414 lines
9.9 KiB
JavaScript
414 lines
9.9 KiB
JavaScript
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import * as THREE from 'three';
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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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const CURSOR_RADIUS = 0.02;
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const CURSOR_MAX_DISTANCE = 1.5;
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class OculusHandPointerModel extends THREE.Object3D {
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constructor( hand, controller ) {
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super();
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this.hand = hand;
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this.controller = controller;
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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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this.pointerGeometry = null;
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this.pointerMesh = null;
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this.pointerObject = null;
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this.pinched = false;
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this.attached = false;
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this.cursorObject = null;
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this.raycaster = null;
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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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_onConnected( event ) {
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const xrInputSource = event.data;
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if ( xrInputSource.hand ) {
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this.visible = true;
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this.xrInputSource = xrInputSource;
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this.createPointer();
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}
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}
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_onDisconnected() {
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this.visible = false;
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this.xrInputSource = null;
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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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this.clear();
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}
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_drawVerticesRing( vertices, baseVector, ringIndex ) {
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const segmentVector = baseVector.clone();
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for ( let i = 0; i < POINTER_SEGMENTS; i ++ ) {
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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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_updatePointerVertices( rearRadius ) {
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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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// 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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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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// 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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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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createPointer() {
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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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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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this._updatePointerVertices( POINTER_REAR_RADIUS );
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// construct faces to connect rings
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for ( i = 0; i < POINTER_RINGS; i ++ ) {
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for ( j = 0; j < POINTER_SEGMENTS - 1; j ++ ) {
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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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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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// 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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for ( i = 0; i < POINTER_SEGMENTS - 1; i ++ ) {
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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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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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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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this.pointerGeometry.setIndex( indices );
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this.pointerMesh = new THREE.Mesh( this.pointerGeometry, material );
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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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this.raycaster = new THREE.Raycaster();
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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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this.cursorObject = new THREE.Mesh( cursorGeometry, cursorMaterial );
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this.pointerObject.add( this.cursorObject );
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this.add( this.pointerObject );
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}
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_updateRaycaster() {
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if ( this.raycaster ) {
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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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_updatePointer() {
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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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this.pinched = distance <= PINCH_THRESHOLD;
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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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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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} else if ( pinchScale > 0 ) {
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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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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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} else {
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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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} else {
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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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this.cursorObject.material.opacity = this.pointerMesh.material.opacity;
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}
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updateMatrixWorld( force ) {
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super.updateMatrixWorld( force );
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if ( this.pointerGeometry ) {
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this._updatePointer();
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this._updateRaycaster();
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}
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}
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isPinched() {
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return this.pinched;
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}
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setAttached( attached ) {
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this.attached = attached;
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}
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isAttached() {
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return this.attached;
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}
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intersectObject( object, recursive = true ) {
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if ( this.raycaster ) {
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return this.raycaster.intersectObject( object, recursive );
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}
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}
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intersectObjects( objects, recursive = true ) {
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if ( this.raycaster ) {
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return this.raycaster.intersectObjects( objects, recursive );
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}
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}
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checkIntersections( objects, recursive = false ) {
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if ( this.raycaster && ! this.attached ) {
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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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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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} else {
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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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setCursor( distance ) {
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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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this.cursorObject.position.copy( direction.multiplyScalar( distance ) );
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}
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}
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dispose() {
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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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export { OculusHandPointerModel };
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