feat: initialize project with core dependencies and game entry point
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194
node_modules/three/examples/jsm/webxr/OculusHandModel.js
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194
node_modules/three/examples/jsm/webxr/OculusHandModel.js
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import { Object3D, Sphere, Box3 } from 'three';
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import { XRHandMeshModel } from './XRHandMeshModel.js';
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const TOUCH_RADIUS = 0.01;
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const POINTING_JOINT = 'index-finger-tip';
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/**
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* Represents an Oculus hand model.
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*
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* @augments Object3D
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* @three_import import { OculusHandModel } from 'three/addons/webxr/OculusHandModel.js';
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*/
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class OculusHandModel extends Object3D {
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/**
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* Constructs a new Oculus hand model.
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*
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* @param {Group} controller - The hand controller.
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* @param {?Loader} [loader=null] - A loader that is used to load hand models.
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* @param {?Function} [onLoad=null] - A callback that is executed when a hand model has been loaded.
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*/
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constructor( controller, loader = null, onLoad = null ) {
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super();
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/**
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* The hand controller.
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*
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* @type {Group}
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*/
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this.controller = controller;
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/**
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* The motion controller.
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*
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* @type {?MotionController}
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* @default null
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*/
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this.motionController = null;
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/**
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* The model's environment map.
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*
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* @type {?Texture}
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* @default null
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*/
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this.envMap = null;
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/**
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* A loader that is used to load hand models.
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*
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* @type {?Loader}
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* @default null
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*/
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this.loader = loader;
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/**
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* A callback that is executed when a hand model has been loaded.
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*
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* @type {?Function}
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* @default null
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*/
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this.onLoad = onLoad;
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/**
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* The path to the model repository.
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*
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* @type {?string}
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* @default null
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*/
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this.path = null;
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/**
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* The model mesh.
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*
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* @type {Mesh}
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* @default null
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*/
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this.mesh = null;
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controller.addEventListener( 'connected', ( event ) => {
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const xrInputSource = event.data;
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if ( xrInputSource.hand && ! this.motionController ) {
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this.xrInputSource = xrInputSource;
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this.motionController = new XRHandMeshModel( this, controller, this.path, xrInputSource.handedness, this.loader, this.onLoad );
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}
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} );
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controller.addEventListener( 'disconnected', () => {
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this.clear();
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this.motionController = null;
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} );
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}
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/**
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* Overwritten with a custom implementation. Makes sure the motion controller updates the mesh.
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*
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* @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
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* when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
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*/
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updateMatrixWorld( force ) {
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super.updateMatrixWorld( force );
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if ( this.motionController ) {
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this.motionController.updateMesh();
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}
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}
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/**
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* Returns the pointer position which is the position of the index finger tip.
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*
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* @return {?Vector3} The pointer position. Returns `null` if not index finger tip joint was found.
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*/
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getPointerPosition() {
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const indexFingerTip = this.controller.joints[ POINTING_JOINT ];
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if ( indexFingerTip ) {
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return indexFingerTip.position;
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} else {
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return null;
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}
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}
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/**
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* Returns `true` if the current pointer position (the index finger tip) intersections
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* with the given box object.
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*
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* @param {Mesh} boxObject - The box object.
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* @return {boolean} Whether an intersection was found or not.
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*/
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intersectBoxObject( boxObject ) {
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const pointerPosition = this.getPointerPosition();
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if ( pointerPosition ) {
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const indexSphere = new Sphere( pointerPosition, TOUCH_RADIUS );
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const box = new Box3().setFromObject( boxObject );
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return indexSphere.intersectsBox( box );
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} else {
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return false;
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}
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}
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/**
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* Executed actions depending on the interaction state with
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* the given button.
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*
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* @param {Object} button - The button.
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*/
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checkButton( button ) {
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if ( this.intersectBoxObject( button ) ) {
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button.onPress();
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} else {
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button.onClear();
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}
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if ( button.isPressed() ) {
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button.whilePressed();
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}
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}
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}
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export { OculusHandModel };
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