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6 months ago
import { Object3D, Sphere, Box3 } from 'three';
import { XRHandMeshModel } from './XRHandMeshModel.js';
const TOUCH_RADIUS = 0.01;
const POINTING_JOINT = 'index-finger-tip';
class OculusHandModel extends Object3D {
constructor( controller, loader = null, onLoad = null ) {
super();
this.controller = controller;
this.motionController = null;
this.envMap = null;
this.loader = loader;
this.onLoad = onLoad;
this.mesh = null;
controller.addEventListener( 'connected', ( event ) => {
const xrInputSource = event.data;
if ( xrInputSource.hand && ! this.motionController ) {
this.xrInputSource = xrInputSource;
this.motionController = new XRHandMeshModel( this, controller, this.path, xrInputSource.handedness, this.loader, this.onLoad );
}
} );
controller.addEventListener( 'disconnected', () => {
this.clear();
this.motionController = null;
} );
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
if ( this.motionController ) {
this.motionController.updateMesh();
}
}
getPointerPosition() {
const indexFingerTip = this.controller.joints[ POINTING_JOINT ];
if ( indexFingerTip ) {
return indexFingerTip.position;
} else {
return null;
}
}
intersectBoxObject( boxObject ) {
const pointerPosition = this.getPointerPosition();
if ( pointerPosition ) {
const indexSphere = new Sphere( pointerPosition, TOUCH_RADIUS );
const box = new Box3().setFromObject( boxObject );
return indexSphere.intersectsBox( box );
} else {
return false;
}
}
checkButton( button ) {
if ( this.intersectBoxObject( button ) ) {
button.onPress();
} else {
button.onClear();
}
if ( button.isPressed() ) {
button.whilePressed();
}
}
}
export { OculusHandModel };