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- 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);
- let 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) {
- THREE.Object3D.prototype.updateMatrixWorld.call(this, force);
- if (this.pointerGeometry) {
- this._updatePointer();
- this._updateRaycaster();
- }
- }
- isPinched() {
- return this.pinched;
- }
- setAttached(attached) {
- this.attached = attached;
- }
- isAttached() {
- return this.attached;
- }
- intersectObject(object) {
- if (this.raycaster) {
- return this.raycaster.intersectObject(object);
- }
- }
- intersectObjects(objects) {
- if (this.raycaster) {
- return this.raycaster.intersectObjects(objects);
- }
- }
- checkIntersections(objects) {
- if (this.raycaster && !this.attached) {
- let intersections = this.raycaster.intersectObjects(objects);
- let direction = new THREE.Vector3(0, 0, -1);
- if (intersections.length > 0) {
- let intersection = intersections[0];
- let distance = intersection.distance;
- this.cursorObject.position.copy(direction.multiplyScalar(distance));
- } else {
- this.cursorObject.position.copy(direction.multiplyScalar(CURSOR_MAX_DISTANCE));
- }
- }
- }
- setCursor(distance) {
- let 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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