Compare commits
9 Commits
f74d8e5013
...
waic-finge
| Author | SHA1 | Date | |
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9efe360a1d | ||
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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 | ||
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d4f160af75 | ||
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f30ebcf20b | ||
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eab24fc2bf |
@@ -1,35 +0,0 @@
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||||
{
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||||
"hooks": {
|
||||
"pre-exec": [
|
||||
{
|
||||
"matcher": "",
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||||
"command": "scale gate pre-tool Bash --args-json \"$ARGS\" --session-id \"$SESSION_ID\""
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||||
},
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||||
{
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||||
"matcher": "edit|write",
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||||
"command": "scale gate pre-tool Edit --args-json \"$ARGS\" --session-id \"$SESSION_ID\""
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||||
}
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||||
],
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||||
"post-exec": [
|
||||
{
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||||
"matcher": "edit|write",
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||||
"command": "scale gate post-tool Edit --args-json \"$ARGS\" --exit-code \"$EXIT_CODE\" --session-id \"$SESSION_ID\""
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||||
},
|
||||
{
|
||||
"matcher": "",
|
||||
"command": "scale gate post-tool Bash --args-json \"$ARGS\" --exit-code \"$EXIT_CODE\" --session-id \"$SESSION_ID\""
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||||
}
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||||
],
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||||
"before-stop": [
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{
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||||
"matcher": "",
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"command": "scale gate before-stop --session-id \"$SESSION_ID\""
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}
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||||
]
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||||
},
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||||
"permissions": {
|
||||
"allow": [
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"scale:*"
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||||
]
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||||
}
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||||
}
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2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -1304,7 +1304,7 @@ checksum = "dea2df4cf52843e0452895c455a1a2cfbb842a1e7329671acf418fdc53ed4c59"
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[[package]]
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name = "eskin-model-player"
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version = "0.5.0"
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version = "5.0.0"
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dependencies = [
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"anyhow",
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"bytemuck",
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12
Cargo.toml
12
Cargo.toml
@@ -1,9 +1,14 @@
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[package]
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name = "eskin-model-player"
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version = "0.5.0"
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version = "5.0.0"
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edition = "2024"
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authors = ["JOYSONQUIN"]
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description = "Desktop pressure sensor visualization and playback application."
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build = "build.rs"
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[package.metadata.wix]
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eula = false
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[dependencies]
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eframe = { version = "0.34.2", features = ["default", "wgpu", "__screenshot"] }
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env_logger = { version = "0.11.10", features = ["auto-color", "humantime"] }
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@@ -22,3 +27,8 @@ gltf = "1.4.1"
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[build-dependencies]
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anyhow = "1.0.102"
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fs_extra = "1.3.0"
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[[bin]]
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name = "ESkinPlayer"
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path = "src/main.rs"
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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/hand.glb
Normal file
BIN
res/hand.glb
Normal file
Binary file not shown.
546
src/app.rs
546
src/app.rs
@@ -1,4 +1,6 @@
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use crate::breakout::{BreakoutGame, control_from_matrix};
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use crate::connection::ConnectionManager;
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use crate::force::{ForceEstimatorState, HudSpatialForce};
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use crate::recording::Recorder;
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use crate::render::{ActiveMode, FingerMode, HandGatewayMode};
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use crate::style::{ONE_DARK_PRO, apply_fonts, apply_theme, layout};
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@@ -6,25 +8,31 @@ use crate::ui::SerialMode;
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use crate::{
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matrix::{MATRIX_COLS, MATRIX_ROWS},
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render::{
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BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, WgpuBackgroundCallback,
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BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, PressureSamples,
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WgpuBackgroundCallback,
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},
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ui::{
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ConfigPanelState, ConnectPanelState, FloatingPanelState, MatrixConfigState,
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draw_config_panel, draw_export_panel, draw_matrix_config_panel, draw_stats_panel,
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panel_restore_item,
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draw_config_panel, draw_spatial_force_panel, draw_stats_panel, panel_restore_item,
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},
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};
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use eframe::{egui, egui_wgpu};
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use std::sync::Arc;
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use std::{
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sync::Arc,
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time::{Duration, Instant},
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};
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const DATA_LOG_EVERY_FRAMES: u64 = 30;
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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_SEGMENT_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = [84, 84, 84, 84, 84, 70, 44];
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const RATE_UPDATE_INTERVAL: Duration = Duration::from_millis(500);
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pub struct EskinDesktopApp {
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connect_panel: FloatingPanelState,
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connect_state: ConnectPanelState,
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connection: Arc<ConnectionManager>,
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pressure_matrix: PressureFrame,
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data_log_frame: u64,
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hand_pressure: PressureSamples,
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scene_panel: FloatingPanelState,
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config_panel: FloatingPanelState,
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config_state: ConfigPanelState,
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@@ -36,9 +44,64 @@ pub struct EskinDesktopApp {
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matrix_config_panel: FloatingPanelState,
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matrix_config: MatrixConfigState,
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signal_history: Vec<f32>,
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hand_signal_histories: [Vec<f32>; HAND_FORCE_PANEL_COUNT],
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force_estimator: ForceEstimatorState,
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latest_spatial_force: Option<HudSpatialForce>,
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spatial_force_panel_force: Option<HudSpatialForce>,
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latest_raw_matrix: Vec<u32>,
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latest_matrix_rows: u32,
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latest_matrix_cols: u32,
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breakout_visible: bool,
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breakout_game: BreakoutGame,
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live_rates: LiveRateMeters,
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context_menu_open: bool,
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context_menu_pos: egui::Pos2,
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active_mode: ActiveMode,
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}
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struct LiveRateMeters {
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window_started_at: Instant,
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window_rx_frames: u64,
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window_render_frames: u32,
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sample_rate_hz: f32,
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render_rate_hz: f32,
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}
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impl LiveRateMeters {
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fn new() -> Self {
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Self {
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window_started_at: Instant::now(),
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window_rx_frames: 0,
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window_render_frames: 0,
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sample_rate_hz: 0.0,
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render_rate_hz: 0.0,
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}
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}
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fn tick_render(&mut self, total_rx_frames: u64) {
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if total_rx_frames < self.window_rx_frames {
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self.window_rx_frames = total_rx_frames;
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self.sample_rate_hz = 0.0;
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}
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self.window_render_frames = self.window_render_frames.saturating_add(1);
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let now = Instant::now();
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let elapsed = now.duration_since(self.window_started_at);
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if elapsed < RATE_UPDATE_INTERVAL {
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return;
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}
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let seconds = elapsed.as_secs_f32().max(0.001);
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let rx_delta = total_rx_frames.saturating_sub(self.window_rx_frames);
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self.sample_rate_hz = rx_delta as f32 / seconds;
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self.render_rate_hz = self.window_render_frames as f32 / seconds;
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self.window_started_at = now;
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self.window_rx_frames = total_rx_frames;
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self.window_render_frames = 0;
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}
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}
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impl EskinDesktopApp {
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pub fn new(cc: &eframe::CreationContext<'_>) -> Self {
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egui_extras::install_image_loaders(&cc.egui_ctx);
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@@ -66,7 +129,7 @@ impl EskinDesktopApp {
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connect_state: ConnectPanelState::default(),
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connection: Arc::new(ConnectionManager::new()),
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pressure_matrix: [[0.0, 0.0]; PRESSURE_CELL_COUNT],
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data_log_frame: 0,
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hand_pressure: Vec::new(),
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scene_panel: FloatingPanelState::new(
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[layout::LEFT_X, layout::TOP_Y],
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[layout::LEFT_TAG_X, layout::TOP_Y],
|
||||
@@ -92,6 +155,18 @@ impl EskinDesktopApp {
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),
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matrix_config: MatrixConfigState::default(),
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signal_history: Vec::with_capacity(128),
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hand_signal_histories: std::array::from_fn(|_| Vec::with_capacity(128)),
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force_estimator: ForceEstimatorState::new(),
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latest_spatial_force: None,
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spatial_force_panel_force: None,
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latest_raw_matrix: Vec::new(),
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latest_matrix_rows: MATRIX_ROWS,
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latest_matrix_cols: MATRIX_COLS,
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breakout_visible: false,
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breakout_game: BreakoutGame::default(),
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live_rates: LiveRateMeters::new(),
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context_menu_open: false,
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context_menu_pos: egui::pos2(24.0, 48.0),
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active_mode: ActiveMode::Finger(FingerMode {
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rows: 12,
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cols: 7,
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||||
@@ -101,10 +176,7 @@ impl EskinDesktopApp {
|
||||
}
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||||
}
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fn draw_wgpu_background(&mut self, ui: &mut egui::Ui) {
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self.update_pressure_matrix();
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let rect = ui.max_rect();
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fn draw_wgpu_background_rect(&self, ui: &mut egui::Ui, rect: egui::Rect) {
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let width = rect.width().max(1.0);
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let height = rect.height().max(1.0);
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@@ -114,9 +186,88 @@ impl EskinDesktopApp {
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width,
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height,
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pressure: self.pressure_matrix,
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hand_pressure: self.hand_pressure.clone(),
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active_mode: self.active_mode.clone(),
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},
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));
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self.paint_spatial_force_overlay(ui, rect);
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||||
}
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fn paint_spatial_force_overlay(&self, ui: &egui::Ui, rect: egui::Rect) {
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let Some(force) = self.latest_spatial_force else {
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return;
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||||
};
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let painter = ui.painter();
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let center = rect.center();
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let magnitude = force.magnitude.clamp(0.0, 1.8);
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let length = 34.0 + magnitude * 54.0;
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let angle = force.angle_deg.to_radians();
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let direction = egui::vec2(angle.cos(), angle.sin());
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let end = center + direction * length;
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let side = egui::vec2(-direction.y, direction.x);
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let color = egui::Color32::from_rgb(255, 196, 54);
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let glow = egui::Color32::from_rgba_unmultiplied(255, 196, 54, 58);
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painter.line_segment([center, end], egui::Stroke::new(9.0, glow));
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painter.line_segment([center, end], egui::Stroke::new(2.4, color));
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painter.line_segment(
|
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[end, end - direction * 14.0 + side * 7.0],
|
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egui::Stroke::new(2.4, color),
|
||||
);
|
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painter.line_segment(
|
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[end, end - direction * 14.0 - side * 7.0],
|
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egui::Stroke::new(2.4, color),
|
||||
);
|
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painter.circle_filled(center, 4.2, color);
|
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}
|
||||
|
||||
fn draw_workspace(&mut self, ui: &mut egui::Ui) {
|
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let screen = ui.max_rect();
|
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let workspace = egui::Rect::from_min_max(
|
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screen.left_top() + egui::vec2(0.0, layout::WORKSPACE_TOP),
|
||||
screen.right_bottom(),
|
||||
);
|
||||
|
||||
if self.breakout_visible {
|
||||
self.draw_split_workspace(ui, workspace);
|
||||
} else {
|
||||
ui.painter()
|
||||
.rect_filled(screen, egui::CornerRadius::ZERO, ONE_DARK_PRO.bg);
|
||||
self.draw_wgpu_background_rect(ui, workspace);
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_split_workspace(&mut self, ui: &mut egui::Ui, content: egui::Rect) {
|
||||
let screen = ui.max_rect();
|
||||
let gutter = 10.0;
|
||||
let half_width = (content.width() - gutter).max(1.0) * 0.5;
|
||||
let left = egui::Rect::from_min_size(content.min, egui::vec2(half_width, content.height()));
|
||||
let right = egui::Rect::from_min_max(
|
||||
egui::pos2(left.right() + gutter, content.top()),
|
||||
content.right_bottom(),
|
||||
);
|
||||
|
||||
ui.painter()
|
||||
.rect_filled(screen, egui::CornerRadius::ZERO, ONE_DARK_PRO.bg);
|
||||
paint_split_viewport_shell(ui, left, "DOTMATRIX", "压力矩阵 / WGPU");
|
||||
paint_split_viewport_shell(ui, right, "BREAKOUT", "压力控制打砖块");
|
||||
|
||||
let left_body = split_viewport_body(left);
|
||||
let right_body = split_viewport_body(right);
|
||||
self.draw_wgpu_background_rect(ui, left_body);
|
||||
|
||||
let breakout_control = control_from_matrix(
|
||||
&self.latest_raw_matrix,
|
||||
self.latest_matrix_rows,
|
||||
self.latest_matrix_cols,
|
||||
);
|
||||
self.breakout_game.draw_viewport(
|
||||
ui.ctx(),
|
||||
right_body,
|
||||
&mut self.breakout_visible,
|
||||
breakout_control,
|
||||
);
|
||||
}
|
||||
|
||||
fn update_pressure_matrix(&mut self) {
|
||||
@@ -127,20 +278,29 @@ impl EskinDesktopApp {
|
||||
sample.cols,
|
||||
&mut self.pressure_matrix,
|
||||
);
|
||||
self.hand_pressure = normalize_pressure_samples(&sample.matrix);
|
||||
self.latest_raw_matrix.clear();
|
||||
self.latest_raw_matrix.extend_from_slice(&sample.matrix);
|
||||
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);
|
||||
|
||||
// Update signal history (sum of all pressure values)
|
||||
let total: f32 = sample.matrix.iter().map(|v| *v as f32).sum();
|
||||
self.signal_history.push(total);
|
||||
if self.signal_history.len() > 128 {
|
||||
// Keep JE-Skin's summary path separate from the optional spatial-force vector.
|
||||
let raw_total = sample
|
||||
.matrix
|
||||
.iter()
|
||||
.fold(0_u64, |sum, value| sum + *value as u64)
|
||||
.min(u32::MAX as u64) as u32;
|
||||
let force = raw_to_g1(raw_total).min(25.6);
|
||||
let force = if force <= 0.1 { 0.0 } else { force };
|
||||
self.signal_history.push(force);
|
||||
if self.signal_history.len() > SUMMARY_POINTS_PER_SERIES {
|
||||
self.signal_history.remove(0);
|
||||
}
|
||||
|
||||
self.data_log_frame += 1;
|
||||
if self.data_log_frame % DATA_LOG_EVERY_FRAMES == 0 {
|
||||
log_pressure_sample(&sample.matrix, sample.rows, sample.cols);
|
||||
if self.config_state.mode == SerialMode::Hand {
|
||||
update_hand_signal_histories(&mut self.hand_signal_histories, &sample.matrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -256,57 +416,170 @@ impl EskinDesktopApp {
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_floating_panels(&mut self, ctx: &egui::Context) {
|
||||
// draw_scene_panel(ctx, &mut self.scene_panel);
|
||||
if let Some(next_mode) =
|
||||
draw_config_panel(ctx, &mut self.config_panel, &mut self.config_state)
|
||||
{
|
||||
self.switch_mode(next_mode);
|
||||
}
|
||||
draw_stats_panel(ctx, &mut self.stats_panel);
|
||||
draw_export_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.export_panel,
|
||||
&mut self.config_panel,
|
||||
&mut self.config_state,
|
||||
&self.connection,
|
||||
&self.recorder,
|
||||
&mut self.export_path,
|
||||
);
|
||||
draw_matrix_config_panel(ctx, &mut self.matrix_config_panel, &mut self.matrix_config);
|
||||
stats,
|
||||
self.live_rates.sample_rate_hz,
|
||||
self.live_rates.render_rate_hz,
|
||||
) {
|
||||
if next_mode == SerialMode::Hand {
|
||||
self.config_state.mode = SerialMode::Finger;
|
||||
self.connect_state.mode = SerialMode::Finger;
|
||||
self.config_state.baud_rate = SerialMode::Finger.baud_rate();
|
||||
self.active_mode = ActiveMode::Finger(FingerMode {
|
||||
rows: self.matrix_config.rows,
|
||||
cols: self.matrix_config.cols,
|
||||
range: 0..7000,
|
||||
dot: true,
|
||||
});
|
||||
self.breakout_visible = true;
|
||||
} else {
|
||||
self.switch_mode(next_mode);
|
||||
}
|
||||
}
|
||||
|
||||
if self.breakout_visible {
|
||||
self.stats_panel.visible = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if self.config_state.mode == SerialMode::Finger {
|
||||
self.stats_panel.visible = true;
|
||||
draw_stats_panel(
|
||||
ctx,
|
||||
&mut self.stats_panel,
|
||||
&self.signal_history,
|
||||
self.latest_spatial_force,
|
||||
);
|
||||
} else {
|
||||
self.stats_panel.visible = false;
|
||||
}
|
||||
|
||||
if let Some(force) = self.latest_spatial_force {
|
||||
self.spatial_force_panel_force = Some(force);
|
||||
}
|
||||
|
||||
draw_spatial_force_panel(ctx, self.spatial_force_panel_force, &self.signal_history);
|
||||
}
|
||||
|
||||
fn draw_panel_context_menu(&mut self, ui: &mut egui::Ui) {
|
||||
let response = ui.interact(
|
||||
ui.max_rect(),
|
||||
egui::Id::new("workspace_panel_context_menu"),
|
||||
egui::Sense::click(),
|
||||
);
|
||||
|
||||
response.context_menu(|ui| {
|
||||
ui.label("显示面板");
|
||||
ui.separator();
|
||||
|
||||
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);
|
||||
|
||||
ui.separator();
|
||||
|
||||
if ui.button("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;
|
||||
ui.close();
|
||||
}
|
||||
fn draw_panel_context_menu(&mut self, ctx: &egui::Context) {
|
||||
let (secondary_clicked, pointer_pos, escape_pressed) = ctx.input(|input| {
|
||||
(
|
||||
input.pointer.secondary_clicked(),
|
||||
input.pointer.interact_pos(),
|
||||
input.key_pressed(egui::Key::Escape),
|
||||
)
|
||||
});
|
||||
|
||||
if secondary_clicked {
|
||||
self.context_menu_open = true;
|
||||
self.context_menu_pos = pointer_pos.unwrap_or(self.context_menu_pos);
|
||||
}
|
||||
if escape_pressed {
|
||||
self.context_menu_open = false;
|
||||
}
|
||||
if !self.context_menu_open {
|
||||
return;
|
||||
}
|
||||
|
||||
let mut close_menu = false;
|
||||
let response = egui::Area::new(egui::Id::new("workspace_context_menu_area"))
|
||||
.fixed_pos(self.context_menu_pos)
|
||||
.order(egui::Order::Foreground)
|
||||
.show(ctx, |ui| {
|
||||
egui::Frame::popup(ui.style()).show(ui, |ui| {
|
||||
ui.set_min_width(132.0);
|
||||
ui.label("显示面板");
|
||||
ui.separator();
|
||||
|
||||
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);
|
||||
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);
|
||||
}
|
||||
if ui
|
||||
.add_sized(
|
||||
egui::vec2(ui.available_width(), 0.0),
|
||||
egui::Button::new("打砖块"),
|
||||
)
|
||||
.clicked()
|
||||
{
|
||||
self.breakout_visible = true;
|
||||
close_menu = true;
|
||||
}
|
||||
|
||||
ui.separator();
|
||||
|
||||
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;
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
let clicked_outside = ctx.input(|input| {
|
||||
input.pointer.primary_clicked()
|
||||
&& input
|
||||
.pointer
|
||||
.interact_pos()
|
||||
.is_some_and(|pos| !response.response.rect.contains(pos))
|
||||
});
|
||||
if close_menu || clicked_outside {
|
||||
self.context_menu_open = false;
|
||||
}
|
||||
}
|
||||
|
||||
fn switch_mode(&mut self, next: SerialMode) {
|
||||
self.connect_state.mode = next;
|
||||
self.config_state.mode = next;
|
||||
self.config_state.baud_rate = next.baud_rate();
|
||||
self.connection.disconnect();
|
||||
self.pressure_matrix.fill([0.0, 0.0]);
|
||||
self.data_log_frame = 0;
|
||||
self.hand_pressure.clear();
|
||||
self.force_estimator.reset();
|
||||
self.latest_spatial_force = None;
|
||||
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 {
|
||||
@@ -320,27 +593,114 @@ impl EskinDesktopApp {
|
||||
}
|
||||
}
|
||||
|
||||
fn log_pressure_sample(raw: &[u32], rows: u32, cols: u32) {
|
||||
let max = raw.iter().copied().max().unwrap_or(0);
|
||||
let sum: u64 = raw.iter().map(|value| *value as u64).sum();
|
||||
let non_zero = raw.iter().filter(|value| **value != 0).count();
|
||||
let preview = raw
|
||||
.iter()
|
||||
.take(12)
|
||||
.map(u32::to_string)
|
||||
.collect::<Vec<_>>()
|
||||
.join(", ");
|
||||
fn update_hand_signal_histories(
|
||||
histories: &mut [Vec<f32>; HAND_FORCE_PANEL_COUNT],
|
||||
raw_values: &[u32],
|
||||
) {
|
||||
let mut offset = 0usize;
|
||||
for (history, sample_count) in histories.iter_mut().zip(HAND_FORCE_SEGMENT_COUNTS) {
|
||||
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 = raw_to_g1(raw_total).min(25.6);
|
||||
let force = if force <= 0.1 { 0.0 } else { force };
|
||||
|
||||
println!(
|
||||
"[pressure] {rows}x{cols} cells={} non_zero={non_zero} max={max} sum={sum} first=[{preview}]",
|
||||
raw.len()
|
||||
history.push(force);
|
||||
if history.len() > SUMMARY_POINTS_PER_SERIES {
|
||||
history.remove(0);
|
||||
}
|
||||
|
||||
offset += sample_count;
|
||||
}
|
||||
}
|
||||
|
||||
fn raw_to_g1(raw: u32) -> f32 {
|
||||
const RAW: [u32; 12] = [
|
||||
0, 21382, 108507, 123183, 147405, 171105, 192395, 250443, 231423, 350560, 396616, 429444,
|
||||
];
|
||||
const FORCE_CENTI_N: [f32; 12] = [
|
||||
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 2557.0,
|
||||
];
|
||||
|
||||
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,
|
||||
title: &'static str,
|
||||
subtitle: &'static str,
|
||||
) {
|
||||
let painter = ui.painter();
|
||||
painter.rect_filled(
|
||||
rect,
|
||||
egui::CornerRadius::same(8),
|
||||
egui::Color32::from_rgb(11, 17, 23),
|
||||
);
|
||||
painter.rect_stroke(
|
||||
rect,
|
||||
egui::CornerRadius::same(8),
|
||||
egui::Stroke::new(1.0, ONE_DARK_PRO.border_soft),
|
||||
egui::StrokeKind::Outside,
|
||||
);
|
||||
painter.line_segment(
|
||||
[
|
||||
rect.left_top() + egui::vec2(12.0, 34.0),
|
||||
rect.right_top() + egui::vec2(-12.0, 34.0),
|
||||
],
|
||||
egui::Stroke::new(1.0, ONE_DARK_PRO.border_soft),
|
||||
);
|
||||
painter.text(
|
||||
rect.left_top() + egui::vec2(14.0, 16.0),
|
||||
egui::Align2::LEFT_CENTER,
|
||||
title,
|
||||
egui::FontId::monospace(13.0),
|
||||
ONE_DARK_PRO.accent,
|
||||
);
|
||||
painter.text(
|
||||
rect.left_top() + egui::vec2(122.0, 16.0),
|
||||
egui::Align2::LEFT_CENTER,
|
||||
subtitle,
|
||||
egui::FontId::proportional(12.0),
|
||||
ONE_DARK_PRO.text_dim,
|
||||
);
|
||||
}
|
||||
|
||||
fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut PressureFrame) {
|
||||
const RANGE_MIN: f32 = 0.0;
|
||||
const RANGE_MAX: f32 = 7000.0;
|
||||
fn split_viewport_body(rect: egui::Rect) -> egui::Rect {
|
||||
egui::Rect::from_min_max(
|
||||
rect.left_top() + egui::vec2(10.0, 44.0),
|
||||
rect.right_bottom() - egui::vec2(10.0, 10.0),
|
||||
)
|
||||
}
|
||||
|
||||
fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut PressureFrame) {
|
||||
normalized.fill([0.0, 0.0]);
|
||||
|
||||
let src_cols = cols.max(1);
|
||||
@@ -352,27 +712,41 @@ fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut
|
||||
let src_index = (row * src_cols + col) as usize;
|
||||
let dst_index = (row * MATRIX_COLS + col) as usize;
|
||||
if let Some(value) = raw.get(src_index) {
|
||||
let raw_value = *value as f32;
|
||||
let mapped = ((raw_value - RANGE_MIN) / (RANGE_MAX - RANGE_MIN)).clamp(0.0, 1.0);
|
||||
let display_value = if raw_value <= RANGE_MIN + 4.0 {
|
||||
0.0
|
||||
} else {
|
||||
raw_value.round().min(9999.0)
|
||||
};
|
||||
normalized[dst_index] = [mapped, display_value];
|
||||
normalized[dst_index] = normalize_pressure_value(*value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn normalize_pressure_samples(raw: &[u32]) -> PressureSamples {
|
||||
raw.iter().copied().map(normalize_pressure_value).collect()
|
||||
}
|
||||
|
||||
fn normalize_pressure_value(value: u32) -> [f32; 2] {
|
||||
const RANGE_MIN: f32 = 0.0;
|
||||
const RANGE_MAX: f32 = 7000.0;
|
||||
|
||||
let raw_value = value as f32;
|
||||
let mapped = ((raw_value - RANGE_MIN) / (RANGE_MAX - RANGE_MIN)).clamp(0.0, 1.0);
|
||||
let display_value = if raw_value <= RANGE_MIN + 4.0 {
|
||||
0.0
|
||||
} else {
|
||||
raw_value.round().min(9999.0)
|
||||
};
|
||||
|
||||
[mapped, display_value]
|
||||
}
|
||||
|
||||
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.draw_wgpu_background(ui);
|
||||
self.draw_panel_context_menu(ui);
|
||||
self.update_pressure_matrix();
|
||||
self.draw_workspace(ui);
|
||||
self.draw_title_bar(ui, frame);
|
||||
self.draw_floating_panels(&ctx);
|
||||
self.draw_floating_panels(&ctx, stats);
|
||||
|
||||
// Keep repainting while the wgpu background is a realtime viewport.
|
||||
ctx.request_repaint();
|
||||
|
||||
655
src/breakout.rs
Normal file
655
src/breakout.rs
Normal file
@@ -0,0 +1,655 @@
|
||||
use eframe::egui;
|
||||
|
||||
use crate::style::{self, ACCENT_BLUE, ACCENT_GREEN, ACCENT_ORANGE, ACCENT_RED, ONE_DARK_PRO};
|
||||
|
||||
const BRICK_ROWS: usize = 7;
|
||||
const BRICK_COLS: usize = 12;
|
||||
const PADDLE_W: f32 = 0.24;
|
||||
const PADDLE_H: f32 = 0.030;
|
||||
const PADDLE_Y: f32 = 0.88;
|
||||
const PADDLE_SPEED: f32 = 0.92;
|
||||
const BALL_RADIUS: f32 = 0.010;
|
||||
const BALL_SPEED: f32 = 0.52;
|
||||
const MAX_BALL_SPEED: f32 = 0.86;
|
||||
const PRESSURE_RANGE_MIN: f32 = 0.0;
|
||||
const PRESSURE_RANGE_MAX: f32 = 7000.0;
|
||||
const PAUSE_COOLDOWN: f64 = 0.64;
|
||||
|
||||
#[derive(Clone, Copy, PartialEq, Eq)]
|
||||
enum BreakoutPhase {
|
||||
Idle,
|
||||
Running,
|
||||
Paused,
|
||||
Won,
|
||||
Over,
|
||||
}
|
||||
|
||||
struct Brick {
|
||||
rect: egui::Rect,
|
||||
alive: bool,
|
||||
flash: f32,
|
||||
}
|
||||
|
||||
#[derive(Default, Clone, Copy)]
|
||||
pub struct BreakoutControl {
|
||||
pub axis: f32,
|
||||
pub top_force: f32,
|
||||
pub left_force: f32,
|
||||
pub right_force: f32,
|
||||
}
|
||||
|
||||
pub struct BreakoutGame {
|
||||
phase: BreakoutPhase,
|
||||
bricks: Vec<Brick>,
|
||||
paddle_x: f32,
|
||||
ball_pos: egui::Pos2,
|
||||
ball_vel: egui::Vec2,
|
||||
score: u32,
|
||||
combo: u32,
|
||||
lives: u32,
|
||||
last_time: Option<f64>,
|
||||
previous_pause_gesture: bool,
|
||||
pause_locked_until: f64,
|
||||
}
|
||||
|
||||
impl Default for BreakoutGame {
|
||||
fn default() -> Self {
|
||||
let mut game = Self {
|
||||
phase: BreakoutPhase::Idle,
|
||||
bricks: Vec::new(),
|
||||
paddle_x: 0.5,
|
||||
ball_pos: egui::pos2(0.5, PADDLE_Y - PADDLE_H - BALL_RADIUS),
|
||||
ball_vel: egui::vec2(0.0, 0.0),
|
||||
score: 0,
|
||||
combo: 0,
|
||||
lives: 3,
|
||||
last_time: None,
|
||||
previous_pause_gesture: false,
|
||||
pause_locked_until: 0.0,
|
||||
};
|
||||
game.rebuild_bricks();
|
||||
game
|
||||
}
|
||||
}
|
||||
|
||||
impl BreakoutGame {
|
||||
pub fn draw_viewport(
|
||||
&mut self,
|
||||
ctx: &egui::Context,
|
||||
rect: egui::Rect,
|
||||
visible: &mut bool,
|
||||
control: BreakoutControl,
|
||||
) {
|
||||
if !*visible {
|
||||
self.last_time = None;
|
||||
return;
|
||||
}
|
||||
|
||||
ctx.request_repaint();
|
||||
let now = ctx.input(|input| input.time);
|
||||
let dt = self
|
||||
.last_time
|
||||
.map(|last| (now - last) as f32)
|
||||
.unwrap_or(1.0 / 60.0)
|
||||
.clamp(0.0, 1.0 / 30.0);
|
||||
self.last_time = Some(now);
|
||||
|
||||
let mut close_requested = false;
|
||||
egui::Area::new(egui::Id::new("breakout_game_viewport"))
|
||||
.fixed_pos(rect.min)
|
||||
.order(egui::Order::Middle)
|
||||
.show(ctx, |ui| {
|
||||
ui.set_min_size(rect.size());
|
||||
ui.set_max_size(rect.size());
|
||||
style::group_frame().show(ui, |ui| {
|
||||
ui.set_min_size(rect.size() - egui::vec2(20.0, 16.0));
|
||||
if self.draw_contents(ui, control, dt, now, true) {
|
||||
close_requested = true;
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
if close_requested {
|
||||
*visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_contents(
|
||||
&mut self,
|
||||
ui: &mut egui::Ui,
|
||||
control: BreakoutControl,
|
||||
dt: f32,
|
||||
now: f64,
|
||||
embedded: bool,
|
||||
) -> bool {
|
||||
let mut close_requested = false;
|
||||
ui.horizontal(|ui| {
|
||||
ui.colored_label(
|
||||
ACCENT_BLUE,
|
||||
egui::RichText::new("NEON BREAKOUT").monospace().size(13.0),
|
||||
);
|
||||
ui.label(style::subtle_text("压力矩阵控制 / 左右分区驱动"));
|
||||
ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| {
|
||||
if embedded && ui.add(style::tag_button("退出分屏")).clicked() {
|
||||
close_requested = true;
|
||||
}
|
||||
if ui.add(style::tag_button("重开")).clicked() {
|
||||
self.reset();
|
||||
self.start();
|
||||
}
|
||||
if ui.add(style::tag_button("暂停")).clicked() {
|
||||
self.toggle_pause();
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
ui.add_space(5.0);
|
||||
ui.horizontal(|ui| {
|
||||
status_chip(ui, "状态", self.status_text(), status_color(self.phase));
|
||||
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);
|
||||
});
|
||||
|
||||
ui.add_space(7.0);
|
||||
let available = ui.available_size();
|
||||
let game_size = egui::vec2(available.x.max(500.0), (available.y - 6.0).max(330.0));
|
||||
let (rect, response) = ui.allocate_exact_size(game_size, egui::Sense::click());
|
||||
if response.clicked() && self.phase != BreakoutPhase::Running {
|
||||
self.start();
|
||||
}
|
||||
|
||||
let keyboard_axis = ui.input(|input| {
|
||||
(input.key_down(egui::Key::ArrowRight) as i32
|
||||
- input.key_down(egui::Key::ArrowLeft) as i32) as f32
|
||||
});
|
||||
if ui.input(|input| input.key_pressed(egui::Key::Space)) {
|
||||
self.start();
|
||||
}
|
||||
if ui.input(|input| input.key_pressed(egui::Key::P)) {
|
||||
self.toggle_pause();
|
||||
}
|
||||
|
||||
let axis = if keyboard_axis.abs() > 0.0 {
|
||||
keyboard_axis
|
||||
} else {
|
||||
control.axis
|
||||
};
|
||||
self.handle_pressure_gesture(control.top_force, now);
|
||||
self.update(dt, axis);
|
||||
self.paint(ui, rect, control);
|
||||
close_requested
|
||||
}
|
||||
|
||||
fn reset(&mut self) {
|
||||
self.phase = BreakoutPhase::Idle;
|
||||
self.paddle_x = 0.5;
|
||||
self.ball_pos = egui::pos2(0.5, PADDLE_Y - PADDLE_H - BALL_RADIUS);
|
||||
self.ball_vel = egui::Vec2::ZERO;
|
||||
self.score = 0;
|
||||
self.combo = 0;
|
||||
self.lives = 3;
|
||||
self.rebuild_bricks();
|
||||
}
|
||||
|
||||
fn start(&mut self) {
|
||||
if self.phase == BreakoutPhase::Over || self.phase == BreakoutPhase::Won {
|
||||
self.reset();
|
||||
}
|
||||
if self.phase != BreakoutPhase::Running {
|
||||
self.phase = BreakoutPhase::Running;
|
||||
if self.ball_vel == egui::Vec2::ZERO {
|
||||
self.launch_ball();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn toggle_pause(&mut self) {
|
||||
self.phase = match self.phase {
|
||||
BreakoutPhase::Running => BreakoutPhase::Paused,
|
||||
BreakoutPhase::Paused => BreakoutPhase::Running,
|
||||
other => other,
|
||||
};
|
||||
}
|
||||
|
||||
fn handle_pressure_gesture(&mut self, top_force: f32, now: f64) {
|
||||
let threshold = pressure_pause_threshold();
|
||||
let active = top_force >= threshold;
|
||||
if active && !self.previous_pause_gesture && now >= self.pause_locked_until {
|
||||
if matches!(
|
||||
self.phase,
|
||||
BreakoutPhase::Idle | BreakoutPhase::Over | BreakoutPhase::Won
|
||||
) {
|
||||
self.start();
|
||||
} else {
|
||||
self.toggle_pause();
|
||||
}
|
||||
self.pause_locked_until = now + PAUSE_COOLDOWN;
|
||||
}
|
||||
self.previous_pause_gesture = active;
|
||||
}
|
||||
|
||||
fn update(&mut self, dt: f32, axis: f32) {
|
||||
for brick in &mut self.bricks {
|
||||
brick.flash = (brick.flash - dt * 2.4).max(0.0);
|
||||
}
|
||||
|
||||
if self.phase != BreakoutPhase::Running {
|
||||
self.ball_pos = egui::pos2(self.paddle_x, PADDLE_Y - PADDLE_H - BALL_RADIUS);
|
||||
return;
|
||||
}
|
||||
|
||||
self.paddle_x = (self.paddle_x + axis.clamp(-1.0, 1.0) * PADDLE_SPEED * dt)
|
||||
.clamp(PADDLE_W * 0.5, 1.0 - PADDLE_W * 0.5);
|
||||
|
||||
self.ball_pos += self.ball_vel * dt;
|
||||
self.resolve_wall_collision();
|
||||
self.resolve_paddle_collision();
|
||||
self.resolve_brick_collision();
|
||||
}
|
||||
|
||||
fn launch_ball(&mut self) {
|
||||
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;
|
||||
}
|
||||
|
||||
fn resolve_wall_collision(&mut self) {
|
||||
if self.ball_pos.x - BALL_RADIUS <= 0.0 {
|
||||
self.ball_pos.x = BALL_RADIUS;
|
||||
self.ball_vel.x = self.ball_vel.x.abs();
|
||||
} else if self.ball_pos.x + BALL_RADIUS >= 1.0 {
|
||||
self.ball_pos.x = 1.0 - BALL_RADIUS;
|
||||
self.ball_vel.x = -self.ball_vel.x.abs();
|
||||
}
|
||||
|
||||
if self.ball_pos.y - BALL_RADIUS <= 0.0 {
|
||||
self.ball_pos.y = BALL_RADIUS;
|
||||
self.ball_vel.y = self.ball_vel.y.abs();
|
||||
}
|
||||
|
||||
if self.ball_pos.y - BALL_RADIUS > 1.0 {
|
||||
self.lives = self.lives.saturating_sub(1);
|
||||
self.combo = 0;
|
||||
if self.lives == 0 {
|
||||
self.phase = BreakoutPhase::Over;
|
||||
self.ball_vel = egui::Vec2::ZERO;
|
||||
} else {
|
||||
self.ball_pos = egui::pos2(self.paddle_x, PADDLE_Y - PADDLE_H - BALL_RADIUS);
|
||||
self.launch_ball();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn resolve_paddle_collision(&mut self) {
|
||||
if self.ball_vel.y <= 0.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
let paddle = paddle_rect(self.paddle_x);
|
||||
if !circle_hits_rect(self.ball_pos, BALL_RADIUS, paddle) {
|
||||
return;
|
||||
}
|
||||
|
||||
self.ball_pos.y = paddle.top() - BALL_RADIUS;
|
||||
let offset = ((self.ball_pos.x - self.paddle_x) / (PADDLE_W * 0.5)).clamp(-1.0, 1.0);
|
||||
let speed = self.ball_vel.length().clamp(BALL_SPEED, MAX_BALL_SPEED);
|
||||
self.ball_vel = egui::vec2(offset * 0.82, -1.0).normalized() * speed;
|
||||
self.combo = 0;
|
||||
}
|
||||
|
||||
fn resolve_brick_collision(&mut self) {
|
||||
for brick in &mut self.bricks {
|
||||
if !brick.alive || !circle_hits_rect(self.ball_pos, BALL_RADIUS, brick.rect) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let overlap_x = (self.ball_pos.x + BALL_RADIUS - brick.rect.left())
|
||||
.min(brick.rect.right() - (self.ball_pos.x - BALL_RADIUS));
|
||||
let overlap_y = (self.ball_pos.y + BALL_RADIUS - brick.rect.top())
|
||||
.min(brick.rect.bottom() - (self.ball_pos.y - BALL_RADIUS));
|
||||
if overlap_x < overlap_y {
|
||||
self.ball_vel.x *= -1.0;
|
||||
} else {
|
||||
self.ball_vel.y *= -1.0;
|
||||
}
|
||||
|
||||
brick.alive = false;
|
||||
brick.flash = 1.0;
|
||||
self.combo += 1;
|
||||
self.score += 40 + self.combo * 5;
|
||||
let speed = (self.ball_vel.length() * 1.014).min(MAX_BALL_SPEED);
|
||||
self.ball_vel = self.ball_vel.normalized() * speed;
|
||||
break;
|
||||
}
|
||||
|
||||
if self.bricks.iter().all(|brick| !brick.alive) {
|
||||
self.phase = BreakoutPhase::Won;
|
||||
self.ball_vel = egui::Vec2::ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
fn rebuild_bricks(&mut self) {
|
||||
self.bricks.clear();
|
||||
let gap_x = 0.012;
|
||||
let gap_y = 0.017;
|
||||
let left = 0.075;
|
||||
let top = 0.10;
|
||||
let total_w = 0.85;
|
||||
let brick_w = (total_w - gap_x * (BRICK_COLS - 1) as f32) / BRICK_COLS as f32;
|
||||
let brick_h = 0.040;
|
||||
|
||||
for row in 0..BRICK_ROWS {
|
||||
for col in 0..BRICK_COLS {
|
||||
let x = left + col as f32 * (brick_w + gap_x);
|
||||
let y = top + row as f32 * (brick_h + gap_y);
|
||||
self.bricks.push(Brick {
|
||||
rect: egui::Rect::from_min_size(egui::pos2(x, y), egui::vec2(brick_w, brick_h)),
|
||||
alive: true,
|
||||
flash: 0.0,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn status_text(&self) -> &'static str {
|
||||
match self.phase {
|
||||
BreakoutPhase::Idle => "待机",
|
||||
BreakoutPhase::Running => "运行",
|
||||
BreakoutPhase::Paused => "暂停",
|
||||
BreakoutPhase::Won => "过关",
|
||||
BreakoutPhase::Over => "结束",
|
||||
}
|
||||
}
|
||||
|
||||
fn paint(&self, ui: &egui::Ui, rect: egui::Rect, control: BreakoutControl) {
|
||||
let painter = ui.painter_at(rect);
|
||||
painter.rect_filled(
|
||||
rect,
|
||||
egui::CornerRadius::same(6),
|
||||
egui::Color32::from_rgb(8, 14, 19),
|
||||
);
|
||||
painter.rect_stroke(
|
||||
rect,
|
||||
egui::CornerRadius::same(6),
|
||||
egui::Stroke::new(1.0, color_alpha(ONE_DARK_PRO.accent, 110)),
|
||||
egui::StrokeKind::Outside,
|
||||
);
|
||||
|
||||
paint_arena_grid(&painter, rect);
|
||||
for (index, brick) in self.bricks.iter().enumerate() {
|
||||
paint_brick(&painter, rect, brick, index);
|
||||
}
|
||||
|
||||
paint_paddle(&painter, rect, self.paddle_x);
|
||||
paint_ball(&painter, rect, self.ball_pos);
|
||||
paint_control_meter(&painter, rect, control);
|
||||
|
||||
if self.phase == BreakoutPhase::Idle
|
||||
|| self.phase == BreakoutPhase::Paused
|
||||
|| self.phase == BreakoutPhase::Won
|
||||
|| self.phase == BreakoutPhase::Over
|
||||
{
|
||||
paint_center_overlay(&painter, rect, self.phase);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn control_from_matrix(raw: &[u32], rows: u32, cols: u32) -> BreakoutControl {
|
||||
if raw.is_empty() {
|
||||
return BreakoutControl::default();
|
||||
}
|
||||
|
||||
let rows = rows.max(1) as usize;
|
||||
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;
|
||||
for row in row_start..row_end {
|
||||
for col in col_start..col_end {
|
||||
let index = row * cols + col;
|
||||
if let Some(value) = raw.get(index) {
|
||||
sum += *value as f32;
|
||||
count += 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if count > 0.0 { sum / count } else { 0.0 }
|
||||
};
|
||||
|
||||
let tl = avg(0, sample_rows, 0, sample_cols);
|
||||
let tr = avg(0, sample_rows, cols.saturating_sub(sample_cols), cols);
|
||||
let bl = avg(rows.saturating_sub(sample_rows), rows, 0, sample_cols);
|
||||
let br = avg(
|
||||
rows.saturating_sub(sample_rows),
|
||||
rows,
|
||||
cols.saturating_sub(sample_cols),
|
||||
cols,
|
||||
);
|
||||
|
||||
let left_force = tl + bl;
|
||||
let right_force = tr + br;
|
||||
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 {
|
||||
0.0
|
||||
} else {
|
||||
raw_axis
|
||||
};
|
||||
|
||||
BreakoutControl {
|
||||
axis,
|
||||
top_force,
|
||||
left_force,
|
||||
right_force,
|
||||
}
|
||||
}
|
||||
|
||||
fn pressure_pause_threshold() -> f32 {
|
||||
420.0_f32.max(((PRESSURE_RANGE_MAX - PRESSURE_RANGE_MIN).max(1000.0) * 0.07).round())
|
||||
}
|
||||
|
||||
fn paddle_rect(paddle_x: f32) -> egui::Rect {
|
||||
egui::Rect::from_center_size(
|
||||
egui::pos2(paddle_x, PADDLE_Y),
|
||||
egui::vec2(PADDLE_W, PADDLE_H),
|
||||
)
|
||||
}
|
||||
|
||||
fn circle_hits_rect(center: egui::Pos2, radius: f32, rect: egui::Rect) -> bool {
|
||||
let closest_x = center.x.clamp(rect.left(), rect.right());
|
||||
let closest_y = center.y.clamp(rect.top(), rect.bottom());
|
||||
let dx = center.x - closest_x;
|
||||
let dy = center.y - closest_y;
|
||||
dx * dx + dy * dy <= radius * radius
|
||||
}
|
||||
|
||||
fn status_chip(ui: &mut egui::Ui, label: &'static str, value: impl ToString, color: egui::Color32) {
|
||||
egui::Frame::new()
|
||||
.fill(color_alpha(ONE_DARK_PRO.panel_deep, 190))
|
||||
.stroke(egui::Stroke::new(1.0, color_alpha(color, 92)))
|
||||
.corner_radius(egui::CornerRadius::same(4))
|
||||
.inner_margin(egui::Margin::symmetric(8, 4))
|
||||
.show(ui, |ui| {
|
||||
ui.horizontal(|ui| {
|
||||
ui.colored_label(ONE_DARK_PRO.text_subtle, label);
|
||||
ui.colored_label(color, value.to_string());
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn status_color(phase: BreakoutPhase) -> egui::Color32 {
|
||||
match phase {
|
||||
BreakoutPhase::Idle => ONE_DARK_PRO.text_dim,
|
||||
BreakoutPhase::Running => ACCENT_GREEN,
|
||||
BreakoutPhase::Paused => ACCENT_ORANGE,
|
||||
BreakoutPhase::Won => ACCENT_GREEN,
|
||||
BreakoutPhase::Over => ACCENT_RED,
|
||||
}
|
||||
}
|
||||
|
||||
fn to_screen(rect: egui::Rect, point: egui::Pos2) -> egui::Pos2 {
|
||||
egui::pos2(
|
||||
rect.left() + point.x * rect.width(),
|
||||
rect.top() + point.y * rect.height(),
|
||||
)
|
||||
}
|
||||
|
||||
fn to_screen_rect(rect: egui::Rect, local: egui::Rect) -> egui::Rect {
|
||||
egui::Rect::from_min_max(
|
||||
rect.left_top() + local.min.to_vec2() * rect.size(),
|
||||
rect.left_top() + local.max.to_vec2() * rect.size(),
|
||||
)
|
||||
}
|
||||
|
||||
fn paint_arena_grid(painter: &egui::Painter, rect: egui::Rect) {
|
||||
// 游戏背景保持纯净,避免网格和外框干扰砖块本身的色块节奏。
|
||||
painter.rect_filled(
|
||||
rect,
|
||||
egui::CornerRadius::same(6),
|
||||
egui::Color32::from_rgb(2, 8, 10),
|
||||
);
|
||||
|
||||
painter.rect_stroke(
|
||||
rect,
|
||||
egui::CornerRadius::same(6),
|
||||
egui::Stroke::new(1.0, color_alpha(ONE_DARK_PRO.accent, 70)),
|
||||
egui::StrokeKind::Inside,
|
||||
);
|
||||
}
|
||||
|
||||
fn paint_brick(painter: &egui::Painter, arena: egui::Rect, brick: &Brick, index: usize) {
|
||||
let rect = to_screen_rect(arena, brick.rect);
|
||||
if brick.alive {
|
||||
let row = index / BRICK_COLS;
|
||||
let col = index % BRICK_COLS;
|
||||
// 参考示例图:纯色矩形砖块,黑色间隔由砖块之间的空隙自然露出。
|
||||
painter.rect_filled(rect, egui::CornerRadius::ZERO, brick_color(row, col));
|
||||
} else if brick.flash > 0.0 {
|
||||
let alpha = (brick.flash * 150.0) as u8;
|
||||
painter.rect_stroke(
|
||||
rect.expand(4.0 * brick.flash),
|
||||
egui::CornerRadius::same(4),
|
||||
egui::Stroke::new(1.4, color_alpha(ONE_DARK_PRO.accent_hot, alpha)),
|
||||
egui::StrokeKind::Outside,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
fn paint_paddle(painter: &egui::Painter, arena: egui::Rect, paddle_x: f32) {
|
||||
let rect = to_screen_rect(arena, paddle_rect(paddle_x));
|
||||
// 托盘也改成纯色块,和砖块保持同一种视觉语言。
|
||||
painter.rect_filled(rect, egui::CornerRadius::ZERO, ACCENT_BLUE);
|
||||
}
|
||||
|
||||
fn paint_ball(painter: &egui::Painter, arena: egui::Rect, ball_pos: egui::Pos2) {
|
||||
let center = to_screen(arena, ball_pos);
|
||||
let radius = BALL_RADIUS * arena.width().min(arena.height());
|
||||
// 球保留为一个普通实心圆,避免额外高光和光晕。
|
||||
painter.circle_filled(center, radius, egui::Color32::from_rgb(241, 207, 70));
|
||||
}
|
||||
|
||||
fn paint_control_meter(painter: &egui::Painter, arena: egui::Rect, control: BreakoutControl) {
|
||||
let meter_width = arena.width().mul_add(0.30, 0.0).clamp(180.0, 240.0);
|
||||
let meter = egui::Rect::from_min_size(
|
||||
arena.left_bottom() + egui::vec2(18.0, -34.0),
|
||||
egui::vec2(meter_width, 18.0),
|
||||
);
|
||||
painter.rect_filled(
|
||||
meter,
|
||||
egui::CornerRadius::same(4),
|
||||
color_alpha(ONE_DARK_PRO.panel_deep, 220),
|
||||
);
|
||||
painter.rect_stroke(
|
||||
meter,
|
||||
egui::CornerRadius::same(4),
|
||||
egui::Stroke::new(1.0, color_alpha(ONE_DARK_PRO.border, 120)),
|
||||
egui::StrokeKind::Outside,
|
||||
);
|
||||
let center_x = meter.center().x;
|
||||
painter.line_segment(
|
||||
[
|
||||
egui::pos2(center_x, meter.top()),
|
||||
egui::pos2(center_x, meter.bottom()),
|
||||
],
|
||||
egui::Stroke::new(1.0, ONE_DARK_PRO.border_soft),
|
||||
);
|
||||
let marker_x = center_x + control.axis.clamp(-1.0, 1.0) * meter.width() * 0.45;
|
||||
painter.circle_filled(
|
||||
egui::pos2(marker_x, meter.center().y),
|
||||
5.0,
|
||||
color_alpha(ACCENT_GREEN, 210),
|
||||
);
|
||||
painter.circle_filled(
|
||||
egui::pos2(marker_x, meter.center().y),
|
||||
2.3,
|
||||
color_alpha(egui::Color32::WHITE, 150),
|
||||
);
|
||||
painter.text(
|
||||
meter.right_center() + egui::vec2(10.0, 0.0),
|
||||
egui::Align2::LEFT_CENTER,
|
||||
format!(
|
||||
"L {:>4.0} R {:>4.0} T {:>4.0}",
|
||||
control.left_force, control.right_force, control.top_force
|
||||
),
|
||||
egui::FontId::monospace(10.0),
|
||||
ONE_DARK_PRO.text_dim,
|
||||
);
|
||||
}
|
||||
|
||||
fn paint_center_overlay(painter: &egui::Painter, rect: egui::Rect, phase: BreakoutPhase) {
|
||||
painter.rect_filled(
|
||||
rect,
|
||||
egui::CornerRadius::same(6),
|
||||
color_alpha(egui::Color32::BLACK, 82),
|
||||
);
|
||||
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 => ("", ""),
|
||||
};
|
||||
painter.text(
|
||||
rect.center() - egui::vec2(0.0, 10.0),
|
||||
egui::Align2::CENTER_CENTER,
|
||||
title,
|
||||
egui::FontId::proportional(24.0),
|
||||
ONE_DARK_PRO.text,
|
||||
);
|
||||
painter.text(
|
||||
rect.center() + egui::vec2(0.0, 20.0),
|
||||
egui::Align2::CENTER_CENTER,
|
||||
detail,
|
||||
egui::FontId::proportional(13.0),
|
||||
ONE_DARK_PRO.text_dim,
|
||||
);
|
||||
}
|
||||
|
||||
fn brick_color(row: usize, col: usize) -> egui::Color32 {
|
||||
const PALETTE: [egui::Color32; 5] = [
|
||||
egui::Color32::from_rgb(46, 178, 104),
|
||||
egui::Color32::from_rgb(73, 188, 220),
|
||||
egui::Color32::from_rgb(234, 199, 73),
|
||||
egui::Color32::from_rgb(232, 125, 64),
|
||||
egui::Color32::from_rgb(237, 68, 62),
|
||||
];
|
||||
|
||||
PALETTE[(col + row * 2) % PALETTE.len()]
|
||||
}
|
||||
|
||||
fn color_alpha(color: egui::Color32, alpha: u8) -> egui::Color32 {
|
||||
egui::Color32::from_rgba_premultiplied(color.r(), color.g(), color.b(), alpha)
|
||||
}
|
||||
@@ -4,7 +4,10 @@ use std::time::Duration;
|
||||
|
||||
use crossbeam_channel::{self, Receiver, Sender, TryRecvError};
|
||||
|
||||
use crate::serial_core::serial::{SerialPortReadWrite, run_serial_loop};
|
||||
use crate::recording::Recorder;
|
||||
use crate::serial_core::serial::{
|
||||
SerialIoStats, SerialPortReadWrite, SerialProtocol, run_serial_loop,
|
||||
};
|
||||
|
||||
/// Connection state visible to the UI.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
@@ -27,6 +30,9 @@ struct Session {
|
||||
cancel_tx: Sender<()>,
|
||||
handle: JoinHandle<()>,
|
||||
sample_rx: Receiver<Vec<i32>>,
|
||||
stats_rx: Receiver<SerialIoStats>,
|
||||
rows: u32,
|
||||
cols: u32,
|
||||
}
|
||||
|
||||
/// Thread-safe connection manager that the UI and renderer can share.
|
||||
@@ -34,6 +40,7 @@ pub struct ConnectionManager {
|
||||
state: Arc<Mutex<ConnectionState>>,
|
||||
session: Arc<Mutex<Option<Session>>>,
|
||||
latest_sample: Arc<Mutex<Option<PressureSample>>>,
|
||||
stats: Arc<Mutex<SerialIoStats>>,
|
||||
}
|
||||
|
||||
impl ConnectionManager {
|
||||
@@ -42,6 +49,7 @@ impl ConnectionManager {
|
||||
state: Arc::new(Mutex::new(ConnectionState::Disconnected)),
|
||||
session: Arc::new(Mutex::new(None)),
|
||||
latest_sample: Arc::new(Mutex::new(None)),
|
||||
stats: Arc::new(Mutex::new(SerialIoStats::default())),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -53,8 +61,31 @@ impl ConnectionManager {
|
||||
*self.state.lock().unwrap() = new_state;
|
||||
}
|
||||
|
||||
pub fn stats(&self) -> SerialIoStats {
|
||||
let session = self.session.lock().unwrap();
|
||||
if let Some(ref session) = *session {
|
||||
loop {
|
||||
match session.stats_rx.try_recv() {
|
||||
Ok(stats) => *self.stats.lock().unwrap() = stats,
|
||||
Err(TryRecvError::Empty) => break,
|
||||
Err(TryRecvError::Disconnected) => break,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*self.stats.lock().unwrap()
|
||||
}
|
||||
|
||||
/// Connect to the given serial port and start streaming in a background thread.
|
||||
pub fn connect(&self, port_name: &str, rows: u32, cols: u32) {
|
||||
pub fn connect(
|
||||
&self,
|
||||
port_name: &str,
|
||||
rows: u32,
|
||||
cols: u32,
|
||||
baud_rate: u32,
|
||||
protocol: SerialProtocol,
|
||||
recorder: Recorder,
|
||||
) {
|
||||
self.disconnect();
|
||||
self.set_state(ConnectionState::Connecting);
|
||||
|
||||
@@ -64,16 +95,22 @@ impl ConnectionManager {
|
||||
let latest_sample = Arc::clone(&self.latest_sample);
|
||||
let (cancel_tx, cancel_rx) = crossbeam_channel::bounded::<()>(1);
|
||||
let (sample_tx, sample_rx) = crossbeam_channel::bounded::<Vec<i32>>(16);
|
||||
let (stats_tx, stats_rx) = crossbeam_channel::bounded::<SerialIoStats>(16);
|
||||
*self.stats.lock().unwrap() = SerialIoStats::default();
|
||||
|
||||
let handle = thread::spawn(move || {
|
||||
let result = run_device_loop(
|
||||
&port,
|
||||
rows,
|
||||
cols,
|
||||
baud_rate,
|
||||
protocol,
|
||||
&state,
|
||||
&cancel_rx,
|
||||
&sample_tx,
|
||||
&stats_tx,
|
||||
&latest_sample,
|
||||
recorder,
|
||||
);
|
||||
if let Err(e) = result {
|
||||
eprintln!("[connection] device loop error: {e}");
|
||||
@@ -85,6 +122,9 @@ impl ConnectionManager {
|
||||
cancel_tx,
|
||||
handle,
|
||||
sample_rx,
|
||||
stats_rx,
|
||||
rows,
|
||||
cols,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -102,6 +142,7 @@ impl ConnectionManager {
|
||||
|
||||
self.set_state(ConnectionState::Disconnected);
|
||||
*self.latest_sample.lock().unwrap() = None;
|
||||
*self.stats.lock().unwrap() = SerialIoStats::default();
|
||||
}
|
||||
|
||||
/// Drain pending samples (non-blocking) and return the last one.
|
||||
@@ -112,10 +153,12 @@ impl ConnectionManager {
|
||||
loop {
|
||||
match session.sample_rx.try_recv() {
|
||||
Ok(vals) => {
|
||||
let rows = 12u32;
|
||||
let cols = 7u32;
|
||||
let matrix = vals.iter().map(|v| (*v).max(0) as u32).collect();
|
||||
last = Some(PressureSample { matrix, rows, cols });
|
||||
last = Some(PressureSample {
|
||||
matrix,
|
||||
rows: session.rows,
|
||||
cols: session.cols,
|
||||
});
|
||||
}
|
||||
Err(TryRecvError::Empty) => break,
|
||||
Err(TryRecvError::Disconnected) => break,
|
||||
@@ -140,13 +183,17 @@ fn run_device_loop(
|
||||
port_name: &str,
|
||||
rows: u32,
|
||||
cols: u32,
|
||||
baud_rate: u32,
|
||||
protocol: SerialProtocol,
|
||||
state: &Arc<Mutex<ConnectionState>>,
|
||||
cancel_rx: &Receiver<()>,
|
||||
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, 921_600)
|
||||
.timeout(Duration::from_millis(100))
|
||||
let port = serialport::new(port_name, baud_rate)
|
||||
.timeout(Duration::from_millis(1))
|
||||
.open()?;
|
||||
|
||||
*state.lock().unwrap() = ConnectionState::Connected;
|
||||
@@ -154,36 +201,19 @@ fn run_device_loop(
|
||||
let mut rw = SerialPortReadWrite::new(port);
|
||||
*state.lock().unwrap() = ConnectionState::Streaming;
|
||||
|
||||
// We need to also forward samples to latest_sample
|
||||
let (inner_tx, inner_rx) = crossbeam_channel::bounded::<Vec<i32>>(16);
|
||||
let latest = Arc::clone(latest_sample);
|
||||
let outer_tx = sample_tx.clone();
|
||||
run_serial_loop(
|
||||
&mut rw,
|
||||
rows as usize,
|
||||
cols as usize,
|
||||
protocol,
|
||||
cancel_rx,
|
||||
sample_tx,
|
||||
Some(stats_tx),
|
||||
Some(&recorder),
|
||||
);
|
||||
|
||||
// Bridge thread: reads from inner channel, forwards to both sample_tx and latest_sample
|
||||
let bridge_cancel = cancel_rx.clone();
|
||||
let bridge_handle = thread::spawn(move || {
|
||||
loop {
|
||||
if bridge_cancel.try_recv().is_ok() {
|
||||
break;
|
||||
}
|
||||
match inner_rx.try_recv() {
|
||||
Ok(vals) => {
|
||||
// Store latest
|
||||
let matrix = vals.iter().map(|v| (*v).max(0) as u32).collect();
|
||||
*latest.lock().unwrap() = Some(PressureSample { matrix, rows, cols });
|
||||
// Forward
|
||||
let _ = outer_tx.try_send(vals);
|
||||
}
|
||||
Err(TryRecvError::Empty) => {
|
||||
std::thread::sleep(Duration::from_millis(1));
|
||||
}
|
||||
Err(TryRecvError::Disconnected) => break,
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
run_serial_loop(&mut rw, rows as usize, cols as usize, cancel_rx, &inner_tx);
|
||||
|
||||
let _ = bridge_handle.join();
|
||||
if let Ok(mut latest) = latest_sample.lock() {
|
||||
*latest = None;
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
|
||||
49
src/force.rs
Normal file
49
src/force.rs
Normal file
@@ -0,0 +1,49 @@
|
||||
use crate::serial_core::multi_dim_force::PztProcessor;
|
||||
|
||||
const FINGER_SAMPLE_COUNT: usize = 84;
|
||||
const MIN_TANGENTIAL_MAGNITUDE: f32 = 0.02;
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct HudSpatialForce {
|
||||
pub angle_deg: f32,
|
||||
pub magnitude: f32,
|
||||
}
|
||||
|
||||
pub struct ForceEstimatorState {
|
||||
pzt_processor: PztProcessor,
|
||||
}
|
||||
|
||||
impl ForceEstimatorState {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
pzt_processor: PztProcessor::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn reset(&mut self) {
|
||||
self.pzt_processor.reset_baseline();
|
||||
}
|
||||
|
||||
pub fn analyze(&mut self, values: &[u32]) -> Option<HudSpatialForce> {
|
||||
if values.len() != FINGER_SAMPLE_COUNT {
|
||||
return None;
|
||||
}
|
||||
|
||||
let pzt_values = values.iter().map(|value| *value as f32).collect::<Vec<_>>();
|
||||
|
||||
self.pzt_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,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for ForceEstimatorState {
|
||||
fn default() -> Self {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,9 @@
|
||||
#![allow(dead_code)]
|
||||
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
|
||||
mod app;
|
||||
mod breakout;
|
||||
mod connection;
|
||||
mod force;
|
||||
mod matrix;
|
||||
mod model;
|
||||
mod recording;
|
||||
|
||||
360
src/render.rs
360
src/render.rs
@@ -13,11 +13,13 @@ use std::ops::Range;
|
||||
pub const PRESSURE_CELL_COUNT: usize =
|
||||
(crate::matrix::MATRIX_ROWS * crate::matrix::MATRIX_COLS) as usize;
|
||||
pub type PressureFrame = [[f32; 2]; PRESSURE_CELL_COUNT];
|
||||
pub type PressureSamples = Vec<[f32; 2]>;
|
||||
|
||||
pub struct WgpuBackgroundCallback {
|
||||
pub width: f32,
|
||||
pub height: f32,
|
||||
pub pressure: PressureFrame,
|
||||
pub hand_pressure: PressureSamples,
|
||||
pub active_mode: ActiveMode,
|
||||
}
|
||||
|
||||
@@ -68,6 +70,27 @@ const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
|
||||
},
|
||||
];
|
||||
|
||||
const HAND_PALM_CHIPS: [HandPalmChip; 2] = [
|
||||
HandPalmChip {
|
||||
center_px: [538.0, 608.0],
|
||||
size_px: [248.0, 82.0],
|
||||
angle_rad: 0.06,
|
||||
rows: 5,
|
||||
cols: 14,
|
||||
},
|
||||
HandPalmChip {
|
||||
center_px: [606.0, 780.0],
|
||||
size_px: [72.0, 214.0],
|
||||
angle_rad: 0.05,
|
||||
rows: 11,
|
||||
cols: 4,
|
||||
},
|
||||
];
|
||||
|
||||
const HAND_FINGER_SENSOR_CELLS: usize = 12 * 7;
|
||||
const HAND_PALM_HORIZONTAL_OFFSET: usize = HAND_FINGER_SENSOR_CELLS * 5;
|
||||
const HAND_PALM_VERTICAL_OFFSET: usize = HAND_PALM_HORIZONTAL_OFFSET + 5 * 14;
|
||||
|
||||
// Each entry pins one miniature matrix to a fingertip in hand.png.
|
||||
// Coordinates are authored in source-image pixels so they are easy to tune by eye.
|
||||
// size_px keeps the same 7:12 aspect as the Finger-mode 7 columns x 12 rows matrix.
|
||||
@@ -77,6 +100,16 @@ struct HandTipMatrix {
|
||||
angle_rad: f32,
|
||||
}
|
||||
|
||||
// Palm chips follow the hand layout: one horizontal 5x14 matrix and one vertical
|
||||
// 11x4 matrix, rendered as dark inset chip tiles on the palm.
|
||||
struct HandPalmChip {
|
||||
center_px: [f32; 2],
|
||||
size_px: [f32; 2],
|
||||
angle_rad: f32,
|
||||
rows: u32,
|
||||
cols: u32,
|
||||
}
|
||||
|
||||
impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
|
||||
fn prepare(
|
||||
&self,
|
||||
@@ -87,7 +120,13 @@ impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
|
||||
resources: &mut egui_wgpu::CallbackResources,
|
||||
) -> Vec<wgpu::CommandBuffer> {
|
||||
let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap();
|
||||
resources.prepare(queue, self.width, self.height, &self.pressure);
|
||||
resources.prepare(
|
||||
queue,
|
||||
self.width,
|
||||
self.height,
|
||||
&self.pressure,
|
||||
&self.hand_pressure,
|
||||
);
|
||||
Vec::new()
|
||||
}
|
||||
|
||||
@@ -115,15 +154,24 @@ pub struct BackgroundRenderResources {
|
||||
hand_image_pipeline: wgpu::RenderPipeline,
|
||||
glyph_pipeline: wgpu::RenderPipeline,
|
||||
dot_pipeline: wgpu::RenderPipeline,
|
||||
hand_membrane_pipeline: wgpu::RenderPipeline,
|
||||
hand_dot_pipeline: wgpu::RenderPipeline,
|
||||
hand_palm_chip_pipeline: wgpu::RenderPipeline,
|
||||
hand_palm_dot_pipeline: wgpu::RenderPipeline,
|
||||
hand_image_bind_group: wgpu::BindGroup,
|
||||
hand_image_texture: texture::Texture,
|
||||
|
||||
glyph_vertex_buffer: wgpu::Buffer,
|
||||
glyph_instance_buffer: wgpu::Buffer,
|
||||
glyph_instances: Vec<GlyphInstance>,
|
||||
hand_membrane_instance_buffer: wgpu::Buffer,
|
||||
hand_membrane_instances: Vec<GlyphInstance>,
|
||||
hand_dot_instance_buffer: wgpu::Buffer,
|
||||
hand_dot_instances: Vec<GlyphInstance>,
|
||||
hand_palm_chip_instance_buffer: wgpu::Buffer,
|
||||
hand_palm_chip_instances: Vec<GlyphInstance>,
|
||||
hand_palm_dot_instance_buffer: wgpu::Buffer,
|
||||
hand_palm_dot_instances: Vec<GlyphInstance>,
|
||||
render_options: RenderOptions,
|
||||
}
|
||||
|
||||
@@ -445,8 +493,14 @@ impl BackgroundRenderResources {
|
||||
let glyph_pipeline =
|
||||
create_glyph_pipeline(device, target_format, &shader, &pipeline_layout);
|
||||
let dot_pipeline = create_dot_pipeline(device, target_format, &shader, &pipeline_layout);
|
||||
let hand_membrane_pipeline =
|
||||
create_hand_membrane_pipeline(device, target_format, &shader, &pipeline_layout);
|
||||
let hand_dot_pipeline =
|
||||
create_hand_dot_pipeline(device, target_format, &shader, &pipeline_layout);
|
||||
let hand_palm_chip_pipeline =
|
||||
create_hand_palm_chip_pipeline(device, target_format, &shader, &pipeline_layout);
|
||||
let hand_palm_dot_pipeline =
|
||||
create_hand_palm_dot_pipeline(device, target_format, &shader, &pipeline_layout);
|
||||
|
||||
let _model_pipelines =
|
||||
create_model_pipelines(device, target_format, &shader, &model_pipeline_layout);
|
||||
@@ -474,6 +528,16 @@ impl BackgroundRenderResources {
|
||||
contents: bytemuck::cast_slice(&glyph_instances),
|
||||
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let hand_membrane_instances = build_hand_membrane_instances(
|
||||
hand_image_texture.width as f32,
|
||||
hand_image_texture.height as f32,
|
||||
);
|
||||
let hand_membrane_instance_buffer =
|
||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Hand Fingertip Membrane Instance Buffer"),
|
||||
contents: bytemuck::cast_slice(&hand_membrane_instances),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let hand_dot_instances = build_hand_dot_instances(
|
||||
rows,
|
||||
cols,
|
||||
@@ -487,6 +551,29 @@ impl BackgroundRenderResources {
|
||||
contents: bytemuck::cast_slice(&hand_dot_instances),
|
||||
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let hand_palm_chip_instances = build_hand_palm_chip_instances(
|
||||
hand_image_texture.width as f32,
|
||||
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 =
|
||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Hand Palm Chip Dot Instance Buffer"),
|
||||
contents: bytemuck::cast_slice(&hand_palm_dot_instances),
|
||||
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
Self {
|
||||
layout,
|
||||
@@ -500,19 +587,35 @@ impl BackgroundRenderResources {
|
||||
hand_image_pipeline,
|
||||
glyph_pipeline,
|
||||
dot_pipeline,
|
||||
hand_membrane_pipeline,
|
||||
hand_dot_pipeline,
|
||||
hand_palm_chip_pipeline,
|
||||
hand_palm_dot_pipeline,
|
||||
hand_image_bind_group,
|
||||
hand_image_texture,
|
||||
glyph_vertex_buffer,
|
||||
glyph_instance_buffer,
|
||||
glyph_instances,
|
||||
hand_membrane_instance_buffer,
|
||||
hand_membrane_instances,
|
||||
hand_dot_instance_buffer,
|
||||
hand_dot_instances,
|
||||
hand_palm_chip_instance_buffer,
|
||||
hand_palm_chip_instances,
|
||||
hand_palm_dot_instance_buffer,
|
||||
hand_palm_dot_instances,
|
||||
render_options,
|
||||
}
|
||||
}
|
||||
|
||||
fn prepare(&mut self, queue: &wgpu::Queue, width: f32, height: f32, pressure: &PressureFrame) {
|
||||
fn prepare(
|
||||
&mut self,
|
||||
queue: &wgpu::Queue,
|
||||
width: f32,
|
||||
height: f32,
|
||||
pressure: &PressureFrame,
|
||||
hand_pressure: &[[f32; 2]],
|
||||
) {
|
||||
let aspect = width / height.max(1.0);
|
||||
self.uniform = MatrixUniform::new(
|
||||
width,
|
||||
@@ -544,20 +647,41 @@ impl BackgroundRenderResources {
|
||||
bytemuck::cast_slice(&self.glyph_instances),
|
||||
);
|
||||
|
||||
// Hand mode uses five UV-anchored fingertip matrices over hand.png.
|
||||
let hand_pressure = if hand_pressure.is_empty() {
|
||||
pressure.as_slice()
|
||||
} else {
|
||||
hand_pressure
|
||||
};
|
||||
|
||||
// Hand mode uses UV-anchored fingertip matrices over hand.png.
|
||||
// Rebuild their instance positions here so pressure colors update every frame.
|
||||
self.hand_dot_instances = build_hand_dot_instances(
|
||||
self.rows,
|
||||
self.cols,
|
||||
self.hand_image_texture.width as f32,
|
||||
self.hand_image_texture.height as f32,
|
||||
pressure,
|
||||
hand_pressure,
|
||||
);
|
||||
queue.write_buffer(
|
||||
&self.hand_dot_instance_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&self.hand_dot_instances),
|
||||
);
|
||||
|
||||
// Palm chips reuse the same live 12x7 pressure frame, but draw it as
|
||||
// embedded micro-pixels inside dark chip tiles.
|
||||
self.hand_palm_dot_instances = build_hand_palm_dot_instances(
|
||||
self.rows,
|
||||
self.cols,
|
||||
self.hand_image_texture.width as f32,
|
||||
self.hand_image_texture.height as f32,
|
||||
hand_pressure,
|
||||
);
|
||||
queue.write_buffer(
|
||||
&self.hand_palm_dot_instance_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&self.hand_palm_dot_instances),
|
||||
);
|
||||
}
|
||||
|
||||
fn paint(&self, render_pass: &mut wgpu::RenderPass<'_>, active_mode: &ActiveMode) {
|
||||
@@ -595,11 +719,26 @@ impl BackgroundRenderResources {
|
||||
fn paint_hand(&self, render_pass: &mut wgpu::RenderPass<'_>, mode: &HandGatewayMode) {
|
||||
let _range = mode.range.clone();
|
||||
|
||||
// Draw the five fingertip dot matrices after hand.png, so they sit on top of the texture.
|
||||
// First draw the translucent sensor membranes, then draw live pressure beads on their grid.
|
||||
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_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
|
||||
render_pass.set_vertex_buffer(1, self.hand_palm_dot_instance_buffer.slice(..));
|
||||
render_pass.draw(0..6, 0..self.hand_palm_dot_instances.len() as u32);
|
||||
}
|
||||
|
||||
fn visible_instance_count(&self, rows: u32, cols: u32) -> u32 {
|
||||
@@ -867,6 +1006,39 @@ fn create_dot_pipeline(
|
||||
})
|
||||
}
|
||||
|
||||
fn create_hand_membrane_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 Fingertip Sensor Membrane Pipeline"),
|
||||
layout: Some(layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: shader,
|
||||
entry_point: Some("vs_hand_membrane"),
|
||||
compilation_options: Default::default(),
|
||||
buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: shader,
|
||||
entry_point: Some("fs_hand_membrane"),
|
||||
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_dot_pipeline(
|
||||
device: &wgpu::Device,
|
||||
target_format: &wgpu::TextureFormat,
|
||||
@@ -900,24 +1072,133 @@ 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(
|
||||
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 Dot Pipeline"),
|
||||
layout: Some(layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: shader,
|
||||
entry_point: Some("vs_hand_palm_dot"),
|
||||
compilation_options: Default::default(),
|
||||
buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: shader,
|
||||
entry_point: Some("fs_hand_palm_dot"),
|
||||
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 build_hand_membrane_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> {
|
||||
HAND_TIP_MATRICES
|
||||
.iter()
|
||||
.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];
|
||||
|
||||
GlyphInstance {
|
||||
// Membrane shaders read xy as hand.png UV.
|
||||
world_position: [uv_x, uv_y, 0.0, 1.0],
|
||||
// Store angle and an oversized source-image pixel size for the floating sensor film.
|
||||
style: [tip.angle_rad, membrane_size[0], membrane_size[1], 0.0],
|
||||
}
|
||||
})
|
||||
.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(
|
||||
rows: u32,
|
||||
cols: u32,
|
||||
image_width: f32,
|
||||
image_height: f32,
|
||||
pressure: &PressureFrame,
|
||||
pressure: &[[f32; 2]],
|
||||
) -> Vec<GlyphInstance> {
|
||||
let mut instances = Vec::with_capacity(HAND_TIP_MATRICES.len() * rows as usize * cols as usize);
|
||||
|
||||
for tip in HAND_TIP_MATRICES {
|
||||
for (tip_index, tip) in HAND_TIP_MATRICES.into_iter().enumerate() {
|
||||
let cos = tip.angle_rad.cos();
|
||||
let sin = tip.angle_rad.sin();
|
||||
|
||||
for row in 0..rows {
|
||||
for col in 0..cols {
|
||||
let index = (row * cols + col) as usize;
|
||||
let [normalized, display_value] =
|
||||
pressure.get(index).copied().unwrap_or([0.0, 0.0]);
|
||||
let [normalized, display_value] = sample_pressure_at(
|
||||
pressure,
|
||||
tip_index * HAND_FINGER_SENSOR_CELLS + index,
|
||||
index,
|
||||
);
|
||||
|
||||
// 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];
|
||||
@@ -941,6 +1222,67 @@ fn build_hand_dot_instances(
|
||||
instances
|
||||
}
|
||||
|
||||
fn build_hand_palm_dot_instances(
|
||||
_rows: u32,
|
||||
_cols: u32,
|
||||
image_width: f32,
|
||||
image_height: f32,
|
||||
pressure: &[[f32; 2]],
|
||||
) -> Vec<GlyphInstance> {
|
||||
let chip_dot_count: usize = HAND_PALM_CHIPS
|
||||
.iter()
|
||||
.map(|chip| (chip.rows * chip.cols) as usize)
|
||||
.sum();
|
||||
let mut instances = Vec::with_capacity(chip_dot_count);
|
||||
|
||||
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];
|
||||
|
||||
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 [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 {
|
||||
world_position: [
|
||||
x / image_width.max(1.0),
|
||||
y / image_height.max(1.0),
|
||||
0.0,
|
||||
1.0,
|
||||
],
|
||||
style: [normalized, display_value, 0.0, 0.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
instances
|
||||
}
|
||||
|
||||
fn sample_pressure_at(pressure: &[[f32; 2]], index: usize, fallback_index: usize) -> [f32; 2] {
|
||||
pressure
|
||||
.get(index)
|
||||
.or_else(|| pressure.get(fallback_index))
|
||||
.copied()
|
||||
.unwrap_or([0.0, 0.0])
|
||||
}
|
||||
|
||||
fn build_glyph_instances(
|
||||
rows: u32,
|
||||
cols: u32,
|
||||
|
||||
404
src/serial_core/codecs/hand_gateway.rs
Normal file
404
src/serial_core/codecs/hand_gateway.rs
Normal file
@@ -0,0 +1,404 @@
|
||||
use crate::serial_core::codec::Codec;
|
||||
use crate::serial_core::error::CodecError;
|
||||
use crate::serial_core::utils::{calc_crc8_itu, elapsed_millis};
|
||||
use std::time::Instant;
|
||||
|
||||
const FRAME_HEADER: [u8; 2] = [0x55, 0xAA];
|
||||
const RESPONSE_DATA_CMD: u8 = 0x81;
|
||||
const RESPONSE_DATA_LEGACY_FIXED_LENGTH: usize = 16;
|
||||
const RESPONSE_DATA_LEGACY_PREFIX_LENGTH: usize = 19;
|
||||
const RESPONSE_DATA_TEMP_FIXED_LENGTH: usize = 20;
|
||||
const RESPONSE_DATA_TEMP_PREFIX_LENGTH: usize = 23;
|
||||
const MIN_FRAME_LENGTH: usize = 7;
|
||||
const DEFAULT_MAX_FRAME_LENGTH: usize = 64 * 1024;
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
struct HandGatewayResponseLayout {
|
||||
fixed_length: usize,
|
||||
prefix_length: usize,
|
||||
timestamp_len: usize,
|
||||
config_offset: usize,
|
||||
valid_config_offset: usize,
|
||||
block_count_offset: usize,
|
||||
}
|
||||
|
||||
const TEMP_RESPONSE_LAYOUT: HandGatewayResponseLayout = HandGatewayResponseLayout {
|
||||
fixed_length: RESPONSE_DATA_TEMP_FIXED_LENGTH,
|
||||
prefix_length: RESPONSE_DATA_TEMP_PREFIX_LENGTH,
|
||||
timestamp_len: 8,
|
||||
config_offset: 14,
|
||||
valid_config_offset: 18,
|
||||
block_count_offset: 22,
|
||||
};
|
||||
|
||||
const LEGACY_RESPONSE_LAYOUT: HandGatewayResponseLayout = HandGatewayResponseLayout {
|
||||
fixed_length: RESPONSE_DATA_LEGACY_FIXED_LENGTH,
|
||||
prefix_length: RESPONSE_DATA_LEGACY_PREFIX_LENGTH,
|
||||
timestamp_len: 4,
|
||||
config_offset: 10,
|
||||
valid_config_offset: 14,
|
||||
block_count_offset: 18,
|
||||
};
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub struct HandGatewayNodeConfig {
|
||||
pub config_mask: u32,
|
||||
pub sample_count: usize,
|
||||
}
|
||||
|
||||
impl HandGatewayNodeConfig {
|
||||
pub const fn new(config_mask: u32, sample_count: usize) -> Self {
|
||||
Self {
|
||||
config_mask,
|
||||
sample_count,
|
||||
}
|
||||
}
|
||||
|
||||
fn payload_len(&self, bytes_per_sample: usize) -> Option<usize> {
|
||||
self.sample_count.checked_mul(bytes_per_sample)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub struct HandGatewayConfig {
|
||||
pub protocol_version: u8,
|
||||
pub bytes_per_sample: usize,
|
||||
pub max_frame_length: usize,
|
||||
pub nodes: Vec<HandGatewayNodeConfig>,
|
||||
}
|
||||
|
||||
impl HandGatewayConfig {
|
||||
pub fn new(nodes: Vec<HandGatewayNodeConfig>) -> Self {
|
||||
Self {
|
||||
protocol_version: 0x01,
|
||||
bytes_per_sample: 2,
|
||||
max_frame_length: DEFAULT_MAX_FRAME_LENGTH,
|
||||
nodes,
|
||||
}
|
||||
}
|
||||
|
||||
fn validate(&self) -> Result<(), CodecError> {
|
||||
if self.bytes_per_sample == 0 || self.max_frame_length < MIN_FRAME_LENGTH {
|
||||
return Err(CodecError::InvalidLength);
|
||||
}
|
||||
|
||||
let mut used_masks = 0u32;
|
||||
for node in &self.nodes {
|
||||
if node.config_mask == 0
|
||||
|| node.config_mask.count_ones() != 1
|
||||
|| used_masks & node.config_mask != 0
|
||||
|| node.payload_len(self.bytes_per_sample).is_none()
|
||||
{
|
||||
return Err(CodecError::InvalidLength);
|
||||
}
|
||||
used_masks |= node.config_mask;
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub struct HandGatewayFrameNode {
|
||||
pub config_mask: u32,
|
||||
pub valid: bool,
|
||||
pub payload: Vec<u8>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub struct HandGatewayDataRepFrame {
|
||||
pub timestamp: u64,
|
||||
pub config: u32,
|
||||
pub valid_config: u32,
|
||||
pub block_count: u8,
|
||||
pub raw: Vec<u8>,
|
||||
pub nodes: Vec<HandGatewayFrameNode>,
|
||||
pub dts_ms: u64,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub enum HandGatewayFrame {
|
||||
DataRep(HandGatewayDataRepFrame),
|
||||
}
|
||||
|
||||
pub struct HandGatewayCodec {
|
||||
buffer: Vec<u8>,
|
||||
config: HandGatewayConfig,
|
||||
}
|
||||
|
||||
impl HandGatewayCodec {
|
||||
pub fn new(node_sample_counts: &[u16]) -> Self {
|
||||
let nodes = node_sample_counts
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(index, &sample_count)| {
|
||||
HandGatewayNodeConfig::new(
|
||||
1u32.checked_shl(index as u32).unwrap_or(0),
|
||||
sample_count as usize,
|
||||
)
|
||||
})
|
||||
.collect();
|
||||
|
||||
Self {
|
||||
buffer: Vec::new(),
|
||||
config: HandGatewayConfig::new(nodes),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn parse_node_payload(data: &[u8]) -> Result<Vec<u16>, CodecError> {
|
||||
if data.len() % 2 != 0 {
|
||||
return Err(CodecError::InvalidLength);
|
||||
}
|
||||
|
||||
Ok(data
|
||||
.chunks_exact(2)
|
||||
.map(|chunk| u16::from_le_bytes([chunk[0], chunk[1]]))
|
||||
.collect())
|
||||
}
|
||||
|
||||
fn retain_possible_header_prefix(&mut self) {
|
||||
if self.buffer.last() == Some(&FRAME_HEADER[0]) {
|
||||
self.buffer.drain(..self.buffer.len() - 1);
|
||||
} else {
|
||||
self.buffer.clear();
|
||||
}
|
||||
}
|
||||
|
||||
fn parse_data_response_with_layout(
|
||||
&self,
|
||||
frame: &[u8],
|
||||
length: u16,
|
||||
session_started_at: Instant,
|
||||
layout: HandGatewayResponseLayout,
|
||||
) -> Result<HandGatewayFrame, CodecError> {
|
||||
let payload_len = usize::from(length)
|
||||
.checked_sub(layout.fixed_length)
|
||||
.ok_or(CodecError::InvalidLength)?;
|
||||
let payload_end = layout
|
||||
.prefix_length
|
||||
.checked_add(payload_len)
|
||||
.ok_or(CodecError::PayloadTooLarge)?;
|
||||
|
||||
if payload_end + 1 != frame.len() {
|
||||
return Err(CodecError::InvalidLength);
|
||||
}
|
||||
|
||||
let version = frame[5];
|
||||
if version != self.config.protocol_version {
|
||||
return Err(CodecError::InvalidFrameType);
|
||||
}
|
||||
|
||||
let timestamp = match layout.timestamp_len {
|
||||
4 => u32::from_le_bytes(frame[6..10].try_into().unwrap()) as u64,
|
||||
8 => u64::from_le_bytes(frame[6..14].try_into().unwrap()),
|
||||
_ => return Err(CodecError::InvalidLength),
|
||||
};
|
||||
let config = u32::from_le_bytes(
|
||||
frame[layout.config_offset..layout.config_offset + 4]
|
||||
.try_into()
|
||||
.unwrap(),
|
||||
);
|
||||
let valid_config = u32::from_le_bytes(
|
||||
frame[layout.valid_config_offset..layout.valid_config_offset + 4]
|
||||
.try_into()
|
||||
.unwrap(),
|
||||
);
|
||||
let block_count = frame[layout.block_count_offset];
|
||||
|
||||
let active_nodes = self
|
||||
.config
|
||||
.nodes
|
||||
.iter()
|
||||
.filter(|node| config & node.config_mask != 0)
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
if active_nodes.len() != usize::from(block_count) {
|
||||
return Err(CodecError::InvalidLength);
|
||||
}
|
||||
|
||||
let expected_payload_len = active_nodes.iter().try_fold(0usize, |total, node| {
|
||||
let node_len = node
|
||||
.payload_len(self.config.bytes_per_sample)
|
||||
.ok_or(CodecError::PayloadTooLarge)?;
|
||||
total
|
||||
.checked_add(node_len)
|
||||
.ok_or(CodecError::PayloadTooLarge)
|
||||
})?;
|
||||
|
||||
if expected_payload_len != payload_len {
|
||||
return Err(CodecError::InvalidLength);
|
||||
}
|
||||
|
||||
let mut cursor = layout.prefix_length;
|
||||
let mut nodes = Vec::with_capacity(active_nodes.len());
|
||||
for node in active_nodes {
|
||||
let node_len = node
|
||||
.payload_len(self.config.bytes_per_sample)
|
||||
.ok_or(CodecError::PayloadTooLarge)?;
|
||||
let next = cursor + node_len;
|
||||
nodes.push(HandGatewayFrameNode {
|
||||
config_mask: node.config_mask,
|
||||
valid: valid_config & node.config_mask != 0,
|
||||
payload: frame[cursor..next].to_vec(),
|
||||
});
|
||||
cursor = next;
|
||||
}
|
||||
|
||||
Ok(HandGatewayFrame::DataRep(HandGatewayDataRepFrame {
|
||||
timestamp,
|
||||
config,
|
||||
valid_config,
|
||||
block_count,
|
||||
raw: frame.to_vec(),
|
||||
nodes,
|
||||
dts_ms: elapsed_millis(session_started_at),
|
||||
}))
|
||||
}
|
||||
|
||||
fn parse_data_response(
|
||||
&self,
|
||||
frame: &[u8],
|
||||
length: u16,
|
||||
session_started_at: Instant,
|
||||
) -> Result<HandGatewayFrame, CodecError> {
|
||||
self.parse_data_response_with_layout(
|
||||
frame,
|
||||
length,
|
||||
session_started_at,
|
||||
TEMP_RESPONSE_LAYOUT,
|
||||
)
|
||||
.or_else(|_| {
|
||||
self.parse_data_response_with_layout(
|
||||
frame,
|
||||
length,
|
||||
session_started_at,
|
||||
LEGACY_RESPONSE_LAYOUT,
|
||||
)
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl Codec<HandGatewayFrame> for HandGatewayCodec {
|
||||
fn decode(
|
||||
&mut self,
|
||||
input: &[u8],
|
||||
session_started_at: Instant,
|
||||
) -> Result<Vec<HandGatewayFrame>, CodecError> {
|
||||
self.config.validate()?;
|
||||
self.buffer.extend_from_slice(input);
|
||||
let mut frames = Vec::new();
|
||||
|
||||
loop {
|
||||
let Some(header_pos) = self
|
||||
.buffer
|
||||
.windows(FRAME_HEADER.len())
|
||||
.position(|window| window == FRAME_HEADER)
|
||||
else {
|
||||
self.retain_possible_header_prefix();
|
||||
break;
|
||||
};
|
||||
|
||||
if header_pos > 0 {
|
||||
self.buffer.drain(..header_pos);
|
||||
}
|
||||
|
||||
if self.buffer.len() < 4 {
|
||||
break;
|
||||
}
|
||||
|
||||
let length = u16::from_le_bytes([self.buffer[2], self.buffer[3]]);
|
||||
let frame_len = usize::from(length)
|
||||
.checked_add(4)
|
||||
.ok_or(CodecError::PayloadTooLarge)?;
|
||||
|
||||
if frame_len < MIN_FRAME_LENGTH || frame_len > self.config.max_frame_length {
|
||||
log::debug!("invalid hand gateway frame length: {frame_len}");
|
||||
self.buffer.drain(..1);
|
||||
continue;
|
||||
}
|
||||
|
||||
if self.buffer.len() < frame_len {
|
||||
break;
|
||||
}
|
||||
|
||||
let expected_checksum = calc_crc8_itu(&self.buffer[..frame_len - 1]);
|
||||
let received_checksum = self.buffer[frame_len - 1];
|
||||
if expected_checksum != received_checksum {
|
||||
log::debug!(
|
||||
"hand gateway checksum mismatch: expected {expected_checksum:02X}, got {received_checksum:02X}"
|
||||
);
|
||||
self.buffer.drain(..1);
|
||||
continue;
|
||||
}
|
||||
|
||||
if self.buffer[4] == RESPONSE_DATA_CMD {
|
||||
match self.parse_data_response(
|
||||
&self.buffer[..frame_len],
|
||||
length,
|
||||
session_started_at,
|
||||
) {
|
||||
Ok(frame) => frames.push(frame),
|
||||
Err(error) => log::debug!("invalid hand gateway data response: {error}"),
|
||||
}
|
||||
}
|
||||
|
||||
self.buffer.drain(..frame_len);
|
||||
}
|
||||
|
||||
Ok(frames)
|
||||
}
|
||||
|
||||
fn encode(&self, frame: &HandGatewayFrame) -> Result<Vec<u8>, CodecError> {
|
||||
let _ = frame;
|
||||
Err(CodecError::InvalidFrameType)
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
fn data_response(config: u32, valid_config: u32, payload: &[u8]) -> Vec<u8> {
|
||||
let block_count = config.count_ones() as u8;
|
||||
let length = (RESPONSE_DATA_LEGACY_FIXED_LENGTH + payload.len()) as u16;
|
||||
let mut frame = Vec::new();
|
||||
frame.extend_from_slice(&FRAME_HEADER);
|
||||
frame.extend_from_slice(&length.to_le_bytes());
|
||||
frame.push(RESPONSE_DATA_CMD);
|
||||
frame.push(0x01);
|
||||
frame.extend_from_slice(&0x0102_0304u32.to_le_bytes());
|
||||
frame.extend_from_slice(&config.to_le_bytes());
|
||||
frame.extend_from_slice(&valid_config.to_le_bytes());
|
||||
frame.push(block_count);
|
||||
frame.extend_from_slice(payload);
|
||||
let checksum = calc_crc8_itu(&frame);
|
||||
frame.push(checksum);
|
||||
frame
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn decodes_data_response_frame() {
|
||||
let payload = [0x10, 0x00, 0x34, 0x12, 0x08, 0x00];
|
||||
let bytes = data_response(0b11, 0b01, &payload);
|
||||
let frames = HandGatewayCodec::new(&[2, 1])
|
||||
.decode(&bytes, Instant::now())
|
||||
.unwrap();
|
||||
|
||||
assert_eq!(frames.len(), 1);
|
||||
let HandGatewayFrame::DataRep(frame) = &frames[0];
|
||||
assert_eq!(frame.timestamp, 0x0102_0304);
|
||||
assert_eq!(frame.config, 0b11);
|
||||
assert_eq!(frame.valid_config, 0b01);
|
||||
assert_eq!(frame.block_count, 2);
|
||||
assert_eq!(frame.raw, bytes);
|
||||
assert_eq!(frame.nodes.len(), 2);
|
||||
assert_eq!(
|
||||
HandGatewayCodec::parse_node_payload(&frame.nodes[0].payload).unwrap(),
|
||||
vec![16, 0x1234]
|
||||
);
|
||||
assert_eq!(
|
||||
HandGatewayCodec::parse_node_payload(&frame.nodes[1].payload).unwrap(),
|
||||
vec![8]
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1 +1,2 @@
|
||||
pub mod hand_gateway;
|
||||
pub mod tactile_a;
|
||||
|
||||
@@ -13,6 +13,15 @@ pub struct TactileACodec {
|
||||
expected_data_len: usize,
|
||||
}
|
||||
|
||||
impl From<u8> for TactileAFrameStatusCode {
|
||||
fn from(value: u8) -> Self {
|
||||
match value {
|
||||
0 => TactileAFrameStatusCode::Success,
|
||||
_ => TactileAFrameStatusCode::Failure,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl TactileACodec {
|
||||
pub fn new(cols: usize, rows: usize) -> TactileACodec {
|
||||
Self {
|
||||
@@ -37,7 +46,7 @@ impl TactileACodec {
|
||||
Ok(vals)
|
||||
}
|
||||
|
||||
pub fn build_req_frame(cols: usize, rows: usize) -> TactileAFrame {
|
||||
pub fn build_req_frame(cols: usize, rows: usize) -> anyhow::Result<TactileAFrame> {
|
||||
let header = [0x55, 0xAA];
|
||||
let payload_len: usize = 9;
|
||||
let device_addr: u8 = 0x34;
|
||||
@@ -46,7 +55,7 @@ impl TactileACodec {
|
||||
let start_addr: u32 = 7168;
|
||||
let except_data_len: usize = cols * rows * 2;
|
||||
let checksum: u8 = 0;
|
||||
TactileAFrame::Req(TactileAReqFrame {
|
||||
Ok(TactileAFrame::Req(TactileAReqFrame {
|
||||
meta: TactileAFrameMetaData {
|
||||
header,
|
||||
payload_len,
|
||||
@@ -57,7 +66,7 @@ impl TactileACodec {
|
||||
except_data_len,
|
||||
checksum,
|
||||
},
|
||||
})
|
||||
}))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -102,10 +111,7 @@ impl Codec<TactileAFrame> for TactileACodec {
|
||||
self.buffer[10],
|
||||
]);
|
||||
let except_data_len = u16::from_le_bytes([self.buffer[11], self.buffer[12]]) as usize;
|
||||
let status = match self.buffer[13] {
|
||||
0 => TactileAFrameStatusCode::Success,
|
||||
_ => TactileAFrameStatusCode::Failure,
|
||||
};
|
||||
let status = TactileAFrameStatusCode::from(self.buffer[13]);
|
||||
|
||||
if except_data_len != self.expected_data_len {
|
||||
log::debug!(
|
||||
|
||||
@@ -9,6 +9,8 @@ pub enum SerialError {
|
||||
AlreadyConnected,
|
||||
StateError,
|
||||
NoRecordedData,
|
||||
ExportError,
|
||||
ImportError,
|
||||
}
|
||||
|
||||
impl fmt::Display for SerialError {
|
||||
@@ -21,6 +23,8 @@ impl fmt::Display for SerialError {
|
||||
SerialError::AlreadyConnected => write!(f, "Already Connected"),
|
||||
SerialError::StateError => write!(f, "State Error"),
|
||||
SerialError::NoRecordedData => write!(f, "No Recorded Data"),
|
||||
SerialError::ExportError => write!(f, "Export Error"),
|
||||
SerialError::ImportError => write!(f, "Import Error"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,13 @@
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub struct TestFrame {
|
||||
pub header: [u8; 2],
|
||||
pub cmd: u8,
|
||||
pub length: usize,
|
||||
pub payload: Vec<u8>,
|
||||
pub checksum: u8,
|
||||
pub dts_ms: u64,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub struct TactileAFrameMetaData {
|
||||
pub header: [u8; 2],
|
||||
|
||||
@@ -2,5 +2,6 @@ pub mod codec;
|
||||
pub mod codecs;
|
||||
pub mod error;
|
||||
pub mod frame;
|
||||
pub mod multi_dim_force;
|
||||
pub mod serial;
|
||||
pub mod utils;
|
||||
|
||||
234
src/serial_core/multi_dim_force.rs
Normal file
234
src/serial_core/multi_dim_force.rs
Normal file
@@ -0,0 +1,234 @@
|
||||
const SENSOR_ROWS: usize = 12;
|
||||
const SENSOR_COLS: usize = 7;
|
||||
const SENSOR_COUNT: usize = SENSOR_ROWS * SENSOR_COLS;
|
||||
|
||||
const TOTAL_PRESSURE_LOW_THRESHOLD: f32 = 500.0;
|
||||
const COP_STABILITY_FRAMES_REQUIRED: usize = 15;
|
||||
|
||||
const POST_INIT_WINDOW_CNT: usize = 100;
|
||||
const POST_INIT_STABLE_CNT: usize = 50;
|
||||
const POST_INIT_STABLE_THRESH: f32 = 0.1;
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct PztSpatialAnalysis {
|
||||
pub angle_deg: f32,
|
||||
pub magnitude: f32,
|
||||
pub planar_x: f32,
|
||||
pub planar_y: f32,
|
||||
}
|
||||
|
||||
pub struct PztProcessor {
|
||||
first_frame: Option<Vec<f32>>,
|
||||
|
||||
first_contact_cop_x: Option<f32>,
|
||||
first_contact_cop_y: Option<f32>,
|
||||
contact_initialized: bool,
|
||||
|
||||
total_pressure_low_counter: usize,
|
||||
|
||||
cop_init_x_buf: Vec<f32>,
|
||||
cop_init_y_buf: Vec<f32>,
|
||||
|
||||
post_init_frame_cnt: usize,
|
||||
post_stable_cnt: usize,
|
||||
post_refined_flag: bool,
|
||||
post_cand_x: Option<f32>,
|
||||
post_cand_y: Option<f32>,
|
||||
}
|
||||
|
||||
impl PztProcessor {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
first_frame: None,
|
||||
first_contact_cop_x: None,
|
||||
first_contact_cop_y: None,
|
||||
contact_initialized: false,
|
||||
total_pressure_low_counter: 0,
|
||||
cop_init_x_buf: Vec::with_capacity(COP_STABILITY_FRAMES_REQUIRED),
|
||||
cop_init_y_buf: Vec::with_capacity(COP_STABILITY_FRAMES_REQUIRED),
|
||||
post_init_frame_cnt: 0,
|
||||
post_stable_cnt: 0,
|
||||
post_refined_flag: false,
|
||||
post_cand_x: None,
|
||||
post_cand_y: None,
|
||||
}
|
||||
}
|
||||
|
||||
fn subtract_baseline(&mut self, current_frame: &[f32]) -> Vec<f32> {
|
||||
if self.first_frame.is_none() {
|
||||
self.first_frame = Some(current_frame.to_vec());
|
||||
}
|
||||
|
||||
let baseline = self.first_frame.as_ref().unwrap();
|
||||
current_frame
|
||||
.iter()
|
||||
.zip(baseline.iter())
|
||||
.map(|(current, baseline)| (current - baseline).max(0.0))
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn reset_cop_state(&mut self) {
|
||||
self.first_contact_cop_x = None;
|
||||
self.first_contact_cop_y = None;
|
||||
self.contact_initialized = false;
|
||||
self.total_pressure_low_counter = 0;
|
||||
self.cop_init_x_buf.clear();
|
||||
self.cop_init_y_buf.clear();
|
||||
self.post_init_frame_cnt = 0;
|
||||
self.post_stable_cnt = 0;
|
||||
self.post_refined_flag = false;
|
||||
self.post_cand_x = None;
|
||||
self.post_cand_y = None;
|
||||
}
|
||||
|
||||
fn compute_median(sorted: &[f32]) -> f32 {
|
||||
let n = sorted.len();
|
||||
if n == 0 {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
if n % 2 == 0 {
|
||||
(sorted[n / 2 - 1] + sorted[n / 2]) / 2.0
|
||||
} else {
|
||||
sorted[n / 2]
|
||||
}
|
||||
}
|
||||
|
||||
fn compute_pressure_direction(&mut self, frame: &[f32]) -> (f32, f32) {
|
||||
let total_pressure = frame.iter().sum::<f32>();
|
||||
if total_pressure < TOTAL_PRESSURE_LOW_THRESHOLD {
|
||||
self.total_pressure_low_counter += 1;
|
||||
} else {
|
||||
self.total_pressure_low_counter = 0;
|
||||
}
|
||||
|
||||
if self.total_pressure_low_counter >= COP_STABILITY_FRAMES_REQUIRED {
|
||||
self.reset_cop_state();
|
||||
return (0.0, 0.0);
|
||||
}
|
||||
|
||||
if total_pressure == 0.0 {
|
||||
return (0.0, 0.0);
|
||||
}
|
||||
|
||||
let mut sum_x = 0.0;
|
||||
let mut sum_y = 0.0;
|
||||
for row in 0..SENSOR_ROWS {
|
||||
for col in 0..SENSOR_COLS {
|
||||
let value = frame[row * SENSOR_COLS + col];
|
||||
sum_x += value * col as f32;
|
||||
sum_y += value * row as f32;
|
||||
}
|
||||
}
|
||||
let cop_x = sum_x / total_pressure;
|
||||
let cop_y = sum_y / total_pressure;
|
||||
|
||||
if !self.contact_initialized {
|
||||
self.cop_init_x_buf.push(cop_x);
|
||||
self.cop_init_y_buf.push(cop_y);
|
||||
|
||||
if self.cop_init_x_buf.len() >= COP_STABILITY_FRAMES_REQUIRED {
|
||||
let mut xs = self.cop_init_x_buf.clone();
|
||||
xs.sort_by(|a, b| a.partial_cmp(b).unwrap());
|
||||
let mut ys = self.cop_init_y_buf.clone();
|
||||
ys.sort_by(|a, b| a.partial_cmp(b).unwrap());
|
||||
|
||||
self.first_contact_cop_x = Some(Self::compute_median(&xs));
|
||||
self.first_contact_cop_y = Some(Self::compute_median(&ys));
|
||||
self.contact_initialized = true;
|
||||
self.cop_init_x_buf.clear();
|
||||
self.cop_init_y_buf.clear();
|
||||
}
|
||||
|
||||
return (0.0, 0.0);
|
||||
}
|
||||
|
||||
self.post_init_frame_cnt += 1;
|
||||
if !self.post_refined_flag && self.post_init_frame_cnt <= POST_INIT_WINDOW_CNT {
|
||||
if let (Some(cx), Some(cy)) = (self.post_cand_x, self.post_cand_y) {
|
||||
let dist = ((cop_x - cx).powi(2) + (cop_y - cy).powi(2)).sqrt();
|
||||
if dist <= POST_INIT_STABLE_THRESH {
|
||||
self.post_stable_cnt += 1;
|
||||
} else {
|
||||
self.post_cand_x = Some(cop_x);
|
||||
self.post_cand_y = Some(cop_y);
|
||||
self.post_stable_cnt = 1;
|
||||
}
|
||||
} else {
|
||||
self.post_cand_x = Some(cop_x);
|
||||
self.post_cand_y = Some(cop_y);
|
||||
self.post_stable_cnt = 1;
|
||||
}
|
||||
|
||||
if self.post_stable_cnt >= POST_INIT_STABLE_CNT {
|
||||
self.first_contact_cop_x = self.post_cand_x;
|
||||
self.first_contact_cop_y = self.post_cand_y;
|
||||
self.post_refined_flag = true;
|
||||
}
|
||||
} else {
|
||||
self.post_refined_flag = true;
|
||||
}
|
||||
|
||||
let base_x = self.first_contact_cop_x.unwrap_or(cop_x);
|
||||
let base_y = self.first_contact_cop_y.unwrap_or(cop_y);
|
||||
let delta_x = cop_x - base_x;
|
||||
let delta_y = base_y - cop_y;
|
||||
(delta_x, delta_y)
|
||||
}
|
||||
|
||||
fn compute_vector_angle(x: f32, y: f32) -> (f32, f32) {
|
||||
let epsilon = 1e-8f32;
|
||||
let magnitude = (x * x + y * y).sqrt();
|
||||
let mut angle = y.atan2(x + epsilon).to_degrees();
|
||||
if angle < 0.0 {
|
||||
angle += 360.0;
|
||||
}
|
||||
(angle, magnitude)
|
||||
}
|
||||
|
||||
pub fn get_pzt_analysis(
|
||||
&mut self,
|
||||
adc_data: &[f32],
|
||||
) -> Result<PztSpatialAnalysis, &'static str> {
|
||||
if adc_data.len() != SENSOR_COUNT {
|
||||
return Err("ADC data length must be 84");
|
||||
}
|
||||
|
||||
let baseline = self.subtract_baseline(adc_data);
|
||||
let (dx, dy) = self.compute_pressure_direction(&baseline);
|
||||
|
||||
let planar_x = dx;
|
||||
let planar_y = -dy;
|
||||
let (angle_deg, magnitude) = Self::compute_vector_angle(planar_x, planar_y);
|
||||
|
||||
Ok(PztSpatialAnalysis {
|
||||
angle_deg,
|
||||
magnitude,
|
||||
planar_x,
|
||||
planar_y,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn get_pzt_angle(&mut self, adc_data: &[f32]) -> Result<f32, &'static str> {
|
||||
Ok(self.get_pzt_analysis(adc_data)?.angle_deg)
|
||||
}
|
||||
|
||||
pub fn reset_baseline(&mut self) {
|
||||
self.first_frame = None;
|
||||
self.reset_cop_state();
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn idle_frame_returns_zero() {
|
||||
let mut processor = PztProcessor::new();
|
||||
let frame = [0.0f32; SENSOR_COUNT];
|
||||
let analysis = processor.get_pzt_analysis(&frame).unwrap();
|
||||
assert_eq!(analysis.magnitude, 0.0);
|
||||
assert_eq!(analysis.angle_deg, 0.0);
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,27 @@
|
||||
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;
|
||||
use crate::serial_core::frame::TactileAFrame;
|
||||
use crate::serial_core::utils::elapsed_millis;
|
||||
use crossbeam_channel::{Receiver, Sender, TryRecvError};
|
||||
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)]
|
||||
pub enum SerialProtocol {
|
||||
TactileA,
|
||||
HandGateway,
|
||||
}
|
||||
|
||||
/// Runs the serial polling loop on the calling (background) thread.
|
||||
/// Sends decoded pressure matrix data (Vec<i32>) to the output channel.
|
||||
@@ -14,14 +29,43 @@ pub fn run_serial_loop(
|
||||
port: &mut dyn ReadWrite,
|
||||
rows: usize,
|
||||
cols: usize,
|
||||
protocol: SerialProtocol,
|
||||
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, recorder)
|
||||
}
|
||||
SerialProtocol::HandGateway => {
|
||||
run_hand_gateway_loop(port, cancel_rx, sample_tx, stats_tx, recorder)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn run_tactile_a_loop(
|
||||
port: &mut dyn ReadWrite,
|
||||
rows: usize,
|
||||
cols: usize,
|
||||
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);
|
||||
let req_frame = TactileACodec::build_req_frame(cols, rows);
|
||||
let req_frame = match TactileACodec::build_req_frame(cols, rows) {
|
||||
Ok(frame) => frame,
|
||||
Err(err) => {
|
||||
eprintln!("[serial] request frame build error: {err}");
|
||||
return;
|
||||
}
|
||||
};
|
||||
let mut buffer = [0u8; 1024];
|
||||
let mut poll_interval = Duration::from_millis(POLL_INTERVAL_MS);
|
||||
let poll_interval = Duration::from_millis(POLL_INTERVAL_MS);
|
||||
let mut io_stats = SerialIoStats::default();
|
||||
|
||||
loop {
|
||||
// Check cancel
|
||||
@@ -31,7 +75,10 @@ pub fn run_serial_loop(
|
||||
|
||||
// Send poll request
|
||||
if let Ok(req_bytes) = codec.encode(&req_frame) {
|
||||
let _ = port.write_all(&req_bytes);
|
||||
if port.write_all(&req_bytes).is_ok() {
|
||||
io_stats.tx_bytes += req_bytes.len() as u64;
|
||||
publish_stats(stats_tx, io_stats);
|
||||
}
|
||||
}
|
||||
|
||||
// Read response with poll interval
|
||||
@@ -43,11 +90,20 @@ pub fn run_serial_loop(
|
||||
|
||||
match port.read(&mut buffer) {
|
||||
Ok(n) if n > 0 => {
|
||||
io_stats.rx_bytes += n as u64;
|
||||
publish_stats(stats_tx, io_stats);
|
||||
if let Ok(frames) = codec.decode(&buffer[..n], session_started_at) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -68,6 +124,111 @@ pub fn run_serial_loop(
|
||||
}
|
||||
}
|
||||
|
||||
fn run_hand_gateway_loop(
|
||||
port: &mut dyn ReadWrite,
|
||||
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);
|
||||
let mut buffer = [0u8; 1024];
|
||||
let poll_interval = Duration::from_millis(POLL_INTERVAL_MS);
|
||||
let mut io_stats = SerialIoStats::default();
|
||||
|
||||
loop {
|
||||
if cancel_rx.try_recv().is_ok() {
|
||||
break;
|
||||
}
|
||||
|
||||
let deadline = Instant::now() + poll_interval;
|
||||
loop {
|
||||
if Instant::now() >= deadline {
|
||||
break;
|
||||
}
|
||||
|
||||
match port.read(&mut buffer) {
|
||||
Ok(n) if n > 0 => {
|
||||
io_stats.rx_bytes += n as u64;
|
||||
publish_stats(stats_tx, io_stats);
|
||||
if let Ok(frames) = codec.decode(&buffer[..n], session_started_at) {
|
||||
for frame in frames {
|
||||
let HandGatewayFrame::DataRep(rep) = frame;
|
||||
// println!(
|
||||
// "[hand-packet-raw] bytes={} timestamp_us={} config=0x{:08X} valid_config=0x{:08X} block_count={} payload_bytes={} raw={}",
|
||||
// rep.raw.len(),
|
||||
// rep.timestamp,
|
||||
// rep.config,
|
||||
// rep.valid_config,
|
||||
// rep.block_count,
|
||||
// rep.nodes
|
||||
// .iter()
|
||||
// .map(|node| node.payload.len())
|
||||
// .sum::<usize>(),
|
||||
// format_hex_bytes(&rep.raw)
|
||||
// );
|
||||
let mut vals = Vec::new();
|
||||
let mut parse_ok = true;
|
||||
for node in &rep.nodes {
|
||||
match HandGatewayCodec::parse_node_payload(&node.payload) {
|
||||
Ok(node_values) => {
|
||||
vals.extend(node_values.into_iter().map(|raw| {
|
||||
let raw = raw as i32;
|
||||
if raw < 15 { 0 } else { raw }
|
||||
}));
|
||||
}
|
||||
Err(err) => {
|
||||
parse_ok = false;
|
||||
eprintln!("[hand-packet-values] parse error: {err}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Ok(_) => {
|
||||
std::thread::sleep(Duration::from_millis(1));
|
||||
}
|
||||
Err(ref e) if e.kind() == std::io::ErrorKind::TimedOut => {
|
||||
continue;
|
||||
}
|
||||
Err(e) => {
|
||||
eprintln!("[serial] hand gateway read error: {e}");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn format_hex_bytes(bytes: &[u8]) -> String {
|
||||
bytes
|
||||
.iter()
|
||||
.map(|byte| format!("{byte:02X}"))
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ")
|
||||
}
|
||||
|
||||
fn publish_stats(stats_tx: Option<&Sender<SerialIoStats>>, stats: SerialIoStats) {
|
||||
if let Some(tx) = stats_tx {
|
||||
let _ = tx.try_send(stats);
|
||||
}
|
||||
}
|
||||
|
||||
/// Trait abstracting read+write for the serial port
|
||||
pub trait ReadWrite: Send {
|
||||
fn read(&mut self, buf: &mut [u8]) -> std::io::Result<usize>;
|
||||
|
||||
@@ -1,10 +1,64 @@
|
||||
use std::time::Instant;
|
||||
|
||||
pub fn usize_to_u16_be_bytes(n: usize) -> [u8; 2] {
|
||||
(n as u16).to_be_bytes()
|
||||
}
|
||||
|
||||
pub fn usize_to_u16_le_bytes(n: usize) -> [u8; 2] {
|
||||
(n as u16).to_be_bytes()
|
||||
}
|
||||
|
||||
pub fn u16_to_hex_be_bytes(n: u16) -> [u8; 2] {
|
||||
n.to_be_bytes()
|
||||
}
|
||||
|
||||
pub fn u16_to_hex_le_bytes(n: u16) -> [u8; 2] {
|
||||
n.to_le_bytes()
|
||||
}
|
||||
|
||||
pub fn calc_crc8_smbus(c: &[u8]) -> u8 {
|
||||
let crc8_smbus = crc::Crc::<u8>::new(&crc::CRC_8_SMBUS);
|
||||
crc8_smbus.checksum(c)
|
||||
}
|
||||
|
||||
pub fn calc_crc8_itu(c: &[u8]) -> u8 {
|
||||
let crc8_itu_alg = crc::Crc::<u8>::new(&crc::CRC_8_I_432_1);
|
||||
crc8_itu_alg.checksum(c)
|
||||
}
|
||||
|
||||
pub fn calc_crc8_itu_xor55(c: &[u8]) -> u8 {
|
||||
calc_crc8_itu(c) ^ 0x55
|
||||
}
|
||||
|
||||
pub fn elapsed_millis(start_at: Instant) -> u64 {
|
||||
start_at.elapsed().as_millis() as u64
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod test {
|
||||
use crate::serial_core::utils::{calc_crc8_itu, calc_crc8_itu_xor55, calc_crc8_smbus};
|
||||
|
||||
#[test]
|
||||
fn test_crc8_itu() {
|
||||
let req_vec = vec![
|
||||
0x55, 0xAA, 0x09, 0x00, 0x34, 0x00, 0xFB, 0x00, 0x1C, 0x00, 0x00, 0x18, 0x00,
|
||||
];
|
||||
let checksum = calc_crc8_itu(req_vec.as_slice());
|
||||
assert_eq!(checksum, 0x7A);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_crc8_smbus() {
|
||||
let req_vec = vec![
|
||||
0x55, 0xAA, 0x09, 0x00, 0x34, 0x00, 0xFB, 0x00, 0x1C, 0x00, 0x00, 0x18, 0x00,
|
||||
];
|
||||
let checksum = calc_crc8_smbus(req_vec.as_slice());
|
||||
assert_eq!(checksum, 0x2F);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_crc8_itu_xor55() {
|
||||
let req_vec = vec![0x55, 0xAA, 0x07, 0x00, 0x01, 0x01, 0xFF, 0xFF, 0xFF, 0xFF];
|
||||
assert_eq!(calc_crc8_itu_xor55(req_vec.as_slice()), 0xFD);
|
||||
}
|
||||
}
|
||||
|
||||
19
src/style.rs
19
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 +61,8 @@ pub const METRICS: DesignMetrics = DesignMetrics {
|
||||
|
||||
pub mod layout {
|
||||
pub const TITLE_BAR_HEIGHT: f32 = 36.0;
|
||||
pub const CONFIG_BAR_HEIGHT: f32 = 48.0;
|
||||
pub const WORKSPACE_TOP: f32 = TITLE_BAR_HEIGHT + CONFIG_BAR_HEIGHT;
|
||||
pub const CENTER_PANEL_TOP: f32 = 48.0;
|
||||
pub const LEFT_X: f32 = 24.0;
|
||||
pub const RIGHT_X: f32 = 1328.0;
|
||||
@@ -213,6 +215,19 @@ 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)
|
||||
|
||||
@@ -126,15 +126,7 @@ 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);
|
||||
}
|
||||
|
||||
|
||||
@@ -377,6 +369,100 @@ fn hand_image_uv_to_clip(image_uv: vec2f) -> vec2f {
|
||||
return vec2f(screen_uv.x * 2.0 - 1.0, 1.0 - screen_uv.y * 2.0);
|
||||
}
|
||||
|
||||
struct HandMembraneVertexOutput {
|
||||
@builtin(position) clip_position: vec4f,
|
||||
@location(0) local: vec2f,
|
||||
}
|
||||
|
||||
fn rotate_2d(point: vec2f, angle: f32) -> vec2f {
|
||||
let c = cos(angle);
|
||||
let s = sin(angle);
|
||||
return vec2f(point.x * c - point.y * s, point.x * s + point.y * c);
|
||||
}
|
||||
|
||||
fn rounded_rect_alpha(local: vec2f, radius: f32, softness: f32) -> f32 {
|
||||
let q = abs(local) - vec2f(1.0 - radius, 1.0 - radius);
|
||||
let dist = length(max(q, vec2f(0.0, 0.0))) + min(max(q.x, q.y), 0.0) - radius;
|
||||
return 1.0 - smoothstep(0.0, softness, dist);
|
||||
}
|
||||
|
||||
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.
|
||||
let cap_dist = length(vec2f(local.x, local.y - cap_center_y));
|
||||
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);
|
||||
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;
|
||||
|
||||
return max(cap, body);
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_hand_membrane(vertex: DotVertexInput, instance: DotInstanceInput) -> HandMembraneVertexOutput {
|
||||
let center_px = instance.world_position.xy * u.image.xy;
|
||||
let size_px = instance.style.yz;
|
||||
let angle = instance.style.x;
|
||||
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: HandMembraneVertexOutput;
|
||||
out.clip_position = vec4f(hand_image_uv_to_clip(image_uv), 0.0, 1.0);
|
||||
out.local = vertex.local;
|
||||
return out;
|
||||
}
|
||||
|
||||
@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);
|
||||
|
||||
// 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 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 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);
|
||||
|
||||
return output_color(color, alpha);
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_hand_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexOutput {
|
||||
let intensity = saturate(instance.style.x);
|
||||
@@ -387,7 +473,7 @@ fn vs_hand_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexO
|
||||
let center = hand_image_uv_to_clip(instance.world_position.xy);
|
||||
// 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.
|
||||
let pixel_size = u.glyph.x * mix(0.38, 0.56, 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;
|
||||
@@ -401,19 +487,113 @@ fn vs_hand_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexO
|
||||
fn fs_hand_dot(in: DotVertexOutput) -> @location(0) vec4f {
|
||||
let intensity = saturate(in.intensity);
|
||||
|
||||
// Use a compact round bead instead of the larger Finger-mode glow marker.
|
||||
let core = circle_alpha(in.local, 0.56, 0.08);
|
||||
let halo = circle_alpha(in.local, 0.78, 0.14) * 0.16;
|
||||
// Use a compact bead so the response feels like it lives on the membrane mesh.
|
||||
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);
|
||||
|
||||
// Keep the fingertip matrix visually close to JE-Skin's cyan model dots,
|
||||
// while still letting pressure brighten the bead a little.
|
||||
let cyan = vec3f(0.34, 0.86, 1.0);
|
||||
let hot = sample_range_color(intensity);
|
||||
let color = mix(cyan, hot, 0.22) * mix(0.88, 1.18, intensity);
|
||||
// Match Finger mode's pressure gradient so each hand region remains readable.
|
||||
let idle = vec3f(0.060, 0.250, 0.320);
|
||||
let gradient = sample_range_color(intensity);
|
||||
let color = mix(idle, gradient, smoothstep(0.0, 0.18, intensity))
|
||||
* mix(0.78, 1.18, intensity);
|
||||
|
||||
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
|
||||
fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexOutput {
|
||||
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 ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
|
||||
|
||||
var out: DotVertexOutput;
|
||||
out.clip_position = vec4f(center + ndc_offset, 0.0, 1.0);
|
||||
out.local = vertex.local;
|
||||
out.intensity = intensity;
|
||||
return out;
|
||||
}
|
||||
|
||||
@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 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 alpha = max(pixel * (0.20 + intensity * 0.76), glow);
|
||||
return output_color(color, alpha);
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexOutput {
|
||||
let center = u.view_proj * vec4f(instance.world_position.xyz, 1.0);
|
||||
@@ -435,19 +615,8 @@ fn fs_dot(in: DotVertexOutput) -> @location(0) vec4f {
|
||||
let intensity = saturate(in.intensity);
|
||||
let base_color = sample_range_color(intensity);
|
||||
|
||||
let core = circle_alpha(in.local, 0.42, 0.055);
|
||||
|
||||
let glow = circle_alpha(in.local, 0.92, 0.20) * intensity * 0.32;
|
||||
|
||||
let highlight_pos = in.local - vec2f(-0.18, 0.20);
|
||||
|
||||
let highlight = circle_alpha(highlight_pos, 0.16, 0.08) * 0.45;
|
||||
|
||||
let brightness = mix(0.82, 1.22, intensity);
|
||||
|
||||
let color = base_color * brightness + vec3f(1.0, 1.0, 1.0) * highlight;
|
||||
|
||||
let alpha = max(core, glow);
|
||||
let alpha = circle_alpha(in.local, 0.46, 0.045);
|
||||
let color = base_color * mix(0.86, 1.06, intensity);
|
||||
|
||||
return output_color(color, alpha);
|
||||
}
|
||||
|
||||
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