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- import { BufferGeometry, Float32BufferAttribute, Matrix4, Mesh, MeshBasicMaterial, Object3D, Raycaster, SphereGeometry, Vector3 } from 'three';
- 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 = /* @__PURE__ */ new Vector3( 0, 1, 0 );
- const ZAXIS = /* @__PURE__ */ new Vector3( 0, 0, 1 );
- const CURSOR_RADIUS = 0.02;
- const CURSOR_MAX_DISTANCE = 1.5;
- /**
- * Represents an Oculus hand pointer model.
- *
- * @augments Object3D
- * @three_import import { OculusHandPointerModel } from 'three/addons/webxr/OculusHandPointerModel.js';
- */
- class OculusHandPointerModel extends Object3D {
- /**
- * Constructs a new Oculus hand model.
- *
- * @param {Group} hand - The hand controller.
- * @param {Group} controller - The WebXR controller in target ray space.
- */
- constructor( hand, controller ) {
- super();
- /**
- * The hand controller.
- *
- * @type {Group}
- */
- this.hand = hand;
- /**
- * The WebXR controller in target ray space.
- *
- * @type {Group}
- */
- this.controller = controller;
- // Unused
- this.motionController = null;
- this.envMap = null;
- this.mesh = null;
- /**
- * The pointer geometry.
- *
- * @type {?BufferGeometry}
- * @default null
- */
- this.pointerGeometry = null;
- /**
- * The pointer mesh.
- *
- * @type {?Mesh}
- * @default null
- */
- this.pointerMesh = null;
- /**
- * The pointer object that holds the pointer mesh.
- *
- * @type {?Object3D}
- * @default null
- */
- this.pointerObject = null;
- /**
- * Whether the model is pinched or not.
- *
- * @type {?boolean}
- * @default false
- */
- this.pinched = false;
- /**
- * Whether the model is attached or not.
- *
- * @type {boolean}
- * @default false
- */
- this.attached = false;
- /**
- * The cursor object.
- *
- * @type {?Mesh}
- * @default null
- */
- this.cursorObject = null;
- /**
- * The internal raycaster used for detecting
- * intersections.
- *
- * @type {?Raycaster}
- * @default null
- */
- this.raycaster = null;
- this._onConnected = this._onConnected.bind( this );
- this._onDisconnected = this._onDisconnected.bind( this );
- this.hand.addEventListener( 'connected', this._onConnected );
- this.hand.addEventListener( 'disconnected', this._onDisconnected );
- }
- _onConnected( event ) {
- const xrInputSource = event.data;
- if ( xrInputSource.hand ) {
- this.visible = true;
- this.xrInputSource = xrInputSource;
- this.createPointer();
- }
- }
- _onDisconnected() {
- this.visible = false;
- this.xrInputSource = null;
- if ( this.pointerGeometry ) this.pointerGeometry.dispose();
- if ( this.pointerMesh && this.pointerMesh.material ) this.pointerMesh.material.dispose();
- this.clear();
- }
- _drawVerticesRing( vertices, baseVector, ringIndex ) {
- const segmentVector = baseVector.clone();
- for ( let 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 Vector3(
- POINTER_FRONT_RADIUS,
- 0,
- - 1 * ( POINTER_LENGTH - rearRadius )
- );
- this._drawVerticesRing( vertices, frontFaceBase, 0 );
- // rings for rear hemisphere
- const rearBase = new Vector3(
- Math.sin( ( Math.PI * POINTER_HEMISPHERE_ANGLE ) / 180 ) * rearRadius,
- Math.cos( ( Math.PI * POINTER_HEMISPHERE_ANGLE ) / 180 ) * rearRadius,
- 0
- );
- for ( let 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 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 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 Float32BufferAttribute( vertices, 3 )
- );
- // verticesNeedUpdate = true;
- }
- /**
- * Creates a pointer mesh and adds it to this model.
- */
- createPointer() {
- let i, j;
- const vertices = new Array(
- ( ( POINTER_RINGS + 1 ) * POINTER_SEGMENTS + 2 ) * 3
- ).fill( 0 );
- // const vertices = [];
- const indices = [];
- this.pointerGeometry = new BufferGeometry();
- this.pointerGeometry.setAttribute(
- 'position',
- new 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 MeshBasicMaterial();
- material.transparent = true;
- material.opacity = POINTER_OPACITY_MIN;
- this.pointerGeometry.setIndex( indices );
- this.pointerMesh = new Mesh( this.pointerGeometry, material );
- this.pointerMesh.position.set( 0, 0, - 1 * POINTER_REAR_RADIUS );
- this.pointerObject = new Object3D();
- this.pointerObject.add( this.pointerMesh );
- this.raycaster = new Raycaster();
- // create cursor
- const cursorGeometry = new SphereGeometry( CURSOR_RADIUS, 10, 10 );
- const cursorMaterial = new MeshBasicMaterial();
- cursorMaterial.transparent = true;
- cursorMaterial.opacity = POINTER_OPACITY_MIN;
- this.cursorObject = new Mesh( cursorGeometry, cursorMaterial );
- this.pointerObject.add( this.cursorObject );
- this.add( this.pointerObject );
- }
- _updateRaycaster() {
- if ( this.raycaster ) {
- const pointerMatrix = this.pointerObject.matrixWorld;
- const tempMatrix = new 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;
- }
- /**
- * Overwritten with a custom implementation. Makes sure the internal pointer and raycaster are updated.
- *
- * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
- * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
- */
- updateMatrixWorld( force ) {
- super.updateMatrixWorld( force );
- if ( this.pointerGeometry ) {
- this._updatePointer();
- this._updateRaycaster();
- }
- }
- /**
- * Returns `true` is the model is pinched.
- *
- * @return {boolean} Whether the model is pinched or not.
- */
- isPinched() {
- return this.pinched;
- }
- /**
- * Sets the attached state.
- *
- * @param {boolean} attached - Whether the model is attached or not.
- */
- setAttached( attached ) {
- this.attached = attached;
- }
- /**
- * Returns `true` is the model is attached.
- *
- * @return {boolean} Whether the model is attached or not.
- */
- isAttached() {
- return this.attached;
- }
- /**
- * Performs an intersection test with the model's raycaster and the given object.
- *
- * @param {Object3D} object - The 3D object to check for intersection with the ray.
- * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
- * Otherwise it only checks intersection with the object.
- * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
- */
- intersectObject( object, recursive = true ) {
- if ( this.raycaster ) {
- return this.raycaster.intersectObject( object, recursive );
- }
- }
- /**
- * Performs an intersection test with the model's raycaster and the given objects.
- *
- * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
- * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
- * Otherwise it only checks intersection with the object.
- * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
- */
- intersectObjects( objects, recursive = true ) {
- if ( this.raycaster ) {
- return this.raycaster.intersectObjects( objects, recursive );
- }
- }
- /**
- * Checks for intersections between the model's raycaster and the given objects. The method
- * updates the cursor object to the intersection point.
- *
- * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
- * @param {boolean} [recursive=false] - If set to `true`, it also checks all descendants.
- * Otherwise it only checks intersection with the object.
- */
- checkIntersections( objects, recursive = false ) {
- if ( this.raycaster && ! this.attached ) {
- const intersections = this.raycaster.intersectObjects( objects, recursive );
- const direction = new 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 ) );
- }
- }
- }
- /**
- * Sets the cursor to the given distance.
- *
- * @param {number} distance - The distance to set the cursor to.
- */
- setCursor( distance ) {
- const direction = new Vector3( 0, 0, - 1 );
- if ( this.raycaster && ! this.attached ) {
- this.cursorObject.position.copy( direction.multiplyScalar( distance ) );
- }
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this._onDisconnected();
- this.hand.removeEventListener( 'connected', this._onConnected );
- this.hand.removeEventListener( 'disconnected', this._onDisconnected );
- }
- }
- export { OculusHandPointerModel };
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