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playcanvas

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PlayCanvas WebGL game engine

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import { platform } from '../../core/platform.js'; import { Mat4 } from '../../core/math/mat4.js'; import { Quat } from '../../core/math/quat.js'; import { Vec3 } from '../../core/math/vec3.js'; var tipJointIds = platform.browser && window.XRHand ? [ 'thumb-tip', 'index-finger-tip', 'middle-finger-tip', 'ring-finger-tip', 'pinky-finger-tip' ] : []; var tipJointIdsIndex = {}; for(var i = 0; i < tipJointIds.length; i++){ tipJointIdsIndex[tipJointIds[i]] = true; } class XrJoint { update(pose) { this._dirtyLocal = true; this._radius = pose.radius; this._localPosition.copy(pose.transform.position); this._localRotation.copy(pose.transform.orientation); } _updateTransforms() { if (this._dirtyLocal) { this._dirtyLocal = false; this._localTransform.setTRS(this._localPosition, this._localRotation, Vec3.ONE); } var manager = this._hand._manager; var parent = manager.camera.parent; if (parent) { this._worldTransform.mul2(parent.getWorldTransform(), this._localTransform); } else { this._worldTransform.copy(this._localTransform); } } getPosition() { this._updateTransforms(); this._worldTransform.getTranslation(this._position); return this._position; } getRotation() { this._updateTransforms(); this._rotation.setFromMat4(this._worldTransform); return this._rotation; } get id() { return this._id; } get index() { return this._index; } get hand() { return this._hand; } get finger() { return this._finger; } get wrist() { return this._wrist; } get tip() { return this._tip; } get radius() { return this._radius || 0.005; } constructor(index, id, hand, finger = null){ this._radius = null; this._localTransform = new Mat4(); this._worldTransform = new Mat4(); this._localPosition = new Vec3(); this._localRotation = new Quat(); this._position = new Vec3(); this._rotation = new Quat(); this._dirtyLocal = true; this._index = index; this._id = id; this._hand = hand; this._finger = finger; this._wrist = id === 'wrist'; this._tip = this._finger && !!tipJointIdsIndex[id]; } } export { XrJoint };