指尖") {
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if mode_button(ui, &mut config.mode, SerialMode::Finger, "单面指尖") {
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changed_to = Some(SerialMode::Finger);
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changed_to = Some(SerialMode::Finger);
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}
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}
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// if mode_button(ui, &mut config.mode, SerialMode::Finger3D, "3D指尖") {
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// changed_to = Some(SerialMode::Finger3D);
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// }
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if mode_button(ui, &mut config.mode, SerialMode::Hand, "展示手掌") {
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changed_to = Some(SerialMode::Hand);
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}
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});
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});
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changed_to
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changed_to
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@@ -1,5 +1,31 @@
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pub const MATRIX_ROWS: u32 = 12;
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pub const MATRIX_ROWS: u32 = 12;
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pub const MATRIX_COLS: u32 = 7;
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pub const MATRIX_COLS: u32 = 7;
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pub const UNFOLDED_L_CHANNEL_COUNT: usize = 8;
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pub const UNFOLDED_H_CHANNEL_COUNT: usize = 13;
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pub const UNFOLDED_SENSOR_COUNT: usize = UNFOLDED_L_CHANNEL_COUNT * UNFOLDED_H_CHANNEL_COUNT;
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pub const UNFOLDED_SENSOR_SEGMENT_COUNTS: [usize; 10] = [8, 3, 5, 8, 10, 44, 3, 5, 8, 10];
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pub const fn unfolded_lh_sample_index(l: usize, h: usize) -> usize {
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debug_assert!(l < UNFOLDED_L_CHANNEL_COUNT);
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debug_assert!(h < UNFOLDED_H_CHANNEL_COUNT);
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h * UNFOLDED_L_CHANNEL_COUNT + l
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}
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#[cfg(test)]
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mod adc_scan_tests {
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use super::*;
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#[test]
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fn scan_changes_l_before_advancing_h() {
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let first_h0_scan = (0..UNFOLDED_L_CHANNEL_COUNT)
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.map(|l| unfolded_lh_sample_index(l, 0))
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.collect::<Vec<_>>();
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assert_eq!(first_h0_scan, (0..8).collect::<Vec<_>>());
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assert_eq!(unfolded_lh_sample_index(0, 1), 8);
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assert_eq!(unfolded_lh_sample_index(7, 12), 103);
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}
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}
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const BASE_MATRIX_SPAN: f32 = 24.0;
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const BASE_MATRIX_SPAN: f32 = 24.0;
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const MATRIX_SPAN_GROWTH: f32 = 0.6;
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const MATRIX_SPAN_GROWTH: f32 = 0.6;
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528
src/render.rs
528
src/render.rs
@@ -1,5 +1,8 @@
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use crate::{
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use crate::{
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matrix::{MatrixLayout, build_view_projection, glyph_world_position},
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matrix::{
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MatrixLayout, UNFOLDED_SENSOR_COUNT, build_view_projection, glyph_world_position,
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unfolded_lh_sample_index,
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},
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model::{AlphaMode, InstanceRaw, ModelVertex, Vertex},
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model::{AlphaMode, InstanceRaw, ModelVertex, Vertex},
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resources, texture,
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resources, texture,
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};
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};
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@@ -70,26 +73,96 @@ const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
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},
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},
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];
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];
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const HAND_PALM_CHIPS: [HandPalmChip; 2] = [
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const UNFOLDED_CANVAS_SIZE: [f32; 2] = [850.0, 750.0];
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const UNFOLDED_CELL_SPACING_PX: f32 = 42.0;
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const UNFOLDED_SENSOR_CHIPS: [HandPalmChip; 10] = [
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// Top cap: 2 rows x 4 columns.
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HandPalmChip {
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HandPalmChip {
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center_px: [538.0, 608.0],
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center_px: [425.0, 165.0],
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size_px: [248.0, 82.0],
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size_px: [176.0, 88.0],
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angle_rad: 0.06,
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angle_rad: 0.0,
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rows: 5,
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rows: 2,
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cols: 14,
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cols: 4,
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sample_offset: 0,
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},
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// Left wing, authored from the outside towards the 11x4 center block.
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HandPalmChip {
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center_px: [140.0, 578.0],
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size_px: [46.0, 132.0],
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angle_rad: 0.0,
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rows: 3,
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cols: 1,
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sample_offset: 8,
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},
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},
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HandPalmChip {
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HandPalmChip {
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center_px: [606.0, 780.0],
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center_px: [188.0, 534.0],
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size_px: [72.0, 214.0],
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size_px: [46.0, 220.0],
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angle_rad: 0.05,
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angle_rad: 0.0,
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rows: 5,
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cols: 1,
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sample_offset: 11,
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},
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HandPalmChip {
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center_px: [236.0, 468.0],
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size_px: [46.0, 352.0],
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angle_rad: 0.0,
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rows: 8,
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cols: 1,
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sample_offset: 16,
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},
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HandPalmChip {
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center_px: [284.0, 424.0],
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size_px: [46.0, 440.0],
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angle_rad: 0.0,
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rows: 10,
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cols: 1,
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sample_offset: 24,
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},
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// Center spine: 11 rows x 4 columns.
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HandPalmChip {
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center_px: [425.0, 444.0],
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size_px: [176.0, 484.0],
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angle_rad: 0.0,
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rows: 11,
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rows: 11,
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cols: 4,
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cols: 4,
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sample_offset: 34,
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},
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// Right wing mirrors the left wing. Data remains ordered 3, 5, 8, 10.
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HandPalmChip {
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center_px: [710.0, 578.0],
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size_px: [46.0, 132.0],
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angle_rad: 0.0,
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rows: 3,
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cols: 1,
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sample_offset: 78,
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},
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HandPalmChip {
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center_px: [662.0, 534.0],
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size_px: [46.0, 220.0],
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angle_rad: 0.0,
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rows: 5,
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cols: 1,
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sample_offset: 81,
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},
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HandPalmChip {
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center_px: [614.0, 468.0],
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size_px: [46.0, 352.0],
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angle_rad: 0.0,
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rows: 8,
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cols: 1,
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sample_offset: 86,
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},
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HandPalmChip {
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center_px: [566.0, 424.0],
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size_px: [46.0, 440.0],
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angle_rad: 0.0,
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rows: 10,
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cols: 1,
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sample_offset: 94,
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},
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},
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];
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];
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const HAND_FINGER_SENSOR_CELLS: usize = 12 * 7;
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const HAND_FINGER_SENSOR_CELLS: usize = 12 * 7;
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const HAND_PALM_HORIZONTAL_OFFSET: usize = HAND_FINGER_SENSOR_CELLS * 5;
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const HAND_PALM_VERTICAL_OFFSET: usize = HAND_PALM_HORIZONTAL_OFFSET + 5 * 14;
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// Each entry pins one miniature matrix to a fingertip in hand.png.
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// Each entry pins one miniature matrix to a fingertip in hand.png.
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// Coordinates are authored in source-image pixels so they are easy to tune by eye.
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// Coordinates are authored in source-image pixels so they are easy to tune by eye.
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@@ -100,14 +173,15 @@ struct HandTipMatrix {
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angle_rad: f32,
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angle_rad: f32,
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}
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}
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// Palm chips follow the hand layout: one horizontal 5x14 matrix and one vertical
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// One block in the flat 270-degree sensor layout. Coordinates use a dedicated
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// 11x4 matrix, rendered as dark inset chip tiles on the palm.
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// 850x750 canvas so the unfolded shape stays prominent across window sizes.
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struct HandPalmChip {
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struct HandPalmChip {
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center_px: [f32; 2],
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center_px: [f32; 2],
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size_px: [f32; 2],
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size_px: [f32; 2],
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angle_rad: f32,
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angle_rad: f32,
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rows: u32,
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rows: u32,
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cols: u32,
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cols: u32,
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sample_offset: usize,
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}
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}
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impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
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impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
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@@ -156,7 +230,6 @@ pub struct BackgroundRenderResources {
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dot_pipeline: wgpu::RenderPipeline,
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dot_pipeline: wgpu::RenderPipeline,
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hand_membrane_pipeline: wgpu::RenderPipeline,
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hand_membrane_pipeline: wgpu::RenderPipeline,
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hand_dot_pipeline: wgpu::RenderPipeline,
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hand_dot_pipeline: wgpu::RenderPipeline,
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hand_palm_chip_pipeline: wgpu::RenderPipeline,
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hand_palm_dot_pipeline: wgpu::RenderPipeline,
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hand_palm_dot_pipeline: wgpu::RenderPipeline,
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hand_image_bind_group: wgpu::BindGroup,
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hand_image_bind_group: wgpu::BindGroup,
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hand_image_texture: texture::Texture,
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hand_image_texture: texture::Texture,
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@@ -168,8 +241,6 @@ pub struct BackgroundRenderResources {
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hand_membrane_instances: Vec<GlyphInstance>,
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hand_membrane_instances: Vec<GlyphInstance>,
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hand_dot_instance_buffer: wgpu::Buffer,
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hand_dot_instance_buffer: wgpu::Buffer,
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hand_dot_instances: Vec<GlyphInstance>,
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hand_dot_instances: Vec<GlyphInstance>,
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hand_palm_chip_instance_buffer: wgpu::Buffer,
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hand_palm_chip_instances: Vec<GlyphInstance>,
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hand_palm_dot_instance_buffer: wgpu::Buffer,
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hand_palm_dot_instance_buffer: wgpu::Buffer,
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hand_palm_dot_instances: Vec<GlyphInstance>,
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hand_palm_dot_instances: Vec<GlyphInstance>,
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render_options: RenderOptions,
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render_options: RenderOptions,
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@@ -277,10 +348,7 @@ impl BackgroundRenderResources {
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build_view_projection(1.0, &layout),
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build_view_projection(1.0, &layout),
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surface_is_srgb,
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surface_is_srgb,
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render_options,
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render_options,
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[
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UNFOLDED_CANVAS_SIZE,
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hand_image_texture.width as f32,
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hand_image_texture.height as f32,
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|
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],
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);
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);
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let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Pressure Matrix Uniform Buffer"),
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label: Some("Pressure Matrix Uniform Buffer"),
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@@ -497,8 +565,6 @@ impl BackgroundRenderResources {
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create_hand_membrane_pipeline(device, target_format, &shader, &pipeline_layout);
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create_hand_membrane_pipeline(device, target_format, &shader, &pipeline_layout);
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let hand_dot_pipeline =
|
let hand_dot_pipeline =
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create_hand_dot_pipeline(device, target_format, &shader, &pipeline_layout);
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create_hand_dot_pipeline(device, target_format, &shader, &pipeline_layout);
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let hand_palm_chip_pipeline =
|
|
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create_hand_palm_chip_pipeline(device, target_format, &shader, &pipeline_layout);
|
|
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let hand_palm_dot_pipeline =
|
let hand_palm_dot_pipeline =
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||||||
create_hand_palm_dot_pipeline(device, target_format, &shader, &pipeline_layout);
|
create_hand_palm_dot_pipeline(device, target_format, &shader, &pipeline_layout);
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|
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@@ -551,23 +617,8 @@ impl BackgroundRenderResources {
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contents: bytemuck::cast_slice(&hand_dot_instances),
|
contents: bytemuck::cast_slice(&hand_dot_instances),
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||||||
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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||||||
});
|
});
|
||||||
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 +640,6 @@ 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 +650,6 @@ 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 +671,7 @@ 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 +698,8 @@ 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 +713,9 @@ 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 +731,7 @@ 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 +753,7 @@ 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 +1091,6 @@ 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 +1142,6 @@ 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 +1189,26 @@ 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_index, chip) in UNFOLDED_SENSOR_CHIPS.iter().enumerate() {
|
||||||
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 = unfolded_adc_sample_index(chip_index, row, col);
|
||||||
let offset = match chip_index {
|
let [normalized, display_value] = sample_pressure_at(pressure, index, index);
|
||||||
0 => HAND_PALM_HORIZONTAL_OFFSET,
|
let [x, y] = unfolded_cell_position(&chip, row, col);
|
||||||
_ => HAND_PALM_VERTICAL_OFFSET,
|
|
||||||
};
|
|
||||||
let [normalized, display_value] =
|
|
||||||
sample_pressure_at(pressure, offset + index, index);
|
|
||||||
|
|
||||||
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 +1221,47 @@ fn build_hand_palm_dot_instances(
|
|||||||
instances
|
instances
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn unfolded_adc_sample_index(chip_index: usize, row: u32, col: u32) -> usize {
|
||||||
|
// Raw sample 0 is L0H0. The scan advances L first:
|
||||||
|
// L0H0, L1H0, …, L7H0, L0H1, …, L7H12.
|
||||||
|
// The PCB unfolds those channel pairs into the ten visual regions below.
|
||||||
|
let (l, h) = match chip_index {
|
||||||
|
0 => (5 - col, 12 - row), // top cap: L5…L2 × H12…H11
|
||||||
|
1 => (6, row), // left outer tip: L6 × H0…H2
|
||||||
|
2 => (7, folded_five_row_h(row)), // left folded wing
|
||||||
|
3 => (7, 10 - row), // left inner wing: L7 × H10…H3
|
||||||
|
4 => (6, 12 - row), // left inner spine: L6 × H12…H3
|
||||||
|
5 => (5 - col, 10 - row), // center: L5…L2 × H10…H0
|
||||||
|
6 => (1, row), // right outer tip: L1 × H0…H2
|
||||||
|
7 => (0, folded_five_row_h(row)), // right folded wing
|
||||||
|
8 => (0, 10 - row), // right inner wing: L0 × H10…H3
|
||||||
|
9 => (1, 12 - row), // right inner spine: L1 × H12…H3
|
||||||
|
_ => unreachable!("invalid unfolded PCB region"),
|
||||||
|
};
|
||||||
|
|
||||||
|
unfolded_lh_sample_index(l as usize, h as usize)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn folded_five_row_h(row: u32) -> u32 {
|
||||||
|
const PCB_H_ROUTE: [u32; 5] = [12, 11, 0, 1, 2];
|
||||||
|
PCB_H_ROUTE[row as usize]
|
||||||
|
}
|
||||||
|
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 +1270,225 @@ 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_maps_every_lh_adc_channel_once() {
|
||||||
|
let mut seen = [false; UNFOLDED_SENSOR_COUNT];
|
||||||
|
|
||||||
|
for (chip_index, chip) in UNFOLDED_SENSOR_CHIPS.iter().enumerate() {
|
||||||
|
for row in 0..chip.rows {
|
||||||
|
for col in 0..chip.cols {
|
||||||
|
let index = unfolded_adc_sample_index(chip_index, row, col);
|
||||||
|
assert!(index < UNFOLDED_SENSOR_COUNT);
|
||||||
|
assert!(!seen[index], "duplicate ADC sample index {index}");
|
||||||
|
seen[index] = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
assert!(seen.into_iter().all(|mapped| mapped));
|
||||||
|
assert_eq!(unfolded_lh_sample_index(0, 0), 0); // first raw sample
|
||||||
|
assert_eq!(unfolded_lh_sample_index(1, 0), 1); // L changes first
|
||||||
|
assert_eq!(unfolded_lh_sample_index(7, 0), 7);
|
||||||
|
assert_eq!(unfolded_lh_sample_index(0, 1), 8); // then H advances
|
||||||
|
assert_eq!(unfolded_adc_sample_index(7, 0, 0), 96); // L0H12
|
||||||
|
assert_eq!(unfolded_adc_sample_index(6, 0, 0), 1); // L1H0
|
||||||
|
assert_eq!(unfolded_lh_sample_index(7, 12), 103); // last rendered sample
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn unfolded_layout_matches_annotated_adc_intersections() {
|
||||||
|
// Right folded/outer intersections: 1=L0H0, 2=L1H0,
|
||||||
|
// 9=L0H1, 10=L1H1, 17=L0H2, 18=L1H2.
|
||||||
|
assert_eq!(unfolded_adc_sample_index(7, 2, 0) + 1, 1);
|
||||||
|
assert_eq!(unfolded_adc_sample_index(6, 0, 0) + 1, 2);
|
||||||
|
assert_eq!(unfolded_adc_sample_index(7, 3, 0) + 1, 9);
|
||||||
|
assert_eq!(unfolded_adc_sample_index(6, 1, 0) + 1, 10);
|
||||||
|
assert_eq!(unfolded_adc_sample_index(7, 4, 0) + 1, 17);
|
||||||
|
assert_eq!(unfolded_adc_sample_index(6, 2, 0) + 1, 18);
|
||||||
|
|
||||||
|
// Right inner routes continue upward from H3.
|
||||||
|
assert_eq!(
|
||||||
|
(0..8)
|
||||||
|
.map(|row| unfolded_adc_sample_index(8, row, 0) + 1)
|
||||||
|
.collect::<Vec<_>>(),
|
||||||
|
vec![81, 73, 65, 57, 49, 41, 33, 25]
|
||||||
|
);
|
||||||
|
assert_eq!(
|
||||||
|
(0..10)
|
||||||
|
.map(|row| unfolded_adc_sample_index(9, row, 0) + 1)
|
||||||
|
.collect::<Vec<_>>(),
|
||||||
|
vec![98, 90, 82, 74, 66, 58, 50, 42, 34, 26]
|
||||||
|
);
|
||||||
|
|
||||||
|
// Left routes mirror the right side's PCB continuation.
|
||||||
|
assert_eq!(
|
||||||
|
(0..3)
|
||||||
|
.map(|row| unfolded_adc_sample_index(1, row, 0) + 1)
|
||||||
|
.collect::<Vec<_>>(),
|
||||||
|
vec![7, 15, 23]
|
||||||
|
);
|
||||||
|
assert_eq!(
|
||||||
|
(0..5)
|
||||||
|
.map(|row| unfolded_adc_sample_index(2, row, 0) + 1)
|
||||||
|
.collect::<Vec<_>>(),
|
||||||
|
vec![104, 96, 8, 16, 24]
|
||||||
|
);
|
||||||
|
assert_eq!(
|
||||||
|
(0..8)
|
||||||
|
.map(|row| unfolded_adc_sample_index(3, row, 0) + 1)
|
||||||
|
.collect::<Vec<_>>(),
|
||||||
|
vec![88, 80, 72, 64, 56, 48, 40, 32]
|
||||||
|
);
|
||||||
|
assert_eq!(
|
||||||
|
(0..10)
|
||||||
|
.map(|row| unfolded_adc_sample_index(4, row, 0) + 1)
|
||||||
|
.collect::<Vec<_>>(),
|
||||||
|
vec![103, 95, 87, 79, 71, 63, 55, 47, 39, 31]
|
||||||
|
);
|
||||||
|
|
||||||
|
// Center rows H0…H7, each ordered L5, L4, L3, L2.
|
||||||
|
for h in 0..=7 {
|
||||||
|
let row = 10 - h;
|
||||||
|
let expected = (2..=5)
|
||||||
|
.rev()
|
||||||
|
.map(|l| unfolded_lh_sample_index(l, h as usize) + 1)
|
||||||
|
.collect::<Vec<_>>();
|
||||||
|
let rendered = (0..4)
|
||||||
|
.map(|col| unfolded_adc_sample_index(5, row, col) + 1)
|
||||||
|
.collect::<Vec<_>>();
|
||||||
|
assert_eq!(rendered, expected);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn annotated_folded_points_share_the_same_physical_rows() {
|
||||||
|
let same_y = |left_chip: usize, left_row: u32, right_chip: usize, right_row: u32| {
|
||||||
|
let left = unfolded_cell_position(&UNFOLDED_SENSOR_CHIPS[left_chip], left_row, 0)[1];
|
||||||
|
let right = unfolded_cell_position(&UNFOLDED_SENSOR_CHIPS[right_chip], right_row, 0)[1];
|
||||||
|
assert!((left - right).abs() < 0.01);
|
||||||
|
};
|
||||||
|
|
||||||
|
// Left outer pairs: 7/8, 15/16, 23/24.
|
||||||
|
for row in 0..3 {
|
||||||
|
same_y(1, row, 2, row + 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Right outer pairs: 2/1, 10/9, 18/17.
|
||||||
|
for row in 0..3 {
|
||||||
|
same_y(6, row, 7, row + 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Inner continuations align by H despite belonging to different strips.
|
||||||
|
for row in 0..8 {
|
||||||
|
same_y(3, row, 4, row + 2);
|
||||||
|
same_y(8, row, 9, row + 2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[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,
|
||||||
|
|||||||
@@ -188,3 +188,61 @@ impl Codec<TactileAFrame> for TactileACodec {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
|
||||||
|
mod tests {
|
||||||
|
use super::*;
|
||||||
|
use crate::serial_core::codec::Codec;
|
||||||
|
use std::time::Instant;
|
||||||
|
|
||||||
|
const FINGER_3D_ROWS: usize = 12;
|
||||||
|
const FINGER_3D_COLS: usize = 9;
|
||||||
|
const FINGER_3D_DATA_LEN: usize = FINGER_3D_ROWS * FINGER_3D_COLS * 2;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn finger_3d_request_asks_for_108_samples() {
|
||||||
|
let codec = TactileACodec::new(FINGER_3D_COLS, FINGER_3D_ROWS);
|
||||||
|
let frame = TactileACodec::build_req_frame(FINGER_3D_COLS, FINGER_3D_ROWS).unwrap();
|
||||||
|
let encoded = codec.encode(&frame).unwrap();
|
||||||
|
|
||||||
|
assert_eq!(
|
||||||
|
u16::from_le_bytes([encoded[11], encoded[12]]) as usize,
|
||||||
|
FINGER_3D_DATA_LEN
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn finger_3d_decode_accepts_108_samples_across_reads() {
|
||||||
|
let mut codec = TactileACodec::new(FINGER_3D_COLS, FINGER_3D_ROWS);
|
||||||
|
let payload = (0..FINGER_3D_ROWS * FINGER_3D_COLS)
|
||||||
|
.flat_map(|value| (value as u16).to_le_bytes())
|
||||||
|
.collect::<Vec<_>>();
|
||||||
|
let mut response = Vec::new();
|
||||||
|
response.extend_from_slice(&[0xAA, 0x55]);
|
||||||
|
response.extend_from_slice(&9_u16.to_le_bytes());
|
||||||
|
response.extend_from_slice(&[0x34, 0x00, 0xFB]);
|
||||||
|
response.extend_from_slice(&7168_u32.to_le_bytes());
|
||||||
|
response.extend_from_slice(&(FINGER_3D_DATA_LEN as u16).to_le_bytes());
|
||||||
|
response.push(0);
|
||||||
|
response.extend_from_slice(&payload);
|
||||||
|
response.push(calc_crc8_itu(&response));
|
||||||
|
|
||||||
|
let split = response.len() / 2;
|
||||||
|
assert!(
|
||||||
|
codec
|
||||||
|
.decode(&response[..split], Instant::now())
|
||||||
|
.unwrap()
|
||||||
|
.is_empty()
|
||||||
|
);
|
||||||
|
let frames = codec.decode(&response[split..], Instant::now()).unwrap();
|
||||||
|
|
||||||
|
let TactileAFrame::Rep(rep) = &frames[0] else {
|
||||||
|
panic!("expected response frame");
|
||||||
|
};
|
||||||
|
assert_eq!(rep.payload.len(), FINGER_3D_DATA_LEN);
|
||||||
|
assert_eq!(
|
||||||
|
TactileACodec::parse_data_frame(&rep.payload).unwrap().len(),
|
||||||
|
108
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
54
src/ui.rs
54
src/ui.rs
@@ -53,7 +53,7 @@ pub struct ConnectPanelState {
|
|||||||
#[derive(Clone, Copy, PartialEq, Eq)]
|
#[derive(Clone, Copy, PartialEq, Eq)]
|
||||||
pub enum SerialMode {
|
pub enum SerialMode {
|
||||||
Finger,
|
Finger,
|
||||||
// Finger3D,
|
Finger3D,
|
||||||
Hand,
|
Hand,
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -61,16 +61,26 @@ impl SerialMode {
|
|||||||
pub fn baud_rate(self) -> u32 {
|
pub fn baud_rate(self) -> u32 {
|
||||||
match self {
|
match self {
|
||||||
SerialMode::Finger => 921_600,
|
SerialMode::Finger => 921_600,
|
||||||
SerialMode::Hand => 1_152_000,
|
SerialMode::Finger3D => 921_600,
|
||||||
|
SerialMode::Hand => 921_600,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn protocol(self) -> SerialProtocol {
|
pub fn protocol(self) -> SerialProtocol {
|
||||||
match self {
|
match self {
|
||||||
SerialMode::Finger => SerialProtocol::TactileA,
|
SerialMode::Finger => SerialProtocol::TactileA,
|
||||||
|
SerialMode::Finger3D => SerialProtocol::TactileA,
|
||||||
SerialMode::Hand => SerialProtocol::HandGateway,
|
SerialMode::Hand => SerialProtocol::HandGateway,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn matrix_shape(self) -> (u32, u32) {
|
||||||
|
match self {
|
||||||
|
SerialMode::Finger => (12, 7),
|
||||||
|
SerialMode::Finger3D => (12, 9),
|
||||||
|
SerialMode::Hand => (12, 7),
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Clone, Copy, PartialEq, Eq)]
|
#[derive(Clone, Copy, PartialEq, Eq)]
|
||||||
@@ -483,11 +493,11 @@ 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") {
|
|
||||||
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");
|
||||||
|
|
||||||
|
if mode_button(ui, &mut config.mode, SerialMode::Finger3D, "3D指尖") {
|
||||||
|
changed_to = Some(SerialMode::Finger3D)
|
||||||
|
}
|
||||||
// Legacy reconnect controls. Current sensors run fixed 921600 baud without auto-reconnect UI.
|
// Legacy reconnect controls. Current sensors run fixed 921600 baud without auto-reconnect UI.
|
||||||
// ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| {
|
// ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| {
|
||||||
// ui.checkbox(&mut config.auto_reconnect, "自动");
|
// ui.checkbox(&mut config.auto_reconnect, "自动");
|
||||||
@@ -566,10 +576,11 @@ fn draw_config_bar_connection(
|
|||||||
if is_connected {
|
if is_connected {
|
||||||
connection.disconnect();
|
connection.disconnect();
|
||||||
} else if !config.port.is_empty() {
|
} else if !config.port.is_empty() {
|
||||||
|
let (rows, cols) = config.mode.matrix_shape();
|
||||||
connection.connect(
|
connection.connect(
|
||||||
&config.port,
|
&config.port,
|
||||||
12,
|
rows,
|
||||||
7,
|
cols,
|
||||||
config.mode.baud_rate(),
|
config.mode.baud_rate(),
|
||||||
config.mode.protocol(),
|
config.mode.protocol(),
|
||||||
recorder.clone(),
|
recorder.clone(),
|
||||||
@@ -637,10 +648,11 @@ fn draw_connection_row(
|
|||||||
if is_connected {
|
if is_connected {
|
||||||
connection.disconnect();
|
connection.disconnect();
|
||||||
} else if !config.port.is_empty() {
|
} else if !config.port.is_empty() {
|
||||||
|
let (rows, cols) = config.mode.matrix_shape();
|
||||||
connection.connect(
|
connection.connect(
|
||||||
&config.port,
|
&config.port,
|
||||||
12,
|
rows,
|
||||||
7,
|
cols,
|
||||||
config.mode.baud_rate(),
|
config.mode.baud_rate(),
|
||||||
config.mode.protocol(),
|
config.mode.protocol(),
|
||||||
recorder.clone(),
|
recorder.clone(),
|
||||||
@@ -758,6 +770,9 @@ fn draw_mode_body(
|
|||||||
// });
|
// });
|
||||||
draw_status_bytes_row(ui, conn_state, stats);
|
draw_status_bytes_row(ui, conn_state, stats);
|
||||||
}
|
}
|
||||||
|
SerialMode::Finger3D => {
|
||||||
|
draw_status_bytes_row(ui, conn_state, stats);
|
||||||
|
}
|
||||||
SerialMode::Hand => {
|
SerialMode::Hand => {
|
||||||
// Legacy manual-TX controls for older hand-module debugging:
|
// Legacy manual-TX controls for older hand-module debugging:
|
||||||
// ui.horizontal(|ui| {
|
// ui.horizontal(|ui| {
|
||||||
@@ -969,14 +984,17 @@ 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 +1020,7 @@ 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);
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user