| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387 | import * as THREE from '../../../build/three.module.js';const PINCH_MAX = 0.05;const PINCH_THRESHOLD = 0.02;const PINCH_MIN = 0.01;const POINTER_ADVANCE_MAX = 0.02;const POINTER_OPACITY_MAX = 1;const POINTER_OPACITY_MIN = 0.4;const POINTER_FRONT_RADIUS = 0.002;const POINTER_REAR_RADIUS = 0.01;const POINTER_REAR_RADIUS_MIN = 0.003;const POINTER_LENGTH = 0.035;const POINTER_SEGMENTS = 16;const POINTER_RINGS = 12;const POINTER_HEMISPHERE_ANGLE = 110;const YAXIS = new THREE.Vector3( 0, 1, 0 );const ZAXIS = new THREE.Vector3( 0, 0, 1 );const CURSOR_RADIUS = 0.02;const CURSOR_MAX_DISTANCE = 1.5;class OculusHandPointerModel extends THREE.Object3D {	constructor( hand, controller ) {		super();		this.hand = hand;		this.controller = controller;		this.motionController = null;		this.envMap = null;		this.mesh = null;		this.pointerGeometry = null;		this.pointerMesh = null;		this.pointerObject = null;		this.pinched = false;		this.attached = false;		this.cursorObject = null;		this.raycaster = null;		hand.addEventListener( 'connected', ( event ) => {			const xrInputSource = event.data;			if ( xrInputSource.hand ) {				this.visible = true;				this.xrInputSource = xrInputSource;				this.createPointer();			}		} );	}	_drawVerticesRing( vertices, baseVector, ringIndex ) {		const segmentVector = baseVector.clone();		for ( var i = 0; i < POINTER_SEGMENTS; i ++ ) {			segmentVector.applyAxisAngle( ZAXIS, ( Math.PI * 2 ) / POINTER_SEGMENTS );			const vid = ringIndex * POINTER_SEGMENTS + i;			vertices[ 3 * vid ] = segmentVector.x;			vertices[ 3 * vid + 1 ] = segmentVector.y;			vertices[ 3 * vid + 2 ] = segmentVector.z;		}	}	_updatePointerVertices( rearRadius ) {		const vertices = this.pointerGeometry.attributes.position.array;		// first ring for front face		const frontFaceBase = new THREE.Vector3(			POINTER_FRONT_RADIUS,			0,			- 1 * ( POINTER_LENGTH - rearRadius )		);		this._drawVerticesRing( vertices, frontFaceBase, 0 );		// rings for rear hemisphere		const rearBase = new THREE.Vector3(			Math.sin( ( Math.PI * POINTER_HEMISPHERE_ANGLE ) / 180 ) * rearRadius,			Math.cos( ( Math.PI * POINTER_HEMISPHERE_ANGLE ) / 180 ) * rearRadius,			0		);		for ( var i = 0; i < POINTER_RINGS; i ++ ) {			this._drawVerticesRing( vertices, rearBase, i + 1 );			rearBase.applyAxisAngle(				YAXIS,				( Math.PI * POINTER_HEMISPHERE_ANGLE ) / 180 / ( POINTER_RINGS * - 2 )			);		}		// front and rear face center vertices		const frontCenterIndex = POINTER_SEGMENTS * ( 1 + POINTER_RINGS );		const rearCenterIndex = POINTER_SEGMENTS * ( 1 + POINTER_RINGS ) + 1;		const frontCenter = new THREE.Vector3(			0,			0,			- 1 * ( POINTER_LENGTH - rearRadius )		);		vertices[ frontCenterIndex * 3 ] = frontCenter.x;		vertices[ frontCenterIndex * 3 + 1 ] = frontCenter.y;		vertices[ frontCenterIndex * 3 + 2 ] = frontCenter.z;		const rearCenter = new THREE.Vector3( 0, 0, rearRadius );		vertices[ rearCenterIndex * 3 ] = rearCenter.x;		vertices[ rearCenterIndex * 3 + 1 ] = rearCenter.y;		vertices[ rearCenterIndex * 3 + 2 ] = rearCenter.z;		this.pointerGeometry.setAttribute(			'position',			new THREE.Float32BufferAttribute( vertices, 3 )		);		// verticesNeedUpdate = true;	}	createPointer() {		var i, j;		const vertices = new Array(			( ( POINTER_RINGS + 1 ) * POINTER_SEGMENTS + 2 ) * 3		).fill( 0 );		// const vertices = [];		const indices = [];		this.pointerGeometry = new THREE.BufferGeometry();		this.pointerGeometry.setAttribute(			'position',			new THREE.Float32BufferAttribute( vertices, 3 )		);		this._updatePointerVertices( POINTER_REAR_RADIUS );		// construct faces to connect rings		for ( i = 0; i < POINTER_RINGS; i ++ ) {			for ( j = 0; j < POINTER_SEGMENTS - 1; j ++ ) {				indices.push(					i * POINTER_SEGMENTS + j,					i * POINTER_SEGMENTS + j + 1,					( i + 1 ) * POINTER_SEGMENTS + j				);				indices.push(					i * POINTER_SEGMENTS + j + 1,					( i + 1 ) * POINTER_SEGMENTS + j + 1,					( i + 1 ) * POINTER_SEGMENTS + j				);			}			indices.push(				( i + 1 ) * POINTER_SEGMENTS - 1,				i * POINTER_SEGMENTS,				( i + 2 ) * POINTER_SEGMENTS - 1			);			indices.push(				i * POINTER_SEGMENTS,				( i + 1 ) * POINTER_SEGMENTS,				( i + 2 ) * POINTER_SEGMENTS - 1			);		}		// construct front and rear face		const frontCenterIndex = POINTER_SEGMENTS * ( 1 + POINTER_RINGS );		const rearCenterIndex = POINTER_SEGMENTS * ( 1 + POINTER_RINGS ) + 1;		for ( i = 0; i < POINTER_SEGMENTS - 1; i ++ ) {			indices.push( frontCenterIndex, i + 1, i );			indices.push(				rearCenterIndex,				i + POINTER_SEGMENTS * POINTER_RINGS,				i + POINTER_SEGMENTS * POINTER_RINGS + 1			);		}		indices.push( frontCenterIndex, 0, POINTER_SEGMENTS - 1 );		indices.push(			rearCenterIndex,			POINTER_SEGMENTS * ( POINTER_RINGS + 1 ) - 1,			POINTER_SEGMENTS * POINTER_RINGS		);		const material = new THREE.MeshBasicMaterial();		material.transparent = true;		material.opacity = POINTER_OPACITY_MIN;		this.pointerGeometry.setIndex( indices );		this.pointerMesh = new THREE.Mesh( this.pointerGeometry, material );		this.pointerMesh.position.set( 0, 0, - 1 * POINTER_REAR_RADIUS );		this.pointerObject = new THREE.Object3D();		this.pointerObject.add( this.pointerMesh );		this.raycaster = new THREE.Raycaster();		// create cursor		const cursorGeometry = new THREE.SphereGeometry( CURSOR_RADIUS, 10, 10 );		const cursorMaterial = new THREE.MeshBasicMaterial();		cursorMaterial.transparent = true;		cursorMaterial.opacity = POINTER_OPACITY_MIN;		this.cursorObject = new THREE.Mesh( cursorGeometry, cursorMaterial );		this.pointerObject.add( this.cursorObject );		this.add( this.pointerObject );	}	_updateRaycaster() {		if ( this.raycaster ) {			const pointerMatrix = this.pointerObject.matrixWorld;			const tempMatrix = new THREE.Matrix4();			tempMatrix.identity().extractRotation( pointerMatrix );			this.raycaster.ray.origin.setFromMatrixPosition( pointerMatrix );			this.raycaster.ray.direction.set( 0, 0, - 1 ).applyMatrix4( tempMatrix );		}	}	_updatePointer() {		this.pointerObject.visible = this.controller.visible;		const indexTip = this.hand.joints[ 'index-finger-tip' ];		const thumbTip = this.hand.joints[ 'thumb-tip' ];		const distance = indexTip.position.distanceTo( thumbTip.position );		const position = indexTip.position			.clone()			.add( thumbTip.position )			.multiplyScalar( 0.5 );		this.pointerObject.position.copy( position );		this.pointerObject.quaternion.copy( this.controller.quaternion );		this.pinched = distance <= PINCH_THRESHOLD;		const pinchScale = ( distance - PINCH_MIN ) / ( PINCH_MAX - PINCH_MIN );		const focusScale = ( distance - PINCH_MIN ) / ( PINCH_THRESHOLD - PINCH_MIN );		if ( pinchScale > 1 ) {			this._updatePointerVertices( POINTER_REAR_RADIUS );			this.pointerMesh.position.set( 0, 0, - 1 * POINTER_REAR_RADIUS );			this.pointerMesh.material.opacity = POINTER_OPACITY_MIN;		} else if ( pinchScale > 0 ) {			const rearRadius =        ( POINTER_REAR_RADIUS - POINTER_REAR_RADIUS_MIN ) * pinchScale +        POINTER_REAR_RADIUS_MIN;			this._updatePointerVertices( rearRadius );			if ( focusScale < 1 ) {				this.pointerMesh.position.set(					0,					0,					- 1 * rearRadius - ( 1 - focusScale ) * POINTER_ADVANCE_MAX				);				this.pointerMesh.material.opacity =          POINTER_OPACITY_MIN +          ( 1 - focusScale ) * ( POINTER_OPACITY_MAX - POINTER_OPACITY_MIN );			} else {				this.pointerMesh.position.set( 0, 0, - 1 * rearRadius );				this.pointerMesh.material.opacity = POINTER_OPACITY_MIN;			}		} else {			this._updatePointerVertices( POINTER_REAR_RADIUS_MIN );			this.pointerMesh.position.set(				0,				0,				- 1 * POINTER_REAR_RADIUS_MIN - POINTER_ADVANCE_MAX			);			this.pointerMesh.material.opacity = POINTER_OPACITY_MAX;		}		this.cursorObject.material.opacity = this.pointerMesh.material.opacity;	}	updateMatrixWorld( force ) {		super.updateMatrixWorld( force );		if ( this.pointerGeometry ) {			this._updatePointer();			this._updateRaycaster();		}	}	isPinched() {		return this.pinched;	}	setAttached( attached ) {		this.attached = attached;	}	isAttached() {		return this.attached;	}	intersectObject( object, recursive = true ) {		if ( this.raycaster ) {			return this.raycaster.intersectObject( object, recursive );		}	}	intersectObjects( objects, recursive = true ) {		if ( this.raycaster ) {			return this.raycaster.intersectObjects( objects, recursive );		}	}	checkIntersections( objects, recursive = false ) {		if ( this.raycaster && ! this.attached ) {			const intersections = this.raycaster.intersectObjects( objects, recursive );			const direction = new THREE.Vector3( 0, 0, - 1 );			if ( intersections.length > 0 ) {				const intersection = intersections[ 0 ];				const distance = intersection.distance;				this.cursorObject.position.copy( direction.multiplyScalar( distance ) );			} else {				this.cursorObject.position.copy( direction.multiplyScalar( CURSOR_MAX_DISTANCE ) );			}		}	}	setCursor( distance ) {		const direction = new THREE.Vector3( 0, 0, - 1 );		if ( this.raycaster && ! this.attached ) {			this.cursorObject.position.copy( direction.multiplyScalar( distance ) );		}	}}export { OculusHandPointerModel };
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