import { DynamicDrawUsage, SphereGeometry, BoxGeometry, MeshStandardMaterial, InstancedMesh, Matrix4, Vector3 } from 'three'; const _matrix = new Matrix4(); const _vector = new Vector3(); class XRHandPrimitiveModel { constructor( handModel, controller, path, handedness, options ) { this.controller = controller; this.handModel = handModel; this.envMap = null; let geometry; if ( ! options || ! options.primitive || options.primitive === 'sphere' ) { geometry = new SphereGeometry( 1, 10, 10 ); } else if ( options.primitive === 'box' ) { geometry = new BoxGeometry( 1, 1, 1 ); } const material = new MeshStandardMaterial(); this.handMesh = new InstancedMesh( geometry, material, 30 ); this.handMesh.frustumCulled = false; this.handMesh.instanceMatrix.setUsage( DynamicDrawUsage ); // will be updated every frame this.handMesh.castShadow = true; this.handMesh.receiveShadow = true; this.handModel.add( this.handMesh ); this.joints = [ 'wrist', 'thumb-metacarpal', 'thumb-phalanx-proximal', 'thumb-phalanx-distal', 'thumb-tip', 'index-finger-metacarpal', 'index-finger-phalanx-proximal', 'index-finger-phalanx-intermediate', 'index-finger-phalanx-distal', 'index-finger-tip', 'middle-finger-metacarpal', 'middle-finger-phalanx-proximal', 'middle-finger-phalanx-intermediate', 'middle-finger-phalanx-distal', 'middle-finger-tip', 'ring-finger-metacarpal', 'ring-finger-phalanx-proximal', 'ring-finger-phalanx-intermediate', 'ring-finger-phalanx-distal', 'ring-finger-tip', 'pinky-finger-metacarpal', 'pinky-finger-phalanx-proximal', 'pinky-finger-phalanx-intermediate', 'pinky-finger-phalanx-distal', 'pinky-finger-tip' ]; } updateMesh() { const defaultRadius = 0.008; const joints = this.controller.joints; let count = 0; for ( let i = 0; i < this.joints.length; i ++ ) { const joint = joints[ this.joints[ i ] ]; if ( joint.visible ) { _vector.setScalar( joint.jointRadius || defaultRadius ); _matrix.compose( joint.position, joint.quaternion, _vector ); this.handMesh.setMatrixAt( i, _matrix ); count ++; } } this.handMesh.count = count; this.handMesh.instanceMatrix.needsUpdate = true; } } export { XRHandPrimitiveModel };