three
Version:
JavaScript 3D library
111 lines (74 loc) • 2.88 kB
JavaScript
import { FBXLoader } from '../loaders/FBXLoader.js';
class XRHandOculusMeshModel {
constructor( handModel, controller, path, handedness, options ) {
this.controller = controller;
this.handModel = handModel;
this.bones = [];
const loader = new FBXLoader();
const low = options && options.model === 'lowpoly' ? '_low' : '';
loader.setPath( path );
loader.load( `OculusHand_${handedness === 'right' ? 'R' : 'L'}${low}.fbx`, object => {
this.handModel.add( object );
// Hack because of the scale of the skinnedmesh
object.scale.setScalar( 0.01 );
const mesh = object.getObjectByProperty( 'type', 'SkinnedMesh' );
mesh.frustumCulled = false;
mesh.castShadow = true;
mesh.receiveShadow = true;
const bonesMapping = [
'b_%_wrist', // XRHand.WRIST,
'b_%_thumb1', // XRHand.THUMB_METACARPAL,
'b_%_thumb2', // XRHand.THUMB_PHALANX_PROXIMAL,
'b_%_thumb3', // XRHand.THUMB_PHALANX_DISTAL,
'b_%_thumb_null', // XRHand.THUMB_PHALANX_TIP,
null, //'b_%_index1', // XRHand.INDEX_METACARPAL,
'b_%_index1', // XRHand.INDEX_PHALANX_PROXIMAL,
'b_%_index2', // XRHand.INDEX_PHALANX_INTERMEDIATE,
'b_%_index3', // XRHand.INDEX_PHALANX_DISTAL,
'b_%_index_null', // XRHand.INDEX_PHALANX_TIP,
null, //'b_%_middle1', // XRHand.MIDDLE_METACARPAL,
'b_%_middle1', // XRHand.MIDDLE_PHALANX_PROXIMAL,
'b_%_middle2', // XRHand.MIDDLE_PHALANX_INTERMEDIATE,
'b_%_middle3', // XRHand.MIDDLE_PHALANX_DISTAL,
'b_%_middlenull', // XRHand.MIDDLE_PHALANX_TIP,
null, //'b_%_ring1', // XRHand.RING_METACARPAL,
'b_%_ring1', // XRHand.RING_PHALANX_PROXIMAL,
'b_%_ring2', // XRHand.RING_PHALANX_INTERMEDIATE,
'b_%_ring3', // XRHand.RING_PHALANX_DISTAL,
'b_%_ring_inull', // XRHand.RING_PHALANX_TIP,
'b_%_pinky0', // XRHand.LITTLE_METACARPAL,
'b_%_pinky1', // XRHand.LITTLE_PHALANX_PROXIMAL,
'b_%_pinky2', // XRHand.LITTLE_PHALANX_INTERMEDIATE,
'b_%_pinky3', // XRHand.LITTLE_PHALANX_DISTAL,
'b_%_pinkynull', // XRHand.LITTLE_PHALANX_TIP
];
bonesMapping.forEach( boneName => {
if ( boneName ) {
const bone = object.getObjectByName( boneName.replace( /%/g, handedness === 'right' ? 'r' : 'l' ) );
this.bones.push( bone );
} else {
this.bones.push( null );
}
} );
} );
}
updateMesh() {
// XR Joints
const XRJoints = this.controller.joints;
for ( let i = 0; i < this.bones.length; i ++ ) {
const bone = this.bones[ i ];
const XRJoint = XRJoints[ i ];
if ( XRJoint ) {
if ( XRJoint.visible ) {
let position = XRJoint.position;
if ( bone ) {
bone.position.copy( position.clone().multiplyScalar( 100 ) );
bone.quaternion.copy( XRJoint.quaternion );
// bone.scale.setScalar( XRJoint.jointRadius || defaultRadius );
}
}
}
}
}
}
export { XRHandOculusMeshModel };