three-stdlib 2.12.0 → 2.12.1

Sign up to get free protection for your applications and to get access to all the features.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-stdlib",
3
- "version": "2.12.0",
3
+ "version": "2.12.1",
4
4
  "private": false,
5
5
  "description": "stand-alone library of threejs examples",
6
6
  "main": "index.cjs.js",
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three"),o=require("./XRHandMeshModel.cjs.js");function n(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}require("../loaders/GLTFLoader.cjs.js");var r=n(e);class s extends t.Object3D{constructor(e,t){super(),r.default(this,"controller",void 0),r.default(this,"motionController",void 0),r.default(this,"envMap",void 0),r.default(this,"mesh",void 0),r.default(this,"xrInputSource",void 0),this.controller=e,this.motionController=null,this.envMap=null,this.mesh=null,this.xrInputSource=null,e.addEventListener("connected",(n=>{const r=n.data;r.hand&&!this.motionController&&(this.xrInputSource=r,this.motionController=new o.XRHandMeshModel(this,e,void 0,r.handedness,"left"===r.handedness?null==t?void 0:t[0]:null==t?void 0:t[1]))})),e.addEventListener("disconnected",(()=>{this.dispose()}))}updateMatrixWorld(e){super.updateMatrixWorld(e),this.motionController&&this.motionController.updateMesh()}getPointerPosition(){const e=this.controller.joints["index-finger-tip"];return e?e.position:null}intersectBoxObject(e){const o=this.getPointerPosition();if(o){const n=new t.Sphere(o,.01),r=(new t.Box3).setFromObject(e);return n.intersectsBox(r)}return!1}checkButton(e){this.intersectBoxObject(e)?e.onPress():e.onClear(),e.isPressed()&&e.whilePressed()}dispose(){this.clear(),this.motionController=null}}exports.OculusHandModel=s;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three"),o=require("./XRHandMeshModel.cjs.js");function r(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}require("../loaders/GLTFLoader.cjs.js");var n=r(e);class s extends t.Object3D{constructor(e,t,r){super(),n.default(this,"controller",void 0),n.default(this,"motionController",void 0),n.default(this,"envMap",void 0),n.default(this,"mesh",void 0),n.default(this,"xrInputSource",void 0),this.controller=e,this.motionController=null,this.envMap=null,this.mesh=null,this.xrInputSource=null,e.addEventListener("connected",(n=>{const s=n.data;s.hand&&!this.motionController&&(this.xrInputSource=s,this.motionController=new o.XRHandMeshModel(this,e,void 0,s.handedness,"left"===s.handedness?t:r))})),e.addEventListener("disconnected",(()=>{this.dispose()}))}updateMatrixWorld(e){super.updateMatrixWorld(e),this.motionController&&this.motionController.updateMesh()}getPointerPosition(){const e=this.controller.joints["index-finger-tip"];return e?e.position:null}intersectBoxObject(e){const o=this.getPointerPosition();if(o){const r=new t.Sphere(o,.01),n=(new t.Box3).setFromObject(e);return r.intersectsBox(n)}return!1}checkButton(e){this.intersectBoxObject(e)?e.onPress():e.onClear(),e.isPressed()&&e.whilePressed()}dispose(){this.clear(),this.motionController=null}}exports.OculusHandModel=s;
@@ -12,7 +12,7 @@ declare class OculusHandModel extends Object3D {
12
12
  envMap: Texture | null;
13
13
  mesh: Mesh | null;
14
14
  xrInputSource: XRInputSource | null;
15
- constructor(controller: Object3D, customModels?: string[]);
15
+ constructor(controller: Object3D, leftModelPath?: string, rightModelPath?: string);
16
16
  updateMatrixWorld(force?: boolean): void;
17
17
  getPointerPosition(): Vector3 | null;
18
18
  intersectBoxObject(boxObject: Object3D): boolean;
@@ -6,7 +6,7 @@ const TOUCH_RADIUS = 0.01;
6
6
  const POINTING_JOINT = 'index-finger-tip';
7
7
 
8
8
  class OculusHandModel extends Object3D {
9
- constructor(controller, customModels) {
9
+ constructor(controller, leftModelPath, rightModelPath) {
10
10
  super();
11
11
 
12
12
  _defineProperty(this, "controller", void 0);
@@ -29,7 +29,7 @@ class OculusHandModel extends Object3D {
29
29
 
30
30
  if (xrInputSource.hand && !this.motionController) {
31
31
  this.xrInputSource = xrInputSource;
32
- this.motionController = new XRHandMeshModel(this, controller, undefined, xrInputSource.handedness, xrInputSource.handedness === 'left' ? customModels === null || customModels === void 0 ? void 0 : customModels[0] : customModels === null || customModels === void 0 ? void 0 : customModels[1]);
32
+ this.motionController = new XRHandMeshModel(this, controller, undefined, xrInputSource.handedness, xrInputSource.handedness === 'left' ? leftModelPath : rightModelPath);
33
33
  }
34
34
  });
35
35
  controller.addEventListener('disconnected', () => {
@@ -3,7 +3,7 @@ declare class XRHandMeshModel {
3
3
  controller: Object3D;
4
4
  handModel: Object3D;
5
5
  bones: Object3D[];
6
- constructor(handModel: Object3D, controller: Object3D, path: string | undefined, handedness: string, customModel?: string);
6
+ constructor(handModel: Object3D, controller: Object3D, path: string | undefined, handedness: string, customModelPath?: string);
7
7
  updateMesh(): void;
8
8
  }
9
9
  export { XRHandMeshModel };
@@ -4,7 +4,7 @@ import { GLTFLoader } from '../loaders/GLTFLoader.js';
4
4
  const DEFAULT_HAND_PROFILE_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles/generic-hand/';
5
5
 
6
6
  class XRHandMeshModel {
7
- constructor(handModel, controller, path = DEFAULT_HAND_PROFILE_PATH, handedness, customModel) {
7
+ constructor(handModel, controller, path = DEFAULT_HAND_PROFILE_PATH, handedness, customModelPath) {
8
8
  _defineProperty(this, "controller", void 0);
9
9
 
10
10
  _defineProperty(this, "handModel", void 0);
@@ -15,8 +15,8 @@ class XRHandMeshModel {
15
15
  this.handModel = handModel;
16
16
  this.bones = [];
17
17
  const loader = new GLTFLoader();
18
- if (!customModel) loader.setPath(path);
19
- loader.load(customModel != null ? customModel : `${handedness}.glb`, gltf => {
18
+ if (!customModelPath) loader.setPath(path);
19
+ loader.load(customModelPath != null ? customModelPath : `${handedness}.glb`, gltf => {
20
20
  const object = gltf.scene.children[0];
21
21
  this.handModel.add(object);
22
22
  const mesh = object.getObjectByProperty('type', 'SkinnedMesh');