three
Version:
JavaScript 3D library
202 lines (151 loc) • 4.26 kB
JavaScript
import {
Object3D
} from 'three';
import {
XRHandPrimitiveModel
} from './XRHandPrimitiveModel.js';
import {
XRHandMeshModel
} from './XRHandMeshModel.js';
/**
* Represents a XR hand model.
*
* @augments Object3D
*/
class XRHandModel extends Object3D {
/**
* Constructs a new XR hand model.
*
* @param {Group} controller - The hand controller.
*/
constructor( controller ) {
super();
/**
* The hand controller.
*
* @type {Group}
*/
this.controller = controller;
/**
* The motion controller.
*
* @type {?MotionController}
* @default null
*/
this.motionController = null;
/**
* The controller's environment map.
*
* @type {?Texture}
* @default null
*/
this.envMap = null;
/**
* The model mesh.
*
* @type {Mesh}
* @default null
*/
this.mesh = null;
}
/**
* Overwritten with a custom implementation. Makes sure the motion controller updates the mesh.
*
* @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
* when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
*/
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
if ( this.motionController ) {
this.motionController.updateMesh();
}
}
}
/**
* Similar to {@link XRControllerModelFactory}, this class allows to create hand models
* for WebXR controllers that can be added as a visual representation to your scene.
*
* ```js
* const handModelFactory = new XRHandModelFactory();
*
* const hand = renderer.xr.getHand( 0 );
* hand.add( handModelFactory.createHandModel( hand ) );
* scene.add( hand );
* ```
*
* @three_import import { XRHandModelFactory } from 'three/addons/webxr/XRHandModelFactory.js';
*/
class XRHandModelFactory {
/**
* Constructs a new XR hand model factory.
*
* @param {?GLTFLoader} [gltfLoader=null] - A glTF loader that is used to load hand models.
* @param {?Function} [onLoad=null] - A callback that is executed when a hand model has been loaded.
*/
constructor( gltfLoader = null, onLoad = null ) {
/**
* A glTF loader that is used to load hand models.
*
* @type {?GLTFLoader}
* @default null
*/
this.gltfLoader = gltfLoader;
/**
* The path to the model repository.
*
* @type {?string}
* @default null
*/
this.path = null;
/**
* A callback that is executed when a hand model has been loaded.
*
* @type {?Function}
* @default null
*/
this.onLoad = onLoad;
}
/**
* Sets the path to the hand model repository.
*
* @param {string} path - The path to set.
* @return {XRHandModelFactory} A reference to this instance.
*/
setPath( path ) {
this.path = path;
return this;
}
/**
* Creates a controller model for the given WebXR hand controller.
*
* @param {Group} controller - The hand controller.
* @param {('spheres'|'boxes'|'mesh')} [profile] - The model profile that defines the model type.
* @return {XRHandModel} The XR hand model.
*/
createHandModel( controller, profile ) {
const handModel = new XRHandModel( controller );
controller.addEventListener( 'connected', ( event ) => {
const xrInputSource = event.data;
if ( xrInputSource.hand && ! handModel.motionController ) {
handModel.xrInputSource = xrInputSource;
// @todo Detect profile if not provided
if ( profile === undefined || profile === 'spheres' ) {
handModel.motionController = new XRHandPrimitiveModel( handModel, controller, this.path, xrInputSource.handedness, { primitive: 'sphere' } );
} else if ( profile === 'boxes' ) {
handModel.motionController = new XRHandPrimitiveModel( handModel, controller, this.path, xrInputSource.handedness, { primitive: 'box' } );
} else if ( profile === 'mesh' ) {
handModel.motionController = new XRHandMeshModel( handModel, controller, this.path, xrInputSource.handedness, this.gltfLoader, this.onLoad );
}
}
controller.visible = true;
} );
controller.addEventListener( 'disconnected', () => {
controller.visible = false;
// handModel.motionController = null;
// handModel.remove( scene );
// scene = null;
} );
return handModel;
}
}
export { XRHandModelFactory };