📄 OculusHandModel.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 4 |
🧱 Classes | 1 |
📦 Imports | 4 |
📊 Variables & Constants | 5 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/webxr/OculusHandModel.js
📦 Imports¶
Name | Source |
---|---|
Object3D |
three |
Sphere |
three |
Box3 |
three |
XRHandMeshModel |
./XRHandMeshModel.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
TOUCH_RADIUS |
0.01 |
let/var | 0.01 |
✗ |
POINTING_JOINT |
"index-finger-tip" |
let/var | 'index-finger-tip' |
✗ |
xrInputSource |
any |
let/var | event.data |
✗ |
indexFingerTip |
any |
let/var | this.controller.joints[ POINTING_JOINT ] |
✗ |
indexSphere |
any |
let/var | new Sphere( pointerPosition, TOUCH_RADIUS ) |
✗ |
Functions¶
OculusHandModel.updateMatrixWorld(force: boolean): void
¶
JSDoc:
/**
* 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`.
*/
Parameters:
force
boolean
Returns: void
Calls:
super.updateMatrixWorld
this.motionController.updateMesh
Code
OculusHandModel.getPointerPosition(): any
¶
JSDoc:
/**
* Returns the pointer position which is the position of the index finger tip.
*
* @return {Vector3|null} The pointer position. Returns `null` if not index finger tip joint was found.
*/
Returns: any
Code
OculusHandModel.intersectBoxObject(boxObject: Mesh): boolean
¶
JSDoc:
/**
* Returns `true` if the current pointer position (the index finger tip) intersections
* with the given box object.
*
* @param {Mesh} boxObject - The box object.
* @return {boolean} Whether an intersection was found or not.
*/
Parameters:
boxObject
Mesh
Returns: boolean
Calls:
this.getPointerPosition
new Box3().setFromObject
indexSphere.intersectsBox
Code
OculusHandModel.checkButton(button: any): void
¶
JSDoc:
/**
* Executed actions depending on the interaction state with
* the given button.
*
* @param {Object} button - The button.
*/
Parameters:
button
any
Returns: void
Calls:
this.intersectBoxObject
button.onPress
button.onClear
button.isPressed
button.whilePressed
Code
Classes¶
OculusHandModel
¶
Class Code
class OculusHandModel extends Object3D {
/**
* Constructs a new Oculus hand model.
*
* @param {Group} controller - The hand controller.
* @param {?Loader} [loader=null] - A 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( controller, loader = null, onLoad = null ) {
super();
/**
* The hand controller.
*
* @type {Group}
*/
this.controller = controller;
/**
* The motion controller.
*
* @type {?MotionController}
* @default null
*/
this.motionController = null;
/**
* The model's environment map.
*
* @type {?Texture}
* @default null
*/
this.envMap = null;
/**
* A loader that is used to load hand models.
*
* @type {?Loader}
* @default null
*/
this.loader = loader;
/**
* A callback that is executed when a hand model has been loaded.
*
* @type {?Function}
* @default null
*/
this.onLoad = onLoad;
/**
* The path to the model repository.
*
* @type {?string}
* @default null
*/
this.path = null;
/**
* The model mesh.
*
* @type {Mesh}
* @default null
*/
this.mesh = null;
controller.addEventListener( 'connected', ( event ) => {
const xrInputSource = event.data;
if ( xrInputSource.hand && ! this.motionController ) {
this.xrInputSource = xrInputSource;
this.motionController = new XRHandMeshModel( this, controller, this.path, xrInputSource.handedness, this.loader, this.onLoad );
}
} );
controller.addEventListener( 'disconnected', () => {
this.clear();
this.motionController = 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();
}
}
/**
* Returns the pointer position which is the position of the index finger tip.
*
* @return {Vector3|null} The pointer position. Returns `null` if not index finger tip joint was found.
*/
getPointerPosition() {
const indexFingerTip = this.controller.joints[ POINTING_JOINT ];
if ( indexFingerTip ) {
return indexFingerTip.position;
} else {
return null;
}
}
/**
* Returns `true` if the current pointer position (the index finger tip) intersections
* with the given box object.
*
* @param {Mesh} boxObject - The box object.
* @return {boolean} Whether an intersection was found or not.
*/
intersectBoxObject( boxObject ) {
const pointerPosition = this.getPointerPosition();
if ( pointerPosition ) {
const indexSphere = new Sphere( pointerPosition, TOUCH_RADIUS );
const box = new Box3().setFromObject( boxObject );
return indexSphere.intersectsBox( box );
} else {
return false;
}
}
/**
* Executed actions depending on the interaction state with
* the given button.
*
* @param {Object} button - The button.
*/
checkButton( button ) {
if ( this.intersectBoxObject( button ) ) {
button.onPress();
} else {
button.onClear();
}
if ( button.isPressed() ) {
button.whilePressed();
}
}
}