Compare commits
11 Commits
d4f160af75
...
waic-hand
| Author | SHA1 | Date | |
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9fb4c0edf4 | ||
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1e3cfdcf21 | ||
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a04b903e96 | ||
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c4bccc1747 | ||
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5264f0c247 | ||
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a999d9c064 | ||
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71d314ac44 | ||
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0a9fea0f0a | ||
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da77f2f194 | ||
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1ed729f8da | ||
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444c20f233 |
@@ -1,35 +0,0 @@
|
||||
{
|
||||
"hooks": {
|
||||
"pre-exec": [
|
||||
{
|
||||
"matcher": "",
|
||||
"command": "scale gate pre-tool Bash --args-json \"$ARGS\" --session-id \"$SESSION_ID\""
|
||||
},
|
||||
{
|
||||
"matcher": "edit|write",
|
||||
"command": "scale gate pre-tool Edit --args-json \"$ARGS\" --session-id \"$SESSION_ID\""
|
||||
}
|
||||
],
|
||||
"post-exec": [
|
||||
{
|
||||
"matcher": "edit|write",
|
||||
"command": "scale gate post-tool Edit --args-json \"$ARGS\" --exit-code \"$EXIT_CODE\" --session-id \"$SESSION_ID\""
|
||||
},
|
||||
{
|
||||
"matcher": "",
|
||||
"command": "scale gate post-tool Bash --args-json \"$ARGS\" --exit-code \"$EXIT_CODE\" --session-id \"$SESSION_ID\""
|
||||
}
|
||||
],
|
||||
"before-stop": [
|
||||
{
|
||||
"matcher": "",
|
||||
"command": "scale gate before-stop --session-id \"$SESSION_ID\""
|
||||
}
|
||||
]
|
||||
},
|
||||
"permissions": {
|
||||
"allow": [
|
||||
"scale:*"
|
||||
]
|
||||
}
|
||||
}
|
||||
43
Cargo.lock
generated
43
Cargo.lock
generated
@@ -1304,7 +1304,7 @@ checksum = "dea2df4cf52843e0452895c455a1a2cfbb842a1e7329671acf418fdc53ed4c59"
|
||||
|
||||
[[package]]
|
||||
name = "eskin-model-player"
|
||||
version = "0.5.0"
|
||||
version = "5.0.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"bytemuck",
|
||||
@@ -1320,6 +1320,7 @@ dependencies = [
|
||||
"log",
|
||||
"serialport",
|
||||
"tobj",
|
||||
"winresource",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
@@ -3645,6 +3646,15 @@ dependencies = [
|
||||
"syn",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "serde_spanned"
|
||||
version = "1.1.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "6662b5879511e06e8999a8a235d848113e942c9124f211511b16466ee2995f26"
|
||||
dependencies = [
|
||||
"serde_core",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "serialport"
|
||||
version = "4.9.0"
|
||||
@@ -3989,6 +3999,21 @@ dependencies = [
|
||||
"ahash",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "toml"
|
||||
version = "1.1.2+spec-1.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "81f3d15e84cbcd896376e6730314d59fb5a87f31e4b038454184435cd57defee"
|
||||
dependencies = [
|
||||
"indexmap",
|
||||
"serde_core",
|
||||
"serde_spanned",
|
||||
"toml_datetime",
|
||||
"toml_parser",
|
||||
"toml_writer",
|
||||
"winnow",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "toml_datetime"
|
||||
version = "1.1.1+spec-1.1.0"
|
||||
@@ -4019,6 +4044,12 @@ dependencies = [
|
||||
"winnow",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "toml_writer"
|
||||
version = "1.1.1+spec-1.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "756daf9b1013ebe47a8776667b466417e2d4c5679d441c26230efd9ef78692db"
|
||||
|
||||
[[package]]
|
||||
name = "tracing"
|
||||
version = "0.1.44"
|
||||
@@ -5017,6 +5048,16 @@ dependencies = [
|
||||
"memchr",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "winresource"
|
||||
version = "0.1.31"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "0986a8b1d586b7d3e4fe3d9ea39fb451ae22869dcea4aa109d287a374d866087"
|
||||
dependencies = [
|
||||
"toml",
|
||||
"version_check",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "wit-bindgen"
|
||||
version = "0.51.0"
|
||||
|
||||
13
Cargo.toml
13
Cargo.toml
@@ -1,9 +1,14 @@
|
||||
[package]
|
||||
name = "eskin-model-player"
|
||||
version = "0.5.0"
|
||||
version = "5.0.0"
|
||||
edition = "2024"
|
||||
authors = ["JOYSONQUIN"]
|
||||
description = "Desktop pressure sensor visualization and playback application."
|
||||
build = "build.rs"
|
||||
|
||||
[package.metadata.wix]
|
||||
eula = false
|
||||
|
||||
[dependencies]
|
||||
eframe = { version = "0.34.2", features = ["default", "wgpu", "__screenshot"] }
|
||||
env_logger = { version = "0.11.10", features = ["auto-color", "humantime"] }
|
||||
@@ -19,6 +24,12 @@ log = "0.4.29"
|
||||
tobj = "4.0.4"
|
||||
gltf = "1.4.1"
|
||||
|
||||
|
||||
[build-dependencies]
|
||||
anyhow = "1.0.102"
|
||||
fs_extra = "1.3.0"
|
||||
winresource = "0.1.31"
|
||||
|
||||
[[bin]]
|
||||
name = "ESkinPlayer"
|
||||
path = "src/main.rs"
|
||||
|
||||
8
build.rs
8
build.rs
@@ -27,6 +27,14 @@ fn main() -> Result<()> {
|
||||
copy_items(&items, &resource_dir, ©_options)?;
|
||||
}
|
||||
|
||||
if std::env::var("CARGO_CFG_TARGET_OS").as_deref() == Ok("windows") {
|
||||
let mut resource = winresource::WindowsResource::new();
|
||||
|
||||
resource.set_icon("res/icon.ico");
|
||||
|
||||
resource.compile().expect("compile windows icon failed");
|
||||
}
|
||||
|
||||
println!("cargo:rustc-env=RESOURCE_DIR={}", resource_dir.display());
|
||||
|
||||
Ok(())
|
||||
|
||||
1060
docs/cargo-wix-guide.md
Normal file
1060
docs/cargo-wix-guide.md
Normal file
File diff suppressed because it is too large
Load Diff
BIN
res/128x128@2x.png
Normal file
BIN
res/128x128@2x.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
BIN
res/icon.ico
Normal file
BIN
res/icon.ico
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 41 KiB |
559
src/app.rs
559
src/app.rs
@@ -1,6 +1,6 @@
|
||||
use crate::breakout::{BreakoutGame, control_from_matrix};
|
||||
use crate::connection::ConnectionManager;
|
||||
use crate::force::{ForceEstimatorState, HudSpatialForce};
|
||||
use crate::connection::{ConnectionManager, ConnectionState};
|
||||
use crate::force::{ForceEstimatorState, HAND_FINGERTIP_COUNT, HudSpatialForce};
|
||||
use crate::recording::Recorder;
|
||||
use crate::render::{ActiveMode, FingerMode, HandGatewayMode};
|
||||
use crate::style::{ONE_DARK_PRO, apply_fonts, apply_theme, layout};
|
||||
@@ -13,14 +13,28 @@ use crate::{
|
||||
},
|
||||
ui::{
|
||||
ConfigPanelState, ConnectPanelState, FloatingPanelState, MatrixConfigState,
|
||||
draw_config_panel, draw_export_panel, draw_matrix_config_panel, draw_stats_panel,
|
||||
panel_restore_item,
|
||||
draw_config_panel, draw_hand_force_panels, panel_restore_item,
|
||||
},
|
||||
};
|
||||
use eframe::{egui, egui_wgpu};
|
||||
use std::sync::Arc;
|
||||
use std::{
|
||||
sync::Arc,
|
||||
time::{Duration, Instant},
|
||||
};
|
||||
|
||||
const SUMMARY_POINTS_PER_SERIES: usize = 42;
|
||||
const HAND_FORCE_PANEL_COUNT: usize = 7;
|
||||
const HAND_FORCE_SEGMENT_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = [84, 84, 84, 84, 84, 70, 44];
|
||||
const HAND_IMAGE_SIZE_PX: [f32; 2] = [971.0, 1117.0];
|
||||
const HAND_FINGERTIP_FORCE_ANCHORS_PX: [[f32; 2]; HAND_FINGERTIP_COUNT] = [
|
||||
[265.0, 495.0],
|
||||
[359.0, 260.0],
|
||||
[482.0, 228.0],
|
||||
[596.0, 265.0],
|
||||
[693.0, 370.0],
|
||||
];
|
||||
const RATE_UPDATE_INTERVAL: Duration = Duration::from_millis(500);
|
||||
const DATA_IDLE_PANEL_EXIT_DELAY: Duration = Duration::from_secs(3);
|
||||
|
||||
pub struct EskinDesktopApp {
|
||||
connect_panel: FloatingPanelState,
|
||||
@@ -39,18 +53,66 @@ pub struct EskinDesktopApp {
|
||||
matrix_config_panel: FloatingPanelState,
|
||||
matrix_config: MatrixConfigState,
|
||||
signal_history: Vec<f32>,
|
||||
hand_signal_histories: [Vec<f32>; HAND_FORCE_PANEL_COUNT],
|
||||
force_estimator: ForceEstimatorState,
|
||||
latest_spatial_force: Option<HudSpatialForce>,
|
||||
latest_hand_spatial_forces: [Option<HudSpatialForce>; HAND_FINGERTIP_COUNT],
|
||||
spatial_force_panel_force: Option<HudSpatialForce>,
|
||||
latest_raw_matrix: Vec<u32>,
|
||||
latest_matrix_rows: u32,
|
||||
latest_matrix_cols: u32,
|
||||
last_sample_at: Option<Instant>,
|
||||
breakout_visible: bool,
|
||||
breakout_game: BreakoutGame,
|
||||
live_rates: LiveRateMeters,
|
||||
context_menu_open: bool,
|
||||
context_menu_pos: egui::Pos2,
|
||||
active_mode: ActiveMode,
|
||||
}
|
||||
|
||||
struct LiveRateMeters {
|
||||
window_started_at: Instant,
|
||||
window_rx_frames: u64,
|
||||
window_render_frames: u32,
|
||||
sample_rate_hz: f32,
|
||||
render_rate_hz: f32,
|
||||
}
|
||||
|
||||
impl LiveRateMeters {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
window_started_at: Instant::now(),
|
||||
window_rx_frames: 0,
|
||||
window_render_frames: 0,
|
||||
sample_rate_hz: 0.0,
|
||||
render_rate_hz: 0.0,
|
||||
}
|
||||
}
|
||||
|
||||
fn tick_render(&mut self, total_rx_frames: u64) {
|
||||
if total_rx_frames < self.window_rx_frames {
|
||||
self.window_rx_frames = total_rx_frames;
|
||||
self.sample_rate_hz = 0.0;
|
||||
}
|
||||
|
||||
self.window_render_frames = self.window_render_frames.saturating_add(1);
|
||||
|
||||
let now = Instant::now();
|
||||
let elapsed = now.duration_since(self.window_started_at);
|
||||
if elapsed < RATE_UPDATE_INTERVAL {
|
||||
return;
|
||||
}
|
||||
|
||||
let seconds = elapsed.as_secs_f32().max(0.001);
|
||||
let rx_delta = total_rx_frames.saturating_sub(self.window_rx_frames);
|
||||
self.sample_rate_hz = rx_delta as f32 / seconds;
|
||||
self.render_rate_hz = self.window_render_frames as f32 / seconds;
|
||||
self.window_started_at = now;
|
||||
self.window_rx_frames = total_rx_frames;
|
||||
self.window_render_frames = 0;
|
||||
}
|
||||
}
|
||||
|
||||
impl EskinDesktopApp {
|
||||
pub fn new(cc: &eframe::CreationContext<'_>) -> Self {
|
||||
egui_extras::install_image_loaders(&cc.egui_ctx);
|
||||
@@ -104,21 +166,21 @@ impl EskinDesktopApp {
|
||||
),
|
||||
matrix_config: MatrixConfigState::default(),
|
||||
signal_history: Vec::with_capacity(128),
|
||||
hand_signal_histories: std::array::from_fn(|_| Vec::with_capacity(128)),
|
||||
force_estimator: ForceEstimatorState::new(),
|
||||
latest_spatial_force: None,
|
||||
latest_hand_spatial_forces: [None; HAND_FINGERTIP_COUNT],
|
||||
spatial_force_panel_force: None,
|
||||
latest_raw_matrix: Vec::new(),
|
||||
latest_matrix_rows: MATRIX_ROWS,
|
||||
latest_matrix_cols: MATRIX_COLS,
|
||||
last_sample_at: None,
|
||||
breakout_visible: false,
|
||||
breakout_game: BreakoutGame::default(),
|
||||
live_rates: LiveRateMeters::new(),
|
||||
context_menu_open: false,
|
||||
context_menu_pos: egui::pos2(24.0, 48.0),
|
||||
active_mode: ActiveMode::Finger(FingerMode {
|
||||
rows: 12,
|
||||
cols: 7,
|
||||
range: 0..7000,
|
||||
dot: true,
|
||||
}),
|
||||
active_mode: ActiveMode::Hand(HandGatewayMode { range: 0..7000 }),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -140,40 +202,91 @@ impl EskinDesktopApp {
|
||||
}
|
||||
|
||||
fn paint_spatial_force_overlay(&self, ui: &egui::Ui, rect: egui::Rect) {
|
||||
if !self.recent_sample_is_fresh() {
|
||||
return;
|
||||
}
|
||||
|
||||
if matches!(self.active_mode, ActiveMode::Hand(_)) {
|
||||
self.paint_hand_spatial_force_overlay(ui, rect);
|
||||
return;
|
||||
}
|
||||
|
||||
let Some(force) = self.latest_spatial_force else {
|
||||
return;
|
||||
};
|
||||
|
||||
let painter = ui.painter();
|
||||
let center = rect.center();
|
||||
let magnitude = force.magnitude.clamp(0.0, 1.8);
|
||||
let length = 34.0 + magnitude * 54.0;
|
||||
let angle = force.angle_deg.to_radians();
|
||||
let direction = egui::vec2(angle.cos(), angle.sin());
|
||||
let end = center + direction * length;
|
||||
let side = egui::vec2(-direction.y, direction.x);
|
||||
let color = egui::Color32::from_rgb(255, 196, 54);
|
||||
let glow = egui::Color32::from_rgba_unmultiplied(255, 196, 54, 58);
|
||||
paint_spatial_force_arrow(ui.painter(), center, force, 34.0, 54.0);
|
||||
}
|
||||
|
||||
painter.line_segment([center, end], egui::Stroke::new(9.0, glow));
|
||||
painter.line_segment([center, end], egui::Stroke::new(2.4, color));
|
||||
painter.line_segment(
|
||||
[end, end - direction * 14.0 + side * 7.0],
|
||||
egui::Stroke::new(2.4, color),
|
||||
);
|
||||
painter.line_segment(
|
||||
[end, end - direction * 14.0 - side * 7.0],
|
||||
egui::Stroke::new(2.4, color),
|
||||
);
|
||||
painter.circle_filled(center, 4.2, color);
|
||||
fn paint_hand_spatial_force_overlay(&self, ui: &egui::Ui, rect: egui::Rect) {
|
||||
for (force, anchor_px) in self
|
||||
.latest_hand_spatial_forces
|
||||
.iter()
|
||||
.zip(HAND_FINGERTIP_FORCE_ANCHORS_PX)
|
||||
{
|
||||
let Some(force) = force else {
|
||||
continue;
|
||||
};
|
||||
|
||||
let center = hand_image_pixel_to_screen(rect, anchor_px);
|
||||
paint_spatial_force_arrow(ui.painter(), center, *force, 20.0, 34.0);
|
||||
}
|
||||
}
|
||||
|
||||
fn strongest_hand_spatial_force(&self) -> Option<HudSpatialForce> {
|
||||
self.latest_hand_spatial_forces
|
||||
.iter()
|
||||
.flatten()
|
||||
.copied()
|
||||
.max_by(|a, b| a.magnitude.total_cmp(&b.magnitude))
|
||||
}
|
||||
|
||||
fn analyze_spatial_force(&mut self, values: &[u32]) {
|
||||
if matches!(self.config_state.mode, SerialMode::Hand) {
|
||||
self.latest_hand_spatial_forces = self.force_estimator.analyze_fingertips(values);
|
||||
self.latest_spatial_force = self.strongest_hand_spatial_force();
|
||||
} else {
|
||||
self.latest_spatial_force = self.force_estimator.analyze(values);
|
||||
self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT];
|
||||
}
|
||||
}
|
||||
|
||||
fn connection_has_live_data(&self) -> bool {
|
||||
matches!(
|
||||
self.connection.state(),
|
||||
ConnectionState::Connected | ConnectionState::Streaming
|
||||
)
|
||||
}
|
||||
|
||||
fn recent_sample_is_fresh(&self) -> bool {
|
||||
self.last_sample_at
|
||||
.is_some_and(|sample_at| sample_at.elapsed() <= DATA_IDLE_PANEL_EXIT_DELAY)
|
||||
}
|
||||
|
||||
fn hand_force_panels_visible(&self) -> bool {
|
||||
self.connection_has_live_data() && self.recent_sample_is_fresh()
|
||||
}
|
||||
|
||||
fn sync_disconnected_live_state(&mut self) {
|
||||
if self.connection_has_live_data() {
|
||||
return;
|
||||
}
|
||||
|
||||
self.last_sample_at = None;
|
||||
self.latest_spatial_force = None;
|
||||
self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT];
|
||||
self.spatial_force_panel_force = None;
|
||||
}
|
||||
|
||||
fn draw_workspace(&mut self, ui: &mut egui::Ui) {
|
||||
if self.breakout_visible {
|
||||
self.draw_split_workspace(ui);
|
||||
} else {
|
||||
self.draw_wgpu_background_rect(ui, ui.max_rect());
|
||||
}
|
||||
let screen = ui.max_rect();
|
||||
let workspace = egui::Rect::from_min_max(
|
||||
screen.left_top()
|
||||
+ egui::vec2(0.0, layout::TITLE_BAR_HEIGHT + layout::CONFIG_BAR_HEIGHT),
|
||||
screen.right_bottom(),
|
||||
);
|
||||
self.draw_wgpu_background_rect(ui, workspace);
|
||||
}
|
||||
|
||||
fn draw_split_workspace(&mut self, ui: &mut egui::Ui) {
|
||||
@@ -214,6 +327,7 @@ impl EskinDesktopApp {
|
||||
|
||||
fn update_pressure_matrix(&mut self) {
|
||||
if let Some(sample) = self.connection.take_latest_sample() {
|
||||
self.last_sample_at = Some(Instant::now());
|
||||
normalize_pressure_sample(
|
||||
&sample.matrix,
|
||||
sample.rows,
|
||||
@@ -226,10 +340,7 @@ impl EskinDesktopApp {
|
||||
self.latest_matrix_rows = sample.rows;
|
||||
self.latest_matrix_cols = sample.cols;
|
||||
|
||||
// Feed data to recorder
|
||||
self.recorder.add_frame(&sample.matrix);
|
||||
|
||||
self.latest_spatial_force = self.force_estimator.analyze(&sample.matrix);
|
||||
self.analyze_spatial_force(&sample.matrix);
|
||||
|
||||
// Keep JE-Skin's summary path separate from the optional spatial-force vector.
|
||||
let raw_total = sample
|
||||
@@ -243,6 +354,8 @@ impl EskinDesktopApp {
|
||||
if self.signal_history.len() > SUMMARY_POINTS_PER_SERIES {
|
||||
self.signal_history.remove(0);
|
||||
}
|
||||
|
||||
update_hand_signal_histories(&mut self.hand_signal_histories, &sample.matrix);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -357,29 +470,36 @@ impl EskinDesktopApp {
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_floating_panels(&mut self, ctx: &egui::Context) {
|
||||
// draw_scene_panel(ctx, &mut self.scene_panel);
|
||||
fn draw_floating_panels(
|
||||
&mut self,
|
||||
ctx: &egui::Context,
|
||||
stats: crate::serial_core::serial::SerialIoStats,
|
||||
) {
|
||||
self.scene_panel.visible = false;
|
||||
self.connect_panel.visible = false;
|
||||
self.export_panel.visible = false;
|
||||
self.matrix_config_panel.visible = false;
|
||||
self.context_menu_open = false;
|
||||
|
||||
if let Some(next_mode) = draw_config_panel(
|
||||
ctx,
|
||||
&mut self.config_panel,
|
||||
&mut self.config_state,
|
||||
&self.connection,
|
||||
&self.recorder,
|
||||
stats,
|
||||
self.live_rates.sample_rate_hz,
|
||||
self.live_rates.render_rate_hz,
|
||||
) {
|
||||
self.switch_mode(next_mode);
|
||||
}
|
||||
draw_stats_panel(
|
||||
|
||||
self.stats_panel.visible = false;
|
||||
draw_hand_force_panels(
|
||||
ctx,
|
||||
&mut self.stats_panel,
|
||||
&self.signal_history,
|
||||
self.latest_spatial_force,
|
||||
self.hand_force_panels_visible(),
|
||||
&self.hand_signal_histories,
|
||||
);
|
||||
draw_export_panel(
|
||||
ctx,
|
||||
&mut self.export_panel,
|
||||
&self.recorder,
|
||||
&mut self.export_path,
|
||||
);
|
||||
draw_matrix_config_panel(ctx, &mut self.matrix_config_panel, &mut self.matrix_config);
|
||||
}
|
||||
|
||||
fn draw_panel_context_menu(&mut self, ctx: &egui::Context) {
|
||||
@@ -415,20 +535,33 @@ impl EskinDesktopApp {
|
||||
panel_restore_item(ui, "配置", &mut self.config_panel);
|
||||
panel_restore_item(ui, "录制", &mut self.export_panel);
|
||||
panel_restore_item(ui, "矩阵", &mut self.matrix_config_panel);
|
||||
panel_restore_item(ui, "统计", &mut self.stats_panel);
|
||||
if ui.button("打砖块").clicked() {
|
||||
self.breakout_visible = true;
|
||||
close_menu = true;
|
||||
if self.stats_panel.visible {
|
||||
if ui
|
||||
.add_sized(
|
||||
egui::vec2(ui.available_width(), 0.0),
|
||||
egui::Button::new("隐藏 统计"),
|
||||
)
|
||||
.clicked()
|
||||
{
|
||||
self.stats_panel.visible = false;
|
||||
close_menu = true;
|
||||
}
|
||||
} else {
|
||||
panel_restore_item(ui, "统计", &mut self.stats_panel);
|
||||
}
|
||||
|
||||
ui.separator();
|
||||
|
||||
if ui.button("全部显示").clicked() {
|
||||
if ui
|
||||
.add_sized(
|
||||
egui::vec2(ui.available_width(), 0.0),
|
||||
egui::Button::new("全部显示"),
|
||||
)
|
||||
.clicked()
|
||||
{
|
||||
self.config_panel.visible = true;
|
||||
self.export_panel.visible = true;
|
||||
self.matrix_config_panel.visible = true;
|
||||
self.stats_panel.visible = true;
|
||||
self.breakout_visible = true;
|
||||
close_menu = true;
|
||||
}
|
||||
});
|
||||
@@ -453,9 +586,15 @@ impl EskinDesktopApp {
|
||||
self.connection.disconnect();
|
||||
self.pressure_matrix.fill([0.0, 0.0]);
|
||||
self.hand_pressure.clear();
|
||||
self.last_sample_at = None;
|
||||
self.force_estimator.reset();
|
||||
self.latest_spatial_force = None;
|
||||
self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT];
|
||||
self.spatial_force_panel_force = None;
|
||||
self.signal_history.clear();
|
||||
self.hand_signal_histories
|
||||
.iter_mut()
|
||||
.for_each(|history| history.clear());
|
||||
|
||||
self.active_mode = match next {
|
||||
SerialMode::Finger => ActiveMode::Finger(FingerMode {
|
||||
@@ -469,7 +608,93 @@ impl EskinDesktopApp {
|
||||
}
|
||||
}
|
||||
|
||||
fn raw_to_g1(raw: u32) -> f32 {
|
||||
fn hand_image_pixel_to_screen(rect: egui::Rect, point_px: [f32; 2]) -> egui::Pos2 {
|
||||
let image_uv = egui::vec2(
|
||||
point_px[0] / HAND_IMAGE_SIZE_PX[0].max(1.0),
|
||||
point_px[1] / HAND_IMAGE_SIZE_PX[1].max(1.0),
|
||||
);
|
||||
let viewport_aspect = rect.width() / rect.height().max(1.0);
|
||||
let image_aspect = HAND_IMAGE_SIZE_PX[0] / HAND_IMAGE_SIZE_PX[1].max(1.0);
|
||||
let mut screen_uv = image_uv;
|
||||
|
||||
if viewport_aspect > image_aspect {
|
||||
let image_width = image_aspect / viewport_aspect;
|
||||
screen_uv.x = image_uv.x * image_width + (1.0 - image_width) * 0.5;
|
||||
} else {
|
||||
let image_height = viewport_aspect / image_aspect;
|
||||
screen_uv.y = image_uv.y * image_height + (1.0 - image_height) * 0.5;
|
||||
}
|
||||
|
||||
egui::pos2(
|
||||
rect.left() + screen_uv.x * rect.width(),
|
||||
rect.top() + screen_uv.y * rect.height(),
|
||||
)
|
||||
}
|
||||
|
||||
fn paint_spatial_force_arrow(
|
||||
painter: &egui::Painter,
|
||||
center: egui::Pos2,
|
||||
force: HudSpatialForce,
|
||||
base_length: f32,
|
||||
magnitude_scale: f32,
|
||||
) {
|
||||
let magnitude = force.magnitude.clamp(0.0, 1.8);
|
||||
let length = base_length + magnitude * magnitude_scale;
|
||||
let angle = force.angle_deg.to_radians();
|
||||
let direction = egui::vec2(angle.cos(), angle.sin());
|
||||
let end = center + direction * length;
|
||||
let side = egui::vec2(-direction.y, direction.x);
|
||||
let head_length = (length * 0.24).clamp(8.0, 14.0);
|
||||
let head_width = head_length * 0.5;
|
||||
let color = egui::Color32::from_rgb(255, 196, 54);
|
||||
let glow = egui::Color32::from_rgba_unmultiplied(255, 196, 54, 58);
|
||||
|
||||
painter.line_segment([center, end], egui::Stroke::new(8.0, glow));
|
||||
painter.line_segment([center, end], egui::Stroke::new(2.4, color));
|
||||
painter.line_segment(
|
||||
[end, end - direction * head_length + side * head_width],
|
||||
egui::Stroke::new(2.4, color),
|
||||
);
|
||||
painter.line_segment(
|
||||
[end, end - direction * head_length - side * head_width],
|
||||
egui::Stroke::new(2.4, color),
|
||||
);
|
||||
painter.circle_filled(center, 3.8, color);
|
||||
}
|
||||
|
||||
fn update_hand_signal_histories(
|
||||
histories: &mut [Vec<f32>; HAND_FORCE_PANEL_COUNT],
|
||||
raw_values: &[u32],
|
||||
) {
|
||||
let mut offset = 0usize;
|
||||
for (index, (history, sample_count)) in histories.iter_mut().zip(HAND_FORCE_SEGMENT_COUNTS).enumerate() {
|
||||
let raw_total = raw_values
|
||||
.get(offset..offset + sample_count)
|
||||
.unwrap_or(&[])
|
||||
.iter()
|
||||
.fold(0_u64, |sum, value| sum + *value as u64)
|
||||
.min(u32::MAX as u64) as u32;
|
||||
let force = match index {
|
||||
0 => raw_to_g1(raw_total).min(20.6),
|
||||
1 => raw_to_g2(raw_total).min(20.6),
|
||||
2 => raw_to_g3(raw_total).min(20.6),
|
||||
3 => raw_to_g4(raw_total).min(20.6),
|
||||
4 => raw_to_g5(raw_total).min(20.6),
|
||||
_ => raw_to_gd(raw_total).min(20.6),
|
||||
};
|
||||
// let force = raw_to_g1(raw_total).min(25.6);
|
||||
let force = if force <= 0.1 { 0.0 } else { force };
|
||||
|
||||
history.push(force);
|
||||
if history.len() > SUMMARY_POINTS_PER_SERIES {
|
||||
history.remove(0);
|
||||
}
|
||||
|
||||
offset += sample_count;
|
||||
}
|
||||
}
|
||||
|
||||
fn raw_to_gd(raw: u32) -> f32 {
|
||||
const RAW: [u32; 12] = [
|
||||
0, 21382, 108507, 123183, 147405, 171105, 192395, 250443, 231423, 350560, 396616, 429444,
|
||||
];
|
||||
@@ -504,6 +729,181 @@ fn raw_to_g1(raw: u32) -> f32 {
|
||||
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
|
||||
}
|
||||
|
||||
fn raw_to_g1(raw: u32) -> f32 {
|
||||
const RAW: [u32; 11] = [
|
||||
0, 20239, 121454, 171532, 223968, 241467, 293500, 322744, 436294, 523275, 633083,
|
||||
];
|
||||
const FORCE_CENTI_N: [f32; 11] = [
|
||||
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
|
||||
];
|
||||
|
||||
if raw <= RAW[0] {
|
||||
return FORCE_CENTI_N[0] / 100.0;
|
||||
}
|
||||
|
||||
if raw >= RAW[RAW.len() - 1] {
|
||||
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
|
||||
}
|
||||
|
||||
let mut left = 0usize;
|
||||
let mut right = RAW.len() - 1;
|
||||
while left + 1 < right {
|
||||
let mid = (left + right) / 2;
|
||||
if RAW[mid] <= raw {
|
||||
left = mid;
|
||||
} else {
|
||||
right = mid;
|
||||
}
|
||||
}
|
||||
|
||||
let raw_left = RAW[left] as f32;
|
||||
let raw_right = RAW[right] as f32;
|
||||
let span = (raw_right - raw_left).max(1.0);
|
||||
let ratio = (raw as f32 - raw_left) / span;
|
||||
|
||||
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
|
||||
}
|
||||
|
||||
fn raw_to_g2(raw: u32) -> f32 {
|
||||
const RAW: [u32; 11] = [
|
||||
0, 5398, 52896, 86945, 122546, 145001, 165933, 220575, 241578, 350285, 449530,
|
||||
];
|
||||
const FORCE_CENTI_N: [f32; 11] = [
|
||||
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
|
||||
];
|
||||
|
||||
if raw <= RAW[0] {
|
||||
return FORCE_CENTI_N[0] / 100.0;
|
||||
}
|
||||
|
||||
if raw >= RAW[RAW.len() - 1] {
|
||||
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
|
||||
}
|
||||
|
||||
let mut left = 0usize;
|
||||
let mut right = RAW.len() - 1;
|
||||
while left + 1 < right {
|
||||
let mid = (left + right) / 2;
|
||||
if RAW[mid] <= raw {
|
||||
left = mid;
|
||||
} else {
|
||||
right = mid;
|
||||
}
|
||||
}
|
||||
|
||||
let raw_left = RAW[left] as f32;
|
||||
let raw_right = RAW[right] as f32;
|
||||
let span = (raw_right - raw_left).max(1.0);
|
||||
let ratio = (raw as f32 - raw_left) / span;
|
||||
|
||||
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
|
||||
}
|
||||
|
||||
fn raw_to_g3(raw: u32) -> f32 {
|
||||
const RAW: [u32; 11] = [
|
||||
0, 4920, 35945, 46499, 65566, 69613, 89971, 122321, 146384, 203426, 269474,
|
||||
];
|
||||
const FORCE_CENTI_N: [f32; 11] = [
|
||||
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
|
||||
];
|
||||
|
||||
if raw <= RAW[0] {
|
||||
return FORCE_CENTI_N[0] / 100.0;
|
||||
}
|
||||
|
||||
if raw >= RAW[RAW.len() - 1] {
|
||||
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
|
||||
}
|
||||
|
||||
let mut left = 0usize;
|
||||
let mut right = RAW.len() - 1;
|
||||
while left + 1 < right {
|
||||
let mid = (left + right) / 2;
|
||||
if RAW[mid] <= raw {
|
||||
left = mid;
|
||||
} else {
|
||||
right = mid;
|
||||
}
|
||||
}
|
||||
|
||||
let raw_left = RAW[left] as f32;
|
||||
let raw_right = RAW[right] as f32;
|
||||
let span = (raw_right - raw_left).max(1.0);
|
||||
let ratio = (raw as f32 - raw_left) / span;
|
||||
|
||||
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
|
||||
}
|
||||
|
||||
fn raw_to_g4(raw: u32) -> f32 {
|
||||
const RAW: [u32; 11] = [
|
||||
0, 11346, 92229, 139822, 182282, 220004, 259898, 307303, 377922, 460755, 587834,
|
||||
];
|
||||
const FORCE_CENTI_N: [f32; 11] = [
|
||||
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
|
||||
];
|
||||
|
||||
if raw <= RAW[0] {
|
||||
return FORCE_CENTI_N[0] / 100.0;
|
||||
}
|
||||
|
||||
if raw >= RAW[RAW.len() - 1] {
|
||||
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
|
||||
}
|
||||
|
||||
let mut left = 0usize;
|
||||
let mut right = RAW.len() - 1;
|
||||
while left + 1 < right {
|
||||
let mid = (left + right) / 2;
|
||||
if RAW[mid] <= raw {
|
||||
left = mid;
|
||||
} else {
|
||||
right = mid;
|
||||
}
|
||||
}
|
||||
|
||||
let raw_left = RAW[left] as f32;
|
||||
let raw_right = RAW[right] as f32;
|
||||
let span = (raw_right - raw_left).max(1.0);
|
||||
let ratio = (raw as f32 - raw_left) / span;
|
||||
|
||||
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
|
||||
}
|
||||
|
||||
fn raw_to_g5(raw: u32) -> f32 {
|
||||
const RAW: [u32; 11] = [
|
||||
0, 10081, 40910, 49944, 64291, 68299, 79282, 97767, 113567, 140520, 167132,
|
||||
];
|
||||
const FORCE_CENTI_N: [f32; 11] = [
|
||||
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
|
||||
];
|
||||
|
||||
if raw <= RAW[0] {
|
||||
return FORCE_CENTI_N[0] / 100.0;
|
||||
}
|
||||
|
||||
if raw >= RAW[RAW.len() - 1] {
|
||||
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
|
||||
}
|
||||
|
||||
let mut left = 0usize;
|
||||
let mut right = RAW.len() - 1;
|
||||
while left + 1 < right {
|
||||
let mid = (left + right) / 2;
|
||||
if RAW[mid] <= raw {
|
||||
left = mid;
|
||||
} else {
|
||||
right = mid;
|
||||
}
|
||||
}
|
||||
|
||||
let raw_left = RAW[left] as f32;
|
||||
let raw_right = RAW[right] as f32;
|
||||
let span = (raw_right - raw_left).max(1.0);
|
||||
let ratio = (raw as f32 - raw_left) / span;
|
||||
|
||||
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
|
||||
}
|
||||
|
||||
fn paint_split_viewport_shell(
|
||||
ui: &egui::Ui,
|
||||
rect: egui::Rect,
|
||||
@@ -577,27 +977,58 @@ fn normalize_pressure_samples(raw: &[u32]) -> PressureSamples {
|
||||
fn normalize_pressure_value(value: u32) -> [f32; 2] {
|
||||
const RANGE_MIN: f32 = 0.0;
|
||||
const RANGE_MAX: f32 = 7000.0;
|
||||
const DISPLAY_GAMMA: f32 = 0.45;
|
||||
|
||||
let raw_value = value as f32;
|
||||
let mapped = ((raw_value - RANGE_MIN) / (RANGE_MAX - RANGE_MIN)).clamp(0.0, 1.0);
|
||||
let intensity = if raw_value <= RANGE_MIN + 4.0 {
|
||||
0.0
|
||||
} else {
|
||||
mapped.powf(DISPLAY_GAMMA)
|
||||
};
|
||||
let display_value = if raw_value <= RANGE_MIN + 4.0 {
|
||||
0.0
|
||||
} else {
|
||||
raw_value.round().min(9999.0)
|
||||
};
|
||||
|
||||
[mapped, display_value]
|
||||
[intensity, display_value]
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn pressure_normalization_makes_low_hand_values_visible() {
|
||||
let [zero_intensity, zero_label] = normalize_pressure_value(4);
|
||||
assert_eq!(zero_intensity, 0.0);
|
||||
assert_eq!(zero_label, 0.0);
|
||||
|
||||
let [low_intensity, low_label] = normalize_pressure_value(100);
|
||||
assert!(
|
||||
low_intensity > 0.10,
|
||||
"low hand-gateway values should be visible in the wgpu dot matrix"
|
||||
);
|
||||
assert_eq!(low_label, 100.0);
|
||||
|
||||
let [max_intensity, max_label] = normalize_pressure_value(7000);
|
||||
assert_eq!(max_intensity, 1.0);
|
||||
assert_eq!(max_label, 7000.0);
|
||||
}
|
||||
}
|
||||
|
||||
impl eframe::App for EskinDesktopApp {
|
||||
fn ui(&mut self, ui: &mut egui::Ui, frame: &mut eframe::Frame) {
|
||||
let ctx = ui.ctx().clone();
|
||||
let stats = self.connection.stats();
|
||||
self.live_rates.tick_render(stats.rx_frames);
|
||||
|
||||
self.update_pressure_matrix();
|
||||
self.sync_disconnected_live_state();
|
||||
self.draw_workspace(ui);
|
||||
self.draw_title_bar(ui, frame);
|
||||
self.draw_floating_panels(&ctx);
|
||||
self.draw_panel_context_menu(&ctx);
|
||||
self.draw_floating_panels(&ctx, stats);
|
||||
|
||||
// Keep repainting while the wgpu background is a realtime viewport.
|
||||
ctx.request_repaint();
|
||||
|
||||
@@ -20,6 +20,7 @@ enum BreakoutPhase {
|
||||
Idle,
|
||||
Running,
|
||||
Paused,
|
||||
Won,
|
||||
Over,
|
||||
}
|
||||
|
||||
@@ -46,7 +47,6 @@ pub struct BreakoutGame {
|
||||
score: u32,
|
||||
combo: u32,
|
||||
lives: u32,
|
||||
level: u32,
|
||||
last_time: Option<f64>,
|
||||
previous_pause_gesture: bool,
|
||||
pause_locked_until: f64,
|
||||
@@ -63,7 +63,6 @@ impl Default for BreakoutGame {
|
||||
score: 0,
|
||||
combo: 0,
|
||||
lives: 3,
|
||||
level: 1,
|
||||
last_time: None,
|
||||
previous_pause_gesture: false,
|
||||
pause_locked_until: 0.0,
|
||||
@@ -150,7 +149,6 @@ impl BreakoutGame {
|
||||
status_chip(ui, "分数", self.score.to_string(), ACCENT_GREEN);
|
||||
status_chip(ui, "连击", self.combo.to_string(), ACCENT_ORANGE);
|
||||
status_chip(ui, "生命", self.lives.to_string(), ACCENT_RED);
|
||||
status_chip(ui, "关卡", self.level.to_string(), ACCENT_BLUE);
|
||||
});
|
||||
|
||||
ui.add_space(7.0);
|
||||
@@ -191,12 +189,11 @@ impl BreakoutGame {
|
||||
self.score = 0;
|
||||
self.combo = 0;
|
||||
self.lives = 3;
|
||||
self.level = 1;
|
||||
self.rebuild_bricks();
|
||||
}
|
||||
|
||||
fn start(&mut self) {
|
||||
if self.phase == BreakoutPhase::Over {
|
||||
if self.phase == BreakoutPhase::Over || self.phase == BreakoutPhase::Won {
|
||||
self.reset();
|
||||
}
|
||||
if self.phase != BreakoutPhase::Running {
|
||||
@@ -219,7 +216,10 @@ impl BreakoutGame {
|
||||
let threshold = pressure_pause_threshold();
|
||||
let active = top_force >= threshold;
|
||||
if active && !self.previous_pause_gesture && now >= self.pause_locked_until {
|
||||
if self.phase == BreakoutPhase::Idle || self.phase == BreakoutPhase::Over {
|
||||
if matches!(
|
||||
self.phase,
|
||||
BreakoutPhase::Idle | BreakoutPhase::Over | BreakoutPhase::Won
|
||||
) {
|
||||
self.start();
|
||||
} else {
|
||||
self.toggle_pause();
|
||||
@@ -249,7 +249,7 @@ impl BreakoutGame {
|
||||
}
|
||||
|
||||
fn launch_ball(&mut self) {
|
||||
let direction = if self.level % 2 == 0 { -0.24 } else { 0.24 };
|
||||
let direction = 0.24;
|
||||
self.ball_pos = egui::pos2(self.paddle_x, PADDLE_Y - PADDLE_H - BALL_RADIUS);
|
||||
self.ball_vel = egui::vec2(direction, -1.0).normalized() * BALL_SPEED;
|
||||
}
|
||||
@@ -324,9 +324,8 @@ impl BreakoutGame {
|
||||
}
|
||||
|
||||
if self.bricks.iter().all(|brick| !brick.alive) {
|
||||
self.level += 1;
|
||||
self.rebuild_bricks();
|
||||
self.launch_ball();
|
||||
self.phase = BreakoutPhase::Won;
|
||||
self.ball_vel = egui::Vec2::ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -358,6 +357,7 @@ impl BreakoutGame {
|
||||
BreakoutPhase::Idle => "待机",
|
||||
BreakoutPhase::Running => "运行",
|
||||
BreakoutPhase::Paused => "暂停",
|
||||
BreakoutPhase::Won => "过关",
|
||||
BreakoutPhase::Over => "结束",
|
||||
}
|
||||
}
|
||||
@@ -387,6 +387,7 @@ impl BreakoutGame {
|
||||
|
||||
if self.phase == BreakoutPhase::Idle
|
||||
|| self.phase == BreakoutPhase::Paused
|
||||
|| self.phase == BreakoutPhase::Won
|
||||
|| self.phase == BreakoutPhase::Over
|
||||
{
|
||||
paint_center_overlay(&painter, rect, self.phase);
|
||||
@@ -403,6 +404,10 @@ pub fn control_from_matrix(raw: &[u32], rows: u32, cols: u32) -> BreakoutControl
|
||||
let cols = cols.max(1) as usize;
|
||||
let sample_rows = rows.min(2);
|
||||
let sample_cols = cols.min(2);
|
||||
let top_gesture_rows = rows.min(1);
|
||||
let top_gesture_cols = (cols / 3).clamp(1, cols);
|
||||
let top_gesture_col_start = (cols - top_gesture_cols) / 2;
|
||||
let top_gesture_col_end = top_gesture_col_start + top_gesture_cols;
|
||||
let avg = |row_start: usize, row_end: usize, col_start: usize, col_end: usize| -> f32 {
|
||||
let mut sum = 0.0;
|
||||
let mut count = 0.0;
|
||||
@@ -430,7 +435,12 @@ pub fn control_from_matrix(raw: &[u32], rows: u32, cols: u32) -> BreakoutControl
|
||||
|
||||
let left_force = tl + bl;
|
||||
let right_force = tr + br;
|
||||
let top_force = tl + tr;
|
||||
let top_force = avg(
|
||||
0,
|
||||
top_gesture_rows,
|
||||
top_gesture_col_start,
|
||||
top_gesture_col_end,
|
||||
);
|
||||
let span = 1200.0_f32.max((PRESSURE_RANGE_MAX - PRESSURE_RANGE_MIN) * 0.22);
|
||||
let raw_axis = ((right_force - left_force) / span).clamp(-1.0, 1.0);
|
||||
let axis = if raw_axis.abs() < 0.045 {
|
||||
@@ -485,6 +495,7 @@ fn status_color(phase: BreakoutPhase) -> egui::Color32 {
|
||||
BreakoutPhase::Idle => ONE_DARK_PRO.text_dim,
|
||||
BreakoutPhase::Running => ACCENT_GREEN,
|
||||
BreakoutPhase::Paused => ACCENT_ORANGE,
|
||||
BreakoutPhase::Won => ACCENT_GREEN,
|
||||
BreakoutPhase::Over => ACCENT_RED,
|
||||
}
|
||||
}
|
||||
@@ -607,6 +618,7 @@ fn paint_center_overlay(painter: &egui::Painter, rect: egui::Rect, phase: Breako
|
||||
let (title, detail) = match phase {
|
||||
BreakoutPhase::Idle => ("按压顶部或点击开始", "左右分区压力控制挡板"),
|
||||
BreakoutPhase::Paused => ("已暂停", "再次按压顶部、P 或点击暂停继续"),
|
||||
BreakoutPhase::Won => ("恭喜过关", "按压顶部、点击或空格重新开始"),
|
||||
BreakoutPhase::Over => ("游戏结束", "点击或空格重开"),
|
||||
BreakoutPhase::Running => ("", ""),
|
||||
};
|
||||
|
||||
@@ -4,6 +4,7 @@ use std::time::Duration;
|
||||
|
||||
use crossbeam_channel::{self, Receiver, Sender, TryRecvError};
|
||||
|
||||
use crate::recording::Recorder;
|
||||
use crate::serial_core::serial::{
|
||||
SerialIoStats, SerialPortReadWrite, SerialProtocol, run_serial_loop,
|
||||
};
|
||||
@@ -83,6 +84,7 @@ impl ConnectionManager {
|
||||
cols: u32,
|
||||
baud_rate: u32,
|
||||
protocol: SerialProtocol,
|
||||
recorder: Recorder,
|
||||
) {
|
||||
self.disconnect();
|
||||
self.set_state(ConnectionState::Connecting);
|
||||
@@ -108,6 +110,7 @@ impl ConnectionManager {
|
||||
&sample_tx,
|
||||
&stats_tx,
|
||||
&latest_sample,
|
||||
recorder,
|
||||
);
|
||||
if let Err(e) = result {
|
||||
eprintln!("[connection] device loop error: {e}");
|
||||
@@ -187,9 +190,10 @@ fn run_device_loop(
|
||||
sample_tx: &Sender<Vec<i32>>,
|
||||
stats_tx: &Sender<SerialIoStats>,
|
||||
latest_sample: &Arc<Mutex<Option<PressureSample>>>,
|
||||
recorder: Recorder,
|
||||
) -> Result<(), Box<dyn std::error::Error + Send + Sync>> {
|
||||
let port = serialport::new(port_name, baud_rate)
|
||||
.timeout(Duration::from_millis(100))
|
||||
.timeout(Duration::from_millis(1))
|
||||
.open()?;
|
||||
|
||||
*state.lock().unwrap() = ConnectionState::Connected;
|
||||
@@ -205,6 +209,7 @@ fn run_device_loop(
|
||||
cancel_rx,
|
||||
sample_tx,
|
||||
Some(stats_tx),
|
||||
Some(&recorder),
|
||||
);
|
||||
|
||||
if let Ok(mut latest) = latest_sample.lock() {
|
||||
|
||||
39
src/force.rs
39
src/force.rs
@@ -1,6 +1,7 @@
|
||||
use crate::serial_core::multi_dim_force::PztProcessor;
|
||||
|
||||
const FINGER_SAMPLE_COUNT: usize = 84;
|
||||
pub const FINGER_SAMPLE_COUNT: usize = 84;
|
||||
pub const HAND_FINGERTIP_COUNT: usize = 5;
|
||||
const MIN_TANGENTIAL_MAGNITUDE: f32 = 0.02;
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
@@ -11,17 +12,22 @@ pub struct HudSpatialForce {
|
||||
|
||||
pub struct ForceEstimatorState {
|
||||
pzt_processor: PztProcessor,
|
||||
fingertip_processors: [PztProcessor; HAND_FINGERTIP_COUNT],
|
||||
}
|
||||
|
||||
impl ForceEstimatorState {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
pzt_processor: PztProcessor::new(),
|
||||
fingertip_processors: std::array::from_fn(|_| PztProcessor::new()),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn reset(&mut self) {
|
||||
self.pzt_processor.reset_baseline();
|
||||
self.fingertip_processors
|
||||
.iter_mut()
|
||||
.for_each(PztProcessor::reset_baseline);
|
||||
}
|
||||
|
||||
pub fn analyze(&mut self, values: &[u32]) -> Option<HudSpatialForce> {
|
||||
@@ -40,6 +46,37 @@ impl ForceEstimatorState {
|
||||
magnitude: analysis.magnitude,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn analyze_fingertips(
|
||||
&mut self,
|
||||
values: &[u32],
|
||||
) -> [Option<HudSpatialForce>; HAND_FINGERTIP_COUNT] {
|
||||
let mut forces = [None; HAND_FINGERTIP_COUNT];
|
||||
|
||||
for (tip_index, processor) in self.fingertip_processors.iter_mut().enumerate() {
|
||||
let start = tip_index * FINGER_SAMPLE_COUNT;
|
||||
let end = start + FINGER_SAMPLE_COUNT;
|
||||
let Some(segment) = values.get(start..end) else {
|
||||
break;
|
||||
};
|
||||
|
||||
let pzt_values = segment
|
||||
.iter()
|
||||
.map(|value| *value as f32)
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
forces[tip_index] = processor
|
||||
.get_pzt_analysis(&pzt_values)
|
||||
.ok()
|
||||
.filter(|analysis| analysis.magnitude > MIN_TANGENTIAL_MAGNITUDE)
|
||||
.map(|analysis| HudSpatialForce {
|
||||
angle_deg: analysis.angle_deg,
|
||||
magnitude: analysis.magnitude,
|
||||
});
|
||||
}
|
||||
|
||||
forces
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for ForceEstimatorState {
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#![allow(dead_code)]
|
||||
|
||||
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
|
||||
mod app;
|
||||
mod breakout;
|
||||
mod connection;
|
||||
@@ -20,12 +20,15 @@ use eframe::egui;
|
||||
fn main() -> eframe::Result<()> {
|
||||
env_logger::init();
|
||||
|
||||
let window_icon = eframe::icon_data::from_png_bytes(include_bytes!("../res/128x128@2x.png"))
|
||||
.expect("load window icon failed");
|
||||
let options = eframe::NativeOptions {
|
||||
renderer: eframe::Renderer::Wgpu,
|
||||
viewport: egui::ViewportBuilder::default()
|
||||
.with_inner_size([1920.0, 1080.0])
|
||||
.with_min_inner_size([1280.0, 720.0])
|
||||
.with_decorations(false),
|
||||
.with_decorations(false)
|
||||
.with_icon(window_icon),
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
|
||||
@@ -44,43 +44,43 @@ pub struct HandGatewayMode {
|
||||
|
||||
const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
|
||||
HandTipMatrix {
|
||||
center_px: [260.0, 490.0],
|
||||
center_px: [265.0, 495.0],
|
||||
size_px: [70.0, 120.0],
|
||||
angle_rad: -0.45,
|
||||
angle_rad: -0.40,
|
||||
},
|
||||
HandTipMatrix {
|
||||
center_px: [360.0, 255.0],
|
||||
center_px: [359.0, 260.0],
|
||||
size_px: [70.0, 120.0],
|
||||
angle_rad: -0.05,
|
||||
angle_rad: -0.17,
|
||||
},
|
||||
HandTipMatrix {
|
||||
center_px: [485.0, 225.0],
|
||||
center_px: [482.0, 228.0],
|
||||
size_px: [70.0, 120.0],
|
||||
angle_rad: 0.0,
|
||||
angle_rad: -0.03,
|
||||
},
|
||||
HandTipMatrix {
|
||||
center_px: [595.0, 260.0],
|
||||
center_px: [596.0, 265.0],
|
||||
size_px: [70.0, 120.0],
|
||||
angle_rad: 0.12,
|
||||
angle_rad: 0.10,
|
||||
},
|
||||
HandTipMatrix {
|
||||
center_px: [705.0, 385.0],
|
||||
center_px: [693.0, 370.0],
|
||||
size_px: [70.0, 120.0],
|
||||
angle_rad: 0.28,
|
||||
angle_rad: 0.22,
|
||||
},
|
||||
];
|
||||
|
||||
const HAND_PALM_CHIPS: [HandPalmChip; 2] = [
|
||||
HandPalmChip {
|
||||
center_px: [538.0, 608.0],
|
||||
size_px: [248.0, 82.0],
|
||||
angle_rad: 0.06,
|
||||
center_px: [530.0, 593.0],
|
||||
size_px: [258.0, 88.0],
|
||||
angle_rad: 0.12,
|
||||
rows: 5,
|
||||
cols: 14,
|
||||
},
|
||||
HandPalmChip {
|
||||
center_px: [606.0, 780.0],
|
||||
size_px: [72.0, 214.0],
|
||||
center_px: [610.0, 778.0],
|
||||
size_px: [82.0, 228.0],
|
||||
angle_rad: 0.05,
|
||||
rows: 11,
|
||||
cols: 4,
|
||||
@@ -90,6 +90,7 @@ const HAND_PALM_CHIPS: [HandPalmChip; 2] = [
|
||||
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;
|
||||
const HAND_TIP_DOT_LOCAL_Y_OFFSET_PX: f32 = 14.0;
|
||||
|
||||
// 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.
|
||||
@@ -1144,7 +1145,7 @@ fn build_hand_membrane_instances(image_width: f32, image_height: f32) -> Vec<Gly
|
||||
.map(|tip| {
|
||||
let uv_x = tip.center_px[0] / image_width.max(1.0);
|
||||
let uv_y = tip.center_px[1] / image_height.max(1.0);
|
||||
let membrane_size = [tip.size_px[0] * 1.62, tip.size_px[1] * 1.56];
|
||||
let membrane_size = [tip.size_px[0] * 1.44, tip.size_px[1] * 1.36];
|
||||
|
||||
GlyphInstance {
|
||||
// Membrane shaders read xy as hand.png UV.
|
||||
@@ -1202,7 +1203,8 @@ fn build_hand_dot_instances(
|
||||
|
||||
// Lay out a rows x cols matrix in fingertip-local pixel space.
|
||||
let local_x = (col as f32 - cols as f32 / 2.0 + 0.5) / cols as f32 * tip.size_px[0];
|
||||
let local_y = (row as f32 - rows as f32 / 2.0 + 0.5) / rows as f32 * tip.size_px[1];
|
||||
let local_y = (row as f32 - rows as f32 / 2.0 + 0.5) / rows as f32 * tip.size_px[1]
|
||||
+ HAND_TIP_DOT_LOCAL_Y_OFFSET_PX;
|
||||
|
||||
// Rotate the local matrix so it follows the direction of the finger.
|
||||
let x = tip.center_px[0] + local_x * cos - local_y * sin;
|
||||
@@ -1238,16 +1240,16 @@ fn build_hand_palm_dot_instances(
|
||||
for (chip_index, chip) in HAND_PALM_CHIPS.into_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];
|
||||
// Palm films can float slightly beyond the hand artwork, similar to fingertip membranes.
|
||||
let active_size = [chip.size_px[0] * 0.86, chip.size_px[1] * 0.86];
|
||||
|
||||
for row in 0..chip.rows {
|
||||
for col in 0..chip.cols {
|
||||
let index = (row * chip.cols + col) as usize;
|
||||
let offset = match chip_index {
|
||||
0 => HAND_PALM_HORIZONTAL_OFFSET,
|
||||
_ => HAND_PALM_VERTICAL_OFFSET,
|
||||
};
|
||||
let index = hand_palm_pressure_index(chip_index, row, col, chip.rows, chip.cols);
|
||||
let [normalized, display_value] =
|
||||
sample_pressure_at(pressure, offset + index, index);
|
||||
|
||||
@@ -1275,6 +1277,14 @@ fn build_hand_palm_dot_instances(
|
||||
instances
|
||||
}
|
||||
|
||||
fn hand_palm_pressure_index(chip_index: usize, row: u32, col: u32, rows: u32, cols: u32) -> usize {
|
||||
if chip_index == 0 {
|
||||
(col * rows + (rows - 1 - row)) as usize
|
||||
} else {
|
||||
(row * cols + col) as usize
|
||||
}
|
||||
}
|
||||
|
||||
fn sample_pressure_at(pressure: &[[f32; 2]], index: usize, fallback_index: usize) -> [f32; 2] {
|
||||
pressure
|
||||
.get(index)
|
||||
@@ -1406,3 +1416,24 @@ impl GlyphInstance {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn hand_palm_horizontal_uses_column_major_pressure_order() {
|
||||
assert_eq!(hand_palm_pressure_index(0, 0, 0, 5, 14), 4);
|
||||
assert_eq!(hand_palm_pressure_index(0, 1, 0, 5, 14), 3);
|
||||
assert_eq!(hand_palm_pressure_index(0, 0, 1, 5, 14), 9);
|
||||
assert_eq!(hand_palm_pressure_index(0, 4, 13, 5, 14), 65);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn hand_palm_vertical_keeps_row_major_pressure_order() {
|
||||
assert_eq!(hand_palm_pressure_index(1, 0, 0, 11, 4), 0);
|
||||
assert_eq!(hand_palm_pressure_index(1, 0, 1, 11, 4), 1);
|
||||
assert_eq!(hand_palm_pressure_index(1, 1, 0, 11, 4), 4);
|
||||
assert_eq!(hand_palm_pressure_index(1, 10, 3, 11, 4), 43);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
use crate::recording::Recorder;
|
||||
use crate::serial_core::codec::Codec;
|
||||
use crate::serial_core::codecs::hand_gateway::{HandGatewayCodec, HandGatewayFrame};
|
||||
use crate::serial_core::codecs::tactile_a::TactileACodec;
|
||||
@@ -6,13 +7,14 @@ use crossbeam_channel::{Receiver, Sender};
|
||||
use std::io::{Read, Write};
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
const POLL_INTERVAL_MS: u64 = 10;
|
||||
const POLL_INTERVAL_MS: u64 = 5;
|
||||
const DEFAULT_HAND_GATEWAY_NODE_SAMPLE_COUNTS: &[u16] = &[84, 84, 84, 84, 84, 70, 44];
|
||||
|
||||
#[derive(Debug, Default, Clone, Copy, PartialEq, Eq)]
|
||||
pub struct SerialIoStats {
|
||||
pub rx_bytes: u64,
|
||||
pub tx_bytes: u64,
|
||||
pub rx_frames: u64,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
@@ -31,12 +33,15 @@ pub fn run_serial_loop(
|
||||
cancel_rx: &Receiver<()>,
|
||||
sample_tx: &Sender<Vec<i32>>,
|
||||
stats_tx: Option<&Sender<SerialIoStats>>,
|
||||
recorder: Option<&Recorder>,
|
||||
) {
|
||||
match protocol {
|
||||
SerialProtocol::TactileA => {
|
||||
run_tactile_a_loop(port, rows, cols, cancel_rx, sample_tx, stats_tx)
|
||||
run_tactile_a_loop(port, rows, cols, cancel_rx, sample_tx, stats_tx, recorder)
|
||||
}
|
||||
SerialProtocol::HandGateway => {
|
||||
run_hand_gateway_loop(port, cancel_rx, sample_tx, stats_tx, recorder)
|
||||
}
|
||||
SerialProtocol::HandGateway => run_hand_gateway_loop(port, cancel_rx, sample_tx, stats_tx),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,6 +52,7 @@ fn run_tactile_a_loop(
|
||||
cancel_rx: &Receiver<()>,
|
||||
sample_tx: &Sender<Vec<i32>>,
|
||||
stats_tx: Option<&Sender<SerialIoStats>>,
|
||||
recorder: Option<&Recorder>,
|
||||
) {
|
||||
let session_started_at = Instant::now();
|
||||
let mut codec = TactileACodec::new(cols, rows);
|
||||
@@ -90,7 +96,14 @@ fn run_tactile_a_loop(
|
||||
for frame in frames {
|
||||
if let TactileAFrame::Rep(rep) = frame {
|
||||
if let Ok(vals) = TactileACodec::parse_data_frame(&rep.payload) {
|
||||
if let Some(recorder) = recorder {
|
||||
let pressures: Vec<u32> =
|
||||
vals.iter().map(|v| (*v).max(0) as u32).collect();
|
||||
recorder.add_frame(&pressures);
|
||||
}
|
||||
let _ = sample_tx.try_send(vals);
|
||||
io_stats.rx_frames += 1;
|
||||
publish_stats(stats_tx, io_stats);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -116,6 +129,7 @@ fn run_hand_gateway_loop(
|
||||
cancel_rx: &Receiver<()>,
|
||||
sample_tx: &Sender<Vec<i32>>,
|
||||
stats_tx: Option<&Sender<SerialIoStats>>,
|
||||
recorder: Option<&Recorder>,
|
||||
) {
|
||||
let session_started_at = Instant::now();
|
||||
let mut codec = HandGatewayCodec::new(DEFAULT_HAND_GATEWAY_NODE_SAMPLE_COUNTS);
|
||||
@@ -174,7 +188,14 @@ fn run_hand_gateway_loop(
|
||||
|
||||
if parse_ok {
|
||||
// println!("[hand-packet-values] samples={}", vals.len());
|
||||
if let Some(recorder) = recorder {
|
||||
let pressures: Vec<u32> =
|
||||
vals.iter().map(|v| (*v).max(0) as u32).collect();
|
||||
recorder.add_frame(&pressures);
|
||||
}
|
||||
let _ = sample_tx.try_send(vals);
|
||||
io_stats.rx_frames += 1;
|
||||
publish_stats(stats_tx, io_stats);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
18
src/style.rs
18
src/style.rs
@@ -1,4 +1,4 @@
|
||||
use eframe::egui;
|
||||
use eframe::egui::{self, Color32};
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct AppTheme {
|
||||
@@ -29,7 +29,7 @@ pub struct DesignMetrics {
|
||||
}
|
||||
|
||||
pub const ONE_DARK_PRO: AppTheme = AppTheme {
|
||||
bg: egui::Color32::from_rgb(30, 40, 50),
|
||||
bg: egui::Color32::BLACK,
|
||||
panel: egui::Color32::from_rgb(22, 28, 35),
|
||||
panel_strong: egui::Color32::from_rgb(34, 43, 54),
|
||||
panel_deep: egui::Color32::from_rgb(15, 20, 27),
|
||||
@@ -61,6 +61,7 @@ pub const METRICS: DesignMetrics = DesignMetrics {
|
||||
|
||||
pub mod layout {
|
||||
pub const TITLE_BAR_HEIGHT: f32 = 36.0;
|
||||
pub const CONFIG_BAR_HEIGHT: f32 = 38.0;
|
||||
pub const CENTER_PANEL_TOP: f32 = 48.0;
|
||||
pub const LEFT_X: f32 = 24.0;
|
||||
pub const RIGHT_X: f32 = 1328.0;
|
||||
@@ -213,6 +214,19 @@ pub fn tag_button(label: impl Into<egui::WidgetText>) -> egui::Button<'static> {
|
||||
.min_size(egui::vec2(0.0, METRICS.button_height))
|
||||
}
|
||||
|
||||
pub fn rich_tag_button(
|
||||
label: impl Into<String>,
|
||||
color: impl Into<Color32>,
|
||||
) -> egui::Button<'static> {
|
||||
let text = egui::RichText::new(label.into()).color(color);
|
||||
|
||||
egui::Button::new(text)
|
||||
.fill(ONE_DARK_PRO.panel_strong)
|
||||
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border))
|
||||
.corner_radius(egui::CornerRadius::same(4))
|
||||
.min_size(egui::vec2(0.0, METRICS.button_height))
|
||||
}
|
||||
|
||||
pub fn primary_button(label: impl Into<egui::WidgetText>) -> egui::Button<'static> {
|
||||
egui::Button::new(label)
|
||||
.fill(ONE_DARK_PRO.accent)
|
||||
|
||||
@@ -63,7 +63,7 @@ fn linear_to_srgb(linear: vec3f) -> vec3f {
|
||||
|
||||
fn output_color(linear_rgb: vec3f, alpha: f32) -> vec4f {
|
||||
let clamped = clamp(linear_rgb, vec3f(0.0), vec3f(1.0));
|
||||
if (u.color.w > 0.5) {
|
||||
if u.color.w > 0.5 {
|
||||
return vec4f(clamped, alpha);
|
||||
}
|
||||
|
||||
@@ -91,12 +91,12 @@ fn range_stop_color(index: u32) -> vec3f {
|
||||
fn sample_range_color(value: f32) -> vec3f {
|
||||
let t = saturate(value);
|
||||
|
||||
if (t <= 0.33) {
|
||||
if t <= 0.33 {
|
||||
let local = smoothstep(0.0, 0.33, t);
|
||||
return mix(range_stop_color(0u), range_stop_color(1u), local);
|
||||
}
|
||||
|
||||
if (t <= 0.66) {
|
||||
if t <= 0.66 {
|
||||
let local = smoothstep(0.33, 0.66, t);
|
||||
return mix(range_stop_color(1u), range_stop_color(2u), local);
|
||||
}
|
||||
@@ -105,7 +105,6 @@ fn sample_range_color(value: f32) -> vec3f {
|
||||
return mix(range_stop_color(2u), range_stop_color(3u), local);
|
||||
}
|
||||
|
||||
|
||||
// background
|
||||
struct BackgroundVertexOutput {
|
||||
@builtin(position) clip_position: vec4f,
|
||||
@@ -126,18 +125,9 @@ fn vs_background(@builtin(vertex_index) vertex_index: u32) -> BackgroundVertexOu
|
||||
|
||||
@fragment
|
||||
fn fs_background(@builtin(position) frag_coord: vec4f) -> @location(0) vec4f {
|
||||
let pixel = frag_coord.xy;
|
||||
let viewport = u.viewport.xy;
|
||||
let uv = pixel / max(viewport, vec2f(1.0, 1.0));
|
||||
var color = mix(vec3f(0.018, 0.019, 0.022), vec3f(0.038, 0.040, 0.046), 1.0 - uv.y);
|
||||
let vignette = smoothstep(0.18, 0.92, length((uv - vec2f(0.52, 0.48)) * vec2f(viewport.x / viewport.y, 1.0)));
|
||||
color *= 1.0 - vignette * 0.22;
|
||||
color += vec3f(0.010, 0.010, 0.012) * (1.0 - smoothstep(0.0, 0.85, abs(uv.y - 0.50)));
|
||||
|
||||
return output_color(color, 1.0);
|
||||
return output_color(vec3f(0.0, 0.0, 0.0), 1.0);
|
||||
}
|
||||
|
||||
|
||||
// hand image background
|
||||
struct HandImageVertexOutput {
|
||||
@builtin(position) clip_position: vec4f,
|
||||
@@ -175,7 +165,7 @@ fn fs_hand_image(in: HandImageVertexOutput) -> @location(0) vec4f {
|
||||
let image_aspect = u.image.x / max(u.image.y, 1.0);
|
||||
|
||||
var uv = in.screen_uv;
|
||||
if (viewport_aspect > image_aspect) {
|
||||
if viewport_aspect > image_aspect {
|
||||
let image_width = image_aspect / viewport_aspect;
|
||||
uv.x = (uv.x - (1.0 - image_width) * 0.5) / image_width;
|
||||
} else {
|
||||
@@ -183,7 +173,7 @@ fn fs_hand_image(in: HandImageVertexOutput) -> @location(0) vec4f {
|
||||
uv.y = (uv.y - (1.0 - image_height) * 0.5) / image_height;
|
||||
}
|
||||
|
||||
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
|
||||
if uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0 {
|
||||
discard;
|
||||
}
|
||||
|
||||
@@ -191,7 +181,6 @@ fn fs_hand_image(in: HandImageVertexOutput) -> @location(0) vec4f {
|
||||
return output_color(color.rgb, color.a);
|
||||
}
|
||||
|
||||
|
||||
// glyph
|
||||
struct GlyphVertexInput {
|
||||
@location(0) local: vec2f,
|
||||
@@ -234,45 +223,45 @@ fn digit_segment_on(digit: u32, segment: u32) -> bool {
|
||||
|
||||
fn seven_segment_digit_alpha(local: vec2f, digit: u32) -> f32 {
|
||||
var alpha = 0.0;
|
||||
if (digit_segment_on(digit, 0u)) {
|
||||
if digit_segment_on(digit, 0u) {
|
||||
alpha = max(alpha, rect_alpha(local, vec2f(0.0, 0.70), vec2f(0.38, 0.078)));
|
||||
}
|
||||
if (digit_segment_on(digit, 1u)) {
|
||||
if digit_segment_on(digit, 1u) {
|
||||
alpha = max(alpha, rect_alpha(local, vec2f(0.39, 0.36), vec2f(0.078, 0.335)));
|
||||
}
|
||||
if (digit_segment_on(digit, 2u)) {
|
||||
if digit_segment_on(digit, 2u) {
|
||||
alpha = max(alpha, rect_alpha(local, vec2f(0.39, -0.36), vec2f(0.078, 0.335)));
|
||||
}
|
||||
if (digit_segment_on(digit, 3u)) {
|
||||
if digit_segment_on(digit, 3u) {
|
||||
alpha = max(alpha, rect_alpha(local, vec2f(0.0, -0.70), vec2f(0.38, 0.078)));
|
||||
}
|
||||
if (digit_segment_on(digit, 4u)) {
|
||||
if digit_segment_on(digit, 4u) {
|
||||
alpha = max(alpha, rect_alpha(local, vec2f(-0.39, -0.36), vec2f(0.078, 0.335)));
|
||||
}
|
||||
if (digit_segment_on(digit, 5u)) {
|
||||
if digit_segment_on(digit, 5u) {
|
||||
alpha = max(alpha, rect_alpha(local, vec2f(-0.39, 0.36), vec2f(0.078, 0.335)));
|
||||
}
|
||||
if (digit_segment_on(digit, 6u)) {
|
||||
if digit_segment_on(digit, 6u) {
|
||||
alpha = max(alpha, rect_alpha(local, vec2f(0.0, 0.0), vec2f(0.35, 0.075)));
|
||||
}
|
||||
return alpha;
|
||||
}
|
||||
|
||||
fn digit_count(value: u32) -> u32 {
|
||||
if (value >= 1000u) {
|
||||
if value >= 1000u {
|
||||
return 4u;
|
||||
}
|
||||
if (value >= 100u) {
|
||||
if value >= 100u {
|
||||
return 3u;
|
||||
}
|
||||
if (value >= 10u) {
|
||||
if value >= 10u {
|
||||
return 2u;
|
||||
}
|
||||
return 1u;
|
||||
}
|
||||
|
||||
fn digit_at(value: u32, slot: u32, count: u32) -> u32 {
|
||||
if (count == 4u) {
|
||||
if count == 4u {
|
||||
switch slot {
|
||||
case 0u: { return (value / 1000u) % 10u; }
|
||||
case 1u: { return (value / 100u) % 10u; }
|
||||
@@ -280,14 +269,14 @@ fn digit_at(value: u32, slot: u32, count: u32) -> u32 {
|
||||
default: { return value % 10u; }
|
||||
}
|
||||
}
|
||||
if (count == 3u) {
|
||||
if count == 3u {
|
||||
switch slot {
|
||||
case 0u: { return (value / 100u) % 10u; }
|
||||
case 1u: { return (value / 10u) % 10u; }
|
||||
default: { return value % 10u; }
|
||||
}
|
||||
}
|
||||
if (count == 2u) {
|
||||
if count == 2u {
|
||||
return select(value % 10u, (value / 10u) % 10u, slot == 0u);
|
||||
}
|
||||
return value % 10u;
|
||||
@@ -302,7 +291,7 @@ fn number_alpha(local: vec2f, display_value: f32) -> f32 {
|
||||
var alpha = 0.0;
|
||||
|
||||
for (var slot = 0u; slot < 4u; slot = slot + 1u) {
|
||||
if (slot < count) {
|
||||
if slot < count {
|
||||
let center_x = start_x + f32(slot) * slot_width;
|
||||
let digit_local = vec2f((local.x - center_x) / (slot_width * 0.78), local.y / 0.92);
|
||||
let digit = digit_at(value, slot, count);
|
||||
@@ -343,8 +332,7 @@ struct DotVertexInput {
|
||||
|
||||
struct DotInstanceInput {
|
||||
@location(1) world_position: vec4f,
|
||||
@location(2) style: vec4f
|
||||
}
|
||||
@location(2) style: vec4f}
|
||||
|
||||
struct DotVertexOutput {
|
||||
@builtin(position) clip_position: vec4f,
|
||||
@@ -366,7 +354,7 @@ fn hand_image_uv_to_clip(image_uv: vec2f) -> vec2f {
|
||||
|
||||
var screen_uv = image_uv;
|
||||
|
||||
if (viewport_aspect > image_aspect) {
|
||||
if viewport_aspect > image_aspect {
|
||||
let image_width = image_aspect / viewport_aspect;
|
||||
screen_uv.x = image_uv.x * image_width + (1.0 - image_width) * 0.5;
|
||||
} else {
|
||||
@@ -394,12 +382,15 @@ fn rounded_rect_alpha(local: vec2f, radius: f32, softness: f32) -> f32 {
|
||||
return 1.0 - smoothstep(0.0, softness, dist);
|
||||
}
|
||||
|
||||
fn dot_matrix(uv: vec2f, grid: vec2f, dot_radius: f32, dot_softness: f32) -> f32 {
|
||||
let cell = fract(uv * grid) - vec2f(0.5, 0.5);
|
||||
return 1.0 - smoothstep(dot_radius, dot_radius + dot_softness, length(cell));
|
||||
}
|
||||
|
||||
fn fingertip_film_alpha(
|
||||
local: vec2f,
|
||||
half_width: f32,
|
||||
cap_center_y: f32,
|
||||
rear_edge_y: f32,
|
||||
rear_bulge: f32,
|
||||
softness: f32,
|
||||
) -> f32 {
|
||||
// Top/front of the film is a closed round fingertip cap.
|
||||
@@ -407,14 +398,10 @@ fn fingertip_film_alpha(
|
||||
let cap = (1.0 - smoothstep(half_width, half_width + softness, cap_dist))
|
||||
* (1.0 - smoothstep(cap_center_y - softness, cap_center_y + softness, local.y));
|
||||
|
||||
// The rear half keeps nearly parallel sides and ends with a shallow arc;
|
||||
// it deliberately does not converge back into another capsule end.
|
||||
let x_norm = clamp(abs(local.x) / max(half_width, 0.001), 0.0, 1.0);
|
||||
let rear_curve_y = rear_edge_y + rear_bulge * (1.0 - x_norm * x_norm);
|
||||
// The rear remains open; the carrier quad clips the membrane at its end.
|
||||
let side = 1.0 - smoothstep(half_width, half_width + softness, abs(local.x));
|
||||
let rear = 1.0 - smoothstep(rear_curve_y, rear_curve_y + softness, local.y);
|
||||
let body_gate = smoothstep(cap_center_y - softness, cap_center_y + softness, local.y);
|
||||
let body = side * rear * body_gate;
|
||||
let body = side * body_gate;
|
||||
|
||||
return max(cap, body);
|
||||
}
|
||||
@@ -435,38 +422,93 @@ fn vs_hand_membrane(vertex: DotVertexInput, instance: DotInstanceInput) -> HandM
|
||||
|
||||
@fragment
|
||||
fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
|
||||
// The film shape matches the fingertip: closed round front, parallel rear sides,
|
||||
// and a shallow rear arc instead of a second capsule end.
|
||||
let panel = fingertip_film_alpha(in.local, 0.66, -0.38, 0.72, 0.18, 0.045);
|
||||
let inner = fingertip_film_alpha(in.local, 0.54, -0.36, 0.64, 0.12, 0.060);
|
||||
let border = clamp(panel - inner * 0.52, 0.0, 1.0);
|
||||
let p = in.local;
|
||||
|
||||
// Dense mesh: the live 12x7 pressure dots sit over this finer sensor lattice.
|
||||
let uv = clamp(in.local * 0.5 + vec2f(0.5, 0.5), vec2f(0.0, 0.0), vec2f(1.0, 1.0));
|
||||
let grid = vec2f(18.0, 34.0);
|
||||
let cell = uv * grid - vec2f(0.5, 0.5);
|
||||
let nearest = abs(fract(cell + vec2f(0.5, 0.5)) - vec2f(0.5, 0.5));
|
||||
let grid_line = max(
|
||||
1.0 - smoothstep(0.014, 0.038, nearest.x),
|
||||
1.0 - smoothstep(0.014, 0.038, nearest.y),
|
||||
let halo_shape = fingertip_film_alpha(p, 0.72, -0.20, 0.055);
|
||||
let panel = fingertip_film_alpha(p, 0.66, -0.22, 0.035);
|
||||
let inner = fingertip_film_alpha(p, 0.58, -0.25, 0.045);
|
||||
let clear_inner = fingertip_film_alpha(p, 0.48, -0.24, 0.160);
|
||||
|
||||
let halo = clamp(halo_shape - panel, 0.0, 1.0);
|
||||
let rim = clamp(panel - inner, 0.0, 1.0);
|
||||
let edge_fade = pow(clamp(1.0 - clear_inner, 0.0, 1.0), 1.20) * panel;
|
||||
|
||||
// Strong pseudo extrusion / bevel.
|
||||
let depth_offset = vec2f(0.045, 0.055);
|
||||
let back_shape_1 = fingertip_film_alpha(p - depth_offset * 0.55, 0.66, -0.22, 0.045);
|
||||
let back_shape_2 = fingertip_film_alpha(p - depth_offset, 0.66, -0.22, 0.060);
|
||||
let extrusion = clamp(max(back_shape_1, back_shape_2) - panel, 0.0, 1.0);
|
||||
|
||||
let bevel_offset = vec2f(0.028, 0.034);
|
||||
let shifted_down_right = fingertip_film_alpha(p - bevel_offset, 0.66, -0.22, 0.035);
|
||||
let bevel_light = clamp(panel - shifted_down_right, 0.0, 1.0);
|
||||
let shifted_up_left = fingertip_film_alpha(p + bevel_offset, 0.66, -0.22, 0.035);
|
||||
let bevel_dark = clamp(panel - shifted_up_left, 0.0, 1.0);
|
||||
|
||||
let broad_bevel = edge_fade * clamp(0.58 - p.x * 0.20 - p.y * 0.18, 0.0, 1.0);
|
||||
|
||||
// Micro lattice.
|
||||
let uv = clamp(
|
||||
p * vec2f(0.52, 0.46) + vec2f(0.5, 0.46),
|
||||
vec2f(0.0, 0.0),
|
||||
vec2f(1.0, 1.0),
|
||||
);
|
||||
let joint = 1.0 - smoothstep(0.070, 0.150, length(nearest * vec2f(1.18, 1.0)));
|
||||
let center_shadow = 1.0 - smoothstep(0.10, 0.76, length(in.local * vec2f(0.92, 0.66)));
|
||||
|
||||
let top_light = smoothstep(-0.52, 0.16, -in.local.y) * 0.20;
|
||||
let side_glow = smoothstep(0.30, 0.70, abs(in.local.x)) * 0.26;
|
||||
let lift_shadow = smoothstep(0.48, 0.86, in.local.y) * (1.0 - smoothstep(0.50, 0.86, abs(in.local.x))) * 0.13;
|
||||
let scan = (0.5 + 0.5 * sin((uv.y * 76.0 + uv.x * 9.0) * 6.28318)) * 0.030;
|
||||
let grid = vec2f(18.0, 34.0);
|
||||
let cell_uv = fract(uv * grid) - vec2f(0.5, 0.5);
|
||||
let dot_dist = length(cell_uv * vec2f(1.0, 1.06));
|
||||
let dot_aa = max(fwidth(dot_dist) * 1.35, 0.006);
|
||||
let dots = (1.0 - smoothstep(0.105 - dot_aa, 0.105 + dot_aa, dot_dist)) * inner;
|
||||
|
||||
let membrane_color = vec3f(0.006, 0.28, 0.38);
|
||||
let line_color = vec3f(0.12, 0.72, 0.88);
|
||||
let rim_color = vec3f(0.18, 0.98, 1.0);
|
||||
let color = membrane_color * (0.68 + top_light + side_glow + scan)
|
||||
+ line_color * (grid_line * 0.20 + joint * 0.42)
|
||||
+ rim_color * (border * 0.92 + side_glow * 0.18)
|
||||
- vec3f(0.0, 0.16, 0.24) * center_shadow * 0.30
|
||||
- vec3f(0.0, 0.10, 0.16) * lift_shadow;
|
||||
let alpha = panel * (0.24 + grid_line * 0.10 + joint * 0.23 + border * 0.42);
|
||||
let sheen_axis = p.x * 0.88 + p.y * 0.22 + 0.16;
|
||||
let sheen = (1.0 - smoothstep(0.018, 0.105, abs(sheen_axis))) * panel;
|
||||
let shell_sheen = sheen * (0.26 + edge_fade * 0.74);
|
||||
|
||||
// Temporary synthetic pressure hotspot. Real hand pressure dots are drawn above this pass.
|
||||
let pressure_center = vec2f(-0.08, -0.12);
|
||||
let pressure_dist = length((p - pressure_center) * vec2f(1.0, 0.74));
|
||||
let pressure = (1.0 - smoothstep(0.05, 0.36, pressure_dist)) * inner;
|
||||
let pressure_hot = (1.0 - smoothstep(0.02, 0.13, pressure_dist)) * inner;
|
||||
|
||||
let glass_base = vec3f(0.006, 0.055, 0.105);
|
||||
let glass_cyan = vec3f(0.025, 0.42, 0.58);
|
||||
let rim_color = vec3f(0.10, 0.88, 1.00);
|
||||
let extrusion_color = vec3f(0.004, 0.080, 0.110);
|
||||
let extrusion_edge_color = vec3f(0.015, 0.30, 0.38);
|
||||
let bevel_highlight = vec3f(0.48, 1.00, 1.00);
|
||||
let bevel_dark_color = vec3f(0.004, 0.035, 0.060);
|
||||
let dot_color = vec3f(0.08, 0.48, 0.58);
|
||||
let pressure_color = dot_color;
|
||||
let pressure_hot_color = dot_color;
|
||||
|
||||
let color = extrusion_color * extrusion * 0.90
|
||||
+ extrusion_edge_color * extrusion * halo_shape * 0.32
|
||||
+ glass_base * panel * 0.26
|
||||
+ glass_cyan * edge_fade * 0.46
|
||||
+ glass_cyan * broad_bevel * 0.24
|
||||
+ rim_color * rim * 0.88
|
||||
+ bevel_highlight * bevel_light * 1.35
|
||||
+ bevel_dark_color * bevel_dark * 0.95
|
||||
+ bevel_highlight * shell_sheen * 0.28
|
||||
+ rim_color * halo * 0.16
|
||||
+ dot_color * dots * 0.68
|
||||
+ pressure_color * dots * pressure * 0.82
|
||||
+ pressure_hot_color * dots * pressure_hot * 0.90;
|
||||
|
||||
let alpha = clamp(
|
||||
extrusion * 0.44
|
||||
+ panel * 0.055
|
||||
+ edge_fade * 0.30
|
||||
+ rim * 0.34
|
||||
+ bevel_light * 0.34
|
||||
+ bevel_dark * 0.20
|
||||
+ shell_sheen * 0.09
|
||||
+ halo * 0.045
|
||||
+ dots * 0.09
|
||||
+ dots * pressure * 0.10,
|
||||
0.0,
|
||||
0.90,
|
||||
);
|
||||
|
||||
return output_color(color, alpha);
|
||||
}
|
||||
@@ -540,33 +582,9 @@ fn vs_hand_palm_chip(vertex: DotVertexInput, instance: DotInstanceInput) -> Hand
|
||||
|
||||
@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);
|
||||
// The live palm-dot pass draws every chip cell, including the idle dots.
|
||||
// Keeping this background pass transparent prevents a second offset dot grid.
|
||||
return output_color(vec3f(0.0, 0.0, 0.0), 0.0);
|
||||
}
|
||||
|
||||
@vertex
|
||||
@@ -574,9 +592,8 @@ fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVe
|
||||
let intensity = saturate(instance.style.x);
|
||||
let shaped = smoothstep(0.0, 1.0, intensity);
|
||||
|
||||
// Palm chip pixels are deliberately smaller than fingertip beads so they read as a chip matrix.
|
||||
let center = hand_image_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(0.22, 0.34, shaped);
|
||||
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
|
||||
|
||||
var out: DotVertexOutput;
|
||||
@@ -589,17 +606,16 @@ fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVe
|
||||
@fragment
|
||||
fn fs_hand_palm_dot(in: DotVertexOutput) -> @location(0) vec4f {
|
||||
let intensity = saturate(in.intensity);
|
||||
let pixel = chip_pixel_alpha(in.local, 0.52, 0.070);
|
||||
let glow = circle_alpha(in.local, 0.95, 0.22) * intensity * 0.36;
|
||||
|
||||
let cold = vec3f(0.070, 0.340, 0.360);
|
||||
let core = circle_alpha(in.local, 0.48, 0.07);
|
||||
let halo = circle_alpha(in.local, 0.74, 0.14) * (0.10 + intensity * 0.26);
|
||||
|
||||
let idle = vec3f(0.060, 0.250, 0.320);
|
||||
let gradient = sample_range_color(intensity);
|
||||
let color = mix(cold, gradient, smoothstep(0.0, 0.20, intensity))
|
||||
* (0.58 + intensity * 1.04)
|
||||
+ gradient * glow * 0.72;
|
||||
let color = mix(idle, gradient, smoothstep(0.0, 0.18, intensity))
|
||||
* mix(0.78, 1.18, intensity);
|
||||
|
||||
let alpha = max(pixel * (0.20 + intensity * 0.76), glow);
|
||||
return output_color(color, alpha);
|
||||
return output_color(color, max(core, halo));
|
||||
}
|
||||
|
||||
@vertex
|
||||
@@ -629,7 +645,6 @@ fn fs_dot(in: DotVertexOutput) -> @location(0) vec4f {
|
||||
return output_color(color, alpha);
|
||||
}
|
||||
|
||||
|
||||
// model
|
||||
struct ModelVertexInput {
|
||||
@location(0) position: vec3f,
|
||||
@@ -748,11 +763,11 @@ fn aces_tonemap(x: vec3f) -> vec3f {
|
||||
|
||||
fn material_normal(in: ModelVertexOutput, front_facing: bool) -> vec3f {
|
||||
var n = normalize(in.world_normal);
|
||||
if (!front_facing && material.flags.w > 0.5) {
|
||||
if !front_facing && material.flags.w > 0.5 {
|
||||
n = -n;
|
||||
}
|
||||
|
||||
if (material.flags.z < 0.5) {
|
||||
if material.flags.z < 0.5 {
|
||||
return n;
|
||||
}
|
||||
|
||||
@@ -772,17 +787,17 @@ fn fs_model(in: ModelVertexOutput, @builtin(front_facing) front_facing: bool) ->
|
||||
let base_color = base_sample * material.base_color * in.color;
|
||||
let alpha_mode = material.emissive_alpha.w;
|
||||
var alpha = base_color.a;
|
||||
if (alpha_mode < 0.5) {
|
||||
if alpha_mode < 0.5 {
|
||||
alpha = 1.0;
|
||||
} else if (alpha_mode < 1.5) {
|
||||
if (alpha < material.flags.x) {
|
||||
} else if alpha_mode < 1.5 {
|
||||
if alpha < material.flags.x {
|
||||
discard;
|
||||
}
|
||||
alpha = 1.0;
|
||||
}
|
||||
|
||||
let debug_mode = u32(u.render_options.x + 0.5);
|
||||
if (debug_mode == 1u) {
|
||||
if debug_mode == 1u {
|
||||
return output_color(base_color.rgb, alpha);
|
||||
}
|
||||
|
||||
@@ -848,7 +863,7 @@ fn fs_model(in: ModelVertexOutput, @builtin(front_facing) front_facing: bool) ->
|
||||
let ambient_strength = 0.08;
|
||||
// Temporary neutral linear ambient term until a real IBL/HDR environment is added.
|
||||
var ambient = vec3f(0.0);
|
||||
if (u.render_options.y > 0.5) {
|
||||
if u.render_options.y > 0.5 {
|
||||
let ambient_diffuse = albedo * (1.0 - metallic) * ambient_color * ambient_strength;
|
||||
let ambient_specular = f_ambient * ambient_color * ambient_strength * (1.0 - roughness * 0.55);
|
||||
ambient = (ambient_diffuse + ambient_specular) * ao;
|
||||
@@ -856,7 +871,7 @@ fn fs_model(in: ModelVertexOutput, @builtin(front_facing) front_facing: bool) ->
|
||||
|
||||
let exposed_color = (ambient + key + fill + emissive) * max(u.render_options.w, 0.0);
|
||||
var color = exposed_color;
|
||||
if (u.render_options.z > 0.5) {
|
||||
if u.render_options.z > 0.5 {
|
||||
color = aces_tonemap(exposed_color);
|
||||
}
|
||||
|
||||
|
||||
254
wix/main.wxs
Normal file
254
wix/main.wxs
Normal file
@@ -0,0 +1,254 @@
|
||||
<?xml version='1.0' encoding='windows-1252'?>
|
||||
<!--
|
||||
Copyright (C) 2017 Christopher R. Field.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
-->
|
||||
|
||||
<!--
|
||||
The "cargo wix" subcommand provides a variety of predefined variables available
|
||||
for customization of this template. The values for each variable are set at
|
||||
installer creation time. The following variables are available:
|
||||
|
||||
TargetTriple = The rustc target triple name.
|
||||
TargetEnv = The rustc target environment. This is typically either
|
||||
"msvc" or "gnu" depending on the toolchain downloaded and
|
||||
installed.
|
||||
TargetVendor = The rustc target vendor. This is typically "pc", but Rust
|
||||
does support other vendors, like "uwp".
|
||||
CargoTargetBinDir = The complete path to the directory containing the
|
||||
binaries (exes) to include. The default would be
|
||||
"target\release\". If an explicit rustc target triple is
|
||||
used, i.e. cross-compiling, then the default path would
|
||||
be "target\<CARGO_TARGET>\<CARGO_PROFILE>",
|
||||
where "<CARGO_TARGET>" is replaced with the "CargoTarget"
|
||||
variable value and "<CARGO_PROFILE>" is replaced with the
|
||||
value from the "CargoProfile" variable. This can also
|
||||
be overridden manually with the "target-bin-dir" flag.
|
||||
CargoTargetDir = The path to the directory for the build artifacts, i.e.
|
||||
"target".
|
||||
CargoProfile = The cargo profile used to build the binaries
|
||||
(usually "debug" or "release").
|
||||
Version = The version for the installer. The default is the
|
||||
"Major.Minor.Fix" semantic versioning number of the Rust
|
||||
package.
|
||||
-->
|
||||
|
||||
<!--
|
||||
Please do not remove these pre-processor If-Else blocks. These are used with
|
||||
the `cargo wix` subcommand to automatically determine the installation
|
||||
destination for 32-bit versus 64-bit installers. Removal of these lines will
|
||||
cause installation errors.
|
||||
-->
|
||||
<?if $(sys.BUILDARCH) = x64 or $(sys.BUILDARCH) = arm64 ?>
|
||||
<?define PlatformProgramFilesFolder = "ProgramFiles64Folder" ?>
|
||||
<?else ?>
|
||||
<?define PlatformProgramFilesFolder = "ProgramFilesFolder" ?>
|
||||
<?endif ?>
|
||||
|
||||
<Wix xmlns='http://schemas.microsoft.com/wix/2006/wi'>
|
||||
|
||||
<Product
|
||||
Id='*'
|
||||
Name='eskin-model-player'
|
||||
UpgradeCode='7CEF316B-BE23-4533-B4B2-87D06D2230B5'
|
||||
Manufacturer='JOYSONQUIN'
|
||||
Language='1033'
|
||||
Codepage='1252'
|
||||
Version='$(var.Version)'>
|
||||
|
||||
<Package Id='*'
|
||||
Keywords='Installer'
|
||||
Description='Desktop pressure sensor visualization and playback application.'
|
||||
Manufacturer='JOYSONQUIN'
|
||||
InstallerVersion='450'
|
||||
Languages='1033'
|
||||
Compressed='yes'
|
||||
InstallScope='perUser'
|
||||
InstallPrivileges='limited'
|
||||
SummaryCodepage='1252'
|
||||
/>
|
||||
|
||||
<MajorUpgrade
|
||||
Schedule='afterInstallInitialize'
|
||||
DowngradeErrorMessage='A newer version of [ProductName] is already installed. Setup will now exit.'/>
|
||||
|
||||
<Media Id='1' Cabinet='media1.cab' EmbedCab='yes' DiskPrompt='CD-ROM #1'/>
|
||||
<Property Id='DiskPrompt' Value='eskin-model-player Installation'/>
|
||||
|
||||
<Directory Id='TARGETDIR' Name='SourceDir'>
|
||||
<Directory Id='LocalAppDataFolder'>
|
||||
<Directory Id='APPLICATIONFOLDER' Name='eskin-model-player'>
|
||||
|
||||
<!--
|
||||
Enabling the license sidecar file in the installer is a four step process:
|
||||
|
||||
1. Uncomment the `Component` tag and its contents.
|
||||
2. Change the value for the `Source` attribute in the `File` tag to a path
|
||||
to the file that should be included as the license sidecar file. The path
|
||||
can, and probably should be, relative to this file.
|
||||
3. Change the value for the `Name` attribute in the `File` tag to the
|
||||
desired name for the file when it is installed alongside the `bin` folder
|
||||
in the installation directory. This can be omitted if the desired name is
|
||||
the same as the file name.
|
||||
4. Uncomment the `ComponentRef` tag with the Id attribute value of "License"
|
||||
further down in this file.
|
||||
-->
|
||||
<!--
|
||||
<Component Id='License' Guid='*'>
|
||||
<File Id='LicenseFile' Name='ChangeMe' DiskId='1' Source='C:\Path\To\File' KeyPath='yes'/>
|
||||
</Component>
|
||||
-->
|
||||
|
||||
<Directory Id='Bin' Name='bin'>
|
||||
<Component Id='Path' Guid='FD230ABD-75B9-47D4-870B-CF2EA72B76BE'>
|
||||
<RegistryValue
|
||||
Root='HKCU'
|
||||
Key='Software\JOYSONQUIN\eskin-model-player'
|
||||
Name='PathComponent'
|
||||
Type='integer'
|
||||
Value='1'
|
||||
KeyPath='yes'/>
|
||||
<RemoveFolder Id='RemoveBinFolder' Directory='Bin' On='uninstall'/>
|
||||
<RemoveFolder Id='RemoveApplicationFolder' Directory='APPLICATIONFOLDER' On='uninstall'/>
|
||||
<Environment
|
||||
Id='PATH'
|
||||
Name='PATH'
|
||||
Value='[Bin]'
|
||||
Permanent='no'
|
||||
Part='last'
|
||||
Action='set'
|
||||
System='no'/>
|
||||
</Component>
|
||||
<Component Id='binary0' Guid='302CAFB5-6951-426B-BC5A-988C351A2CF2'>
|
||||
<RegistryValue
|
||||
Root='HKCU'
|
||||
Key='Software\JOYSONQUIN\eskin-model-player'
|
||||
Name='BinaryComponent'
|
||||
Type='integer'
|
||||
Value='1'
|
||||
KeyPath='yes'/>
|
||||
<File
|
||||
Id='exe0'
|
||||
Name='ESkinPlayer.exe'
|
||||
DiskId='1'
|
||||
Source='$(var.CargoTargetBinDir)\ESkinPlayer.exe'/>
|
||||
</Component>
|
||||
</Directory>
|
||||
</Directory>
|
||||
</Directory>
|
||||
</Directory>
|
||||
|
||||
<Feature
|
||||
Id='Binaries'
|
||||
Title='Application'
|
||||
Description='Installs all binaries and the license.'
|
||||
Level='1'
|
||||
ConfigurableDirectory='APPLICATIONFOLDER'
|
||||
AllowAdvertise='no'
|
||||
Display='expand'
|
||||
Absent='disallow'>
|
||||
|
||||
<!--
|
||||
Uncomment the following `ComponentRef` tag to add the license
|
||||
sidecar file to the installer.
|
||||
-->
|
||||
<!--<ComponentRef Id='License'/>-->
|
||||
|
||||
<ComponentRef Id='binary0'/>
|
||||
|
||||
<Feature
|
||||
Id='Environment'
|
||||
Title='PATH Environment Variable'
|
||||
Description='Add the install location of the [ProductName] executable to the PATH system environment variable. This allows the [ProductName] executable to be called from any location.'
|
||||
Level='1'
|
||||
Absent='allow'>
|
||||
<ComponentRef Id='Path'/>
|
||||
</Feature>
|
||||
</Feature>
|
||||
|
||||
<SetProperty Id='ARPINSTALLLOCATION' Value='[APPLICATIONFOLDER]' After='CostFinalize'/>
|
||||
|
||||
|
||||
<!--
|
||||
Uncomment the following `Icon` and `Property` tags to change the product icon.
|
||||
|
||||
The product icon is the graphic that appears in the Add/Remove
|
||||
Programs control panel for the application.
|
||||
-->
|
||||
<!--<Icon Id='ProductICO' SourceFile='wix\Product.ico'/>-->
|
||||
<!--<Property Id='ARPPRODUCTICON' Value='ProductICO' />-->
|
||||
|
||||
|
||||
<!--
|
||||
Adding a URL to Add/Remove Programs control panel listing for the
|
||||
application is a two step process:
|
||||
|
||||
1. Uncomment the following `Property` tag with the "ARPHELPLINK" Id
|
||||
attribute value.
|
||||
2. Change the value for `Value` attribute of the following
|
||||
`Property` tag to a valid URL.
|
||||
-->
|
||||
<!--<Property Id='ARPHELPLINK' Value='ChangeMe'/>-->
|
||||
|
||||
<UI>
|
||||
<UIRef Id='WixUI_FeatureTree'/>
|
||||
|
||||
<!--
|
||||
Enabling the EULA dialog in the installer is a three step process:
|
||||
|
||||
1. Comment out or remove the two `Publish` tags that follow the
|
||||
`WixVariable` tag.
|
||||
2. Uncomment the `<WixVariable Id='WixUILicenseRtf' Value='Path\to\Eula.rft'>` tag further down
|
||||
3. Replace the `Value` attribute of the `WixVariable` tag with
|
||||
the path to a RTF file that will be used as the EULA and
|
||||
displayed in the license agreement dialog.
|
||||
-->
|
||||
<Publish Dialog='WelcomeDlg' Control='Next' Event='NewDialog' Value='CustomizeDlg' Order='99'>1</Publish>
|
||||
<Publish Dialog='CustomizeDlg' Control='Back' Event='NewDialog' Value='WelcomeDlg' Order='99'>1</Publish>
|
||||
|
||||
</UI>
|
||||
|
||||
|
||||
<!--
|
||||
Enabling the EULA dialog in the installer requires uncommenting
|
||||
the following `WixUILicenseRTF` tag and changing the `Value`
|
||||
attribute.
|
||||
-->
|
||||
<!-- <WixVariable Id='WixUILicenseRtf' Value='Relative\Path\to\Eula.rtf'/> -->
|
||||
|
||||
|
||||
<!--
|
||||
Uncomment the next `WixVariable` tag to customize the installer's
|
||||
Graphical User Interface (GUI) and add a custom banner image across
|
||||
the top of each screen. See the WiX Toolset documentation for details
|
||||
about customization.
|
||||
|
||||
The banner BMP dimensions are 493 x 58 pixels.
|
||||
-->
|
||||
<!--<WixVariable Id='WixUIBannerBmp' Value='wix\Banner.bmp'/>-->
|
||||
|
||||
|
||||
<!--
|
||||
Uncomment the next `WixVariable` tag to customize the installer's
|
||||
Graphical User Interface (GUI) and add a custom image to the first
|
||||
dialog, or screen. See the WiX Toolset documentation for details about
|
||||
customization.
|
||||
|
||||
The dialog BMP dimensions are 493 x 312 pixels.
|
||||
-->
|
||||
<!--<WixVariable Id='WixUIDialogBmp' Value='wix\Dialog.bmp'/>-->
|
||||
|
||||
</Product>
|
||||
|
||||
</Wix>
|
||||
Reference in New Issue
Block a user