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