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WebXRHandTracking.ts
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WebXRHandTracking.ts
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import { WebXRAbstractFeature } from "./WebXRAbstractFeature";
import { WebXRSessionManager } from "../webXRSessionManager";
import { WebXRFeatureName } from "../webXRFeaturesManager";
import { AbstractMesh } from "../../Meshes/abstractMesh";
import { Mesh } from "../../Meshes/mesh";
import { SphereBuilder } from "../../Meshes/Builders/sphereBuilder";
import { WebXRInput } from "../webXRInput";
import { WebXRInputSource } from "../webXRInputSource";
import { Quaternion } from "../../Maths/math.vector";
import { Nullable } from "../../types";
import { PhysicsImpostor } from "../../Physics/physicsImpostor";
import { WebXRFeaturesManager } from "../webXRFeaturesManager";
import { IDisposable, Scene } from "../../scene";
import { Observable } from "../../Misc/observable";
import { InstancedMesh } from "../../Meshes/instancedMesh";
import { SceneLoader } from "../../Loading/sceneLoader";
import { Color3 } from "../../Maths/math.color";
import { NodeMaterial } from "../../Materials/Node/nodeMaterial";
import { InputBlock } from "../../Materials/Node/Blocks/Input/inputBlock";
import { Material } from "../../Materials/material";
import { Engine } from "../../Engines/engine";
import { Tools } from "../../Misc/tools";
import { Axis } from "../../Maths/math.axis";
import { TransformNode } from "../../Meshes/transformNode";
import { Tags } from "../../Misc/tags";
import { Bone } from "../../Bones/bone";
declare const XRHand: XRHand;
/**
* Configuration interface for the hand tracking feature
*/
export interface IWebXRHandTrackingOptions {
/**
* The xrInput that will be used as source for new hands
*/
xrInput: WebXRInput;
/**
* Configuration object for the joint meshes
*/
jointMeshes?: {
/**
* Should the meshes created be invisible (defaults to false)
*/
invisible?: boolean;
/**
* A source mesh to be used to create instances. Defaults to a sphere.
* This mesh will be the source for all other (25) meshes.
* It should have the general size of a single unit, as the instances will be scaled according to the provided radius
*/
sourceMesh?: Mesh;
/**
* This function will be called after a mesh was created for a specific joint.
* Using this function you can either manipulate the instance or return a new mesh.
* When returning a new mesh the instance created before will be disposed
*/
onHandJointMeshGenerated?: (meshInstance: InstancedMesh, jointId: number, controllerId: string) => AbstractMesh | undefined;
/**
* Should the source mesh stay visible. Defaults to false
*/
keepOriginalVisible?: boolean;
/**
* Scale factor for all instances (defaults to 2)
*/
scaleFactor?: number;
/**
* Should each instance have its own physics impostor
*/
enablePhysics?: boolean;
/**
* If enabled, override default physics properties
*/
physicsProps?: { friction?: number; restitution?: number; impostorType?: number };
/**
* Should the default hand mesh be disabled. In this case, the spheres will be visible (unless set invisible).
*/
disableDefaultHandMesh?: boolean;
/**
* a rigged hand-mesh that will be updated according to the XRHand data provided. This will override the default hand mesh
*/
handMeshes?: {
right: AbstractMesh;
left: AbstractMesh;
};
/**
* Are the meshes prepared for a left-handed system. Default hand meshes are right-handed.
*/
leftHandedSystemMeshes?: boolean;
/**
* If a hand mesh was provided, this array will define what axis will update which node. This will override the default hand mesh
*/
rigMapping?: {
right: string[];
left: string[];
};
/**
* The utilityLayer scene that contains the 3D UI elements. Passing this in turns on near interactions with the index finger tip
*/
sceneForNearInteraction?: Scene;
};
}
/**
* Parts of the hands divided to writs and finger names
*/
export const enum HandPart {
/**
* HandPart - Wrist
*/
WRIST = "wrist",
/**
* HandPart - The thumb
*/
THUMB = "thumb",
/**
* HandPart - Index finger
*/
INDEX = "index",
/**
* HandPart - Middle finger
*/
MIDDLE = "middle",
/**
* HandPart - Ring finger
*/
RING = "ring",
/**
* HandPart - Little finger
*/
LITTLE = "little",
}
enum XRHandJoint {
"wrist" = "wrist",
"thumb-metacarpal" = "thumb-metacarpal",
"thumb-phalanx-proximal" = "thumb-phalanx-proximal",
"thumb-phalanx-distal" = "thumb-phalanx-distal",
"thumb-tip" = "thumb-tip",
"index-finger-metacarpal" = "index-finger-metacarpal",
"index-finger-phalanx-proximal" = "index-finger-phalanx-proximal",
"index-finger-phalanx-intermediate" = "index-finger-phalanx-intermediate",
"index-finger-phalanx-distal" = "index-finger-phalanx-distal",
"index-finger-tip" = "index-finger-tip",
"middle-finger-metacarpal" = "middle-finger-metacarpal",
"middle-finger-phalanx-proximal" = "middle-finger-phalanx-proximal",
"middle-finger-phalanx-intermediate" = "middle-finger-phalanx-intermediate",
"middle-finger-phalanx-distal" = "middle-finger-phalanx-distal",
"middle-finger-tip" = "middle-finger-tip",
"ring-finger-metacarpal" = "ring-finger-metacarpal",
"ring-finger-phalanx-proximal" = "ring-finger-phalanx-proximal",
"ring-finger-phalanx-intermediate" = "ring-finger-phalanx-intermediate",
"ring-finger-phalanx-distal" = "ring-finger-phalanx-distal",
"ring-finger-tip" = "ring-finger-tip",
"pinky-finger-metacarpal" = "pinky-finger-metacarpal",
"pinky-finger-phalanx-proximal" = "pinky-finger-phalanx-proximal",
"pinky-finger-phalanx-intermediate" = "pinky-finger-phalanx-intermediate",
"pinky-finger-phalanx-distal" = "pinky-finger-phalanx-distal",
"pinky-finger-tip" = "pinky-finger-tip",
}
const handJointReferenceArray: XRHandJoint[] = [
XRHandJoint.wrist,
XRHandJoint["thumb-metacarpal"],
XRHandJoint["thumb-phalanx-proximal"],
XRHandJoint["thumb-phalanx-distal"],
XRHandJoint["thumb-tip"],
XRHandJoint["index-finger-metacarpal"],
XRHandJoint["index-finger-phalanx-proximal"],
XRHandJoint["index-finger-phalanx-intermediate"],
XRHandJoint["index-finger-phalanx-distal"],
XRHandJoint["index-finger-tip"],
XRHandJoint["middle-finger-metacarpal"],
XRHandJoint["middle-finger-phalanx-proximal"],
XRHandJoint["middle-finger-phalanx-intermediate"],
XRHandJoint["middle-finger-phalanx-distal"],
XRHandJoint["middle-finger-tip"],
XRHandJoint["ring-finger-metacarpal"],
XRHandJoint["ring-finger-phalanx-proximal"],
XRHandJoint["ring-finger-phalanx-intermediate"],
XRHandJoint["ring-finger-phalanx-distal"],
XRHandJoint["ring-finger-tip"],
XRHandJoint["pinky-finger-metacarpal"],
XRHandJoint["pinky-finger-phalanx-proximal"],
XRHandJoint["pinky-finger-phalanx-intermediate"],
XRHandJoint["pinky-finger-phalanx-distal"],
XRHandJoint["pinky-finger-tip"],
];
/**
* Representing a single hand (with its corresponding native XRHand object)
*/
export class WebXRHand implements IDisposable {
private _scene: Scene;
private _defaultHandMesh: boolean = false;
private _transformNodeMapping: TransformNode[] = [];
private _boneMapping: Bone[] = [];
private _useBones = false;
/**
* Hand-parts definition (key is HandPart)
*/
public handPartsDefinition: { [key: string]: string[] };
/**
* Observers will be triggered when the mesh for this hand was initialized.
*/
public onHandMeshReadyObservable: Observable<WebXRHand> = new Observable();
/**
* Populate the HandPartsDefinition object.
* This is called as a side effect since certain browsers don't have XRHand defined.
*/
private generateHandPartsDefinition() {
return {
[HandPart.WRIST]: [XRHandJoint.wrist],
[HandPart.THUMB]: [XRHandJoint["thumb-metacarpal"], XRHandJoint["thumb-phalanx-proximal"], XRHandJoint["thumb-phalanx-distal"], XRHandJoint["thumb-tip"]],
[HandPart.INDEX]: [
XRHandJoint["index-finger-metacarpal"],
XRHandJoint["index-finger-phalanx-proximal"],
XRHandJoint["index-finger-phalanx-intermediate"],
XRHandJoint["index-finger-phalanx-distal"],
XRHandJoint["index-finger-tip"],
],
[HandPart.MIDDLE]: [
XRHandJoint["middle-finger-metacarpal"],
XRHandJoint["middle-finger-phalanx-proximal"],
XRHandJoint["middle-finger-phalanx-intermediate"],
XRHandJoint["middle-finger-phalanx-distal"],
XRHandJoint["middle-finger-tip"],
],
[HandPart.RING]: [
XRHandJoint["ring-finger-metacarpal"],
XRHandJoint["ring-finger-phalanx-proximal"],
XRHandJoint["ring-finger-phalanx-intermediate"],
XRHandJoint["ring-finger-phalanx-distal"],
XRHandJoint["ring-finger-tip"],
],
[HandPart.LITTLE]: [
XRHandJoint["pinky-finger-metacarpal"],
XRHandJoint["pinky-finger-phalanx-proximal"],
XRHandJoint["pinky-finger-phalanx-intermediate"],
XRHandJoint["pinky-finger-phalanx-distal"],
XRHandJoint["pinky-finger-tip"],
],
};
}
/**
* Construct a new hand object
* @param xrController the controller to which the hand correlates
* @param trackedMeshes the meshes to be used to track the hand joints
* @param _handMesh an optional hand mesh. if not provided, ours will be used
* @param _rigMapping an optional rig mapping for the hand mesh. if not provided, ours will be used
* @param disableDefaultHandMesh should the default mesh creation be disabled
* @param _nearInteractionMesh as optional mesh used for near interaction collision checking
* @param _leftHandedMeshes are the hand meshes left-handed-system meshes
*/
constructor(
/** the controller to which the hand correlates */
public readonly xrController: WebXRInputSource,
/** the meshes to be used to track the hand joints */
public readonly trackedMeshes: Map<string, AbstractMesh>,
private _handMesh?: AbstractMesh,
private _rigMapping?: string[],
disableDefaultHandMesh?: boolean,
private _nearInteractionMesh?: Nullable<AbstractMesh>,
private _leftHandedMeshes?: boolean
) {
this.handPartsDefinition = this.generateHandPartsDefinition();
this._scene = trackedMeshes.get("wrist")!.getScene();
this.onHandMeshReadyObservable.add(() => {
// check if we should use bones or transform nodes
if (!this._rigMapping || !this._handMesh) {
return;
}
const transformNode = this._scene.getTransformNodeByName(this._rigMapping[0]);
if (!transformNode) {
const bone = this._scene.getBoneByName(this._rigMapping[0]);
if (bone) {
this._useBones = true;
}
}
this._handMesh.alwaysSelectAsActiveMesh = true;
this._handMesh.getChildMeshes().forEach((m) => (m.alwaysSelectAsActiveMesh = true));
});
if (this._handMesh && this._rigMapping) {
this._defaultHandMesh = false;
this.onHandMeshReadyObservable.notifyObservers(this);
} else {
if (!disableDefaultHandMesh) {
this._generateDefaultHandMesh();
}
}
// hide the motion controller, if available/loaded
if (this.xrController.motionController) {
if (this.xrController.motionController.rootMesh) {
this.xrController.motionController.rootMesh.setEnabled(false);
} else {
this.xrController.motionController.onModelLoadedObservable.add((controller) => {
if (controller.rootMesh) {
controller.rootMesh.setEnabled(false);
}
});
}
}
this.xrController.onMotionControllerInitObservable.add((motionController) => {
motionController.onModelLoadedObservable.add((controller) => {
if (controller.rootMesh) {
controller.rootMesh.setEnabled(false);
}
});
if (motionController.rootMesh) {
motionController.rootMesh.setEnabled(false);
}
});
}
/**
* Get the hand mesh. It is possible that the hand mesh is not yet ready!
*/
public get handMesh() {
return this._handMesh;
}
/**
* Update this hand from the latest xr frame
* @param xrFrame xrFrame to update from
* @param referenceSpace The current viewer reference space
* @param scaleFactor optional scale factor for the meshes
*/
public updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace, scaleFactor: number = 2) {
const hand = this.xrController.inputSource.hand;
if (!hand) {
return;
}
this.trackedMeshes.forEach((mesh, name) => {
const xrJoint = hand.get(name);
if (xrJoint) {
let pose = xrFrame.getJointPose!(xrJoint, referenceSpace);
if (!pose || !pose.transform) {
return;
}
// get the transformation. can be done with matrix decomposition as well
const pos = pose.transform.position;
const orientation = pose.transform.orientation;
mesh.position.set(pos.x, pos.y, pos.z);
mesh.rotationQuaternion!.set(orientation.x, orientation.y, orientation.z, orientation.w);
// left handed system conversion
// get the radius of the joint. In general it is static, but just in case it does change we update it on each frame.
const radius = (pose.radius || 0.008) * scaleFactor;
mesh.scaling.set(radius, radius, radius);
// if we are using left-handed meshes, transform before applying to the hand mesh
if (this._leftHandedMeshes && !mesh.getScene().useRightHandedSystem) {
mesh.position.z *= -1;
mesh.rotationQuaternion!.z *= -1;
mesh.rotationQuaternion!.w *= -1;
}
// now check for the hand mesh
if (this._handMesh && this._rigMapping) {
const idx = handJointReferenceArray.indexOf(name as XRHandJoint);
if (this._rigMapping[idx]) {
if (this._useBones) {
this._boneMapping[idx] = this._boneMapping[idx] || this._scene.getBoneByName(this._rigMapping[idx]);
if (this._boneMapping[idx]) {
this._boneMapping[idx].setPosition(mesh.position);
this._boneMapping[idx].setRotationQuaternion(mesh.rotationQuaternion!);
mesh.isVisible = false;
}
} else {
this._transformNodeMapping[idx] = this._transformNodeMapping[idx] || this._scene.getTransformNodeByName(this._rigMapping[idx]);
if (this._transformNodeMapping[idx]) {
this._transformNodeMapping[idx].position.copyFrom(mesh.position);
this._transformNodeMapping[idx].rotationQuaternion!.copyFrom(mesh.rotationQuaternion!);
// no scaling at the moment
// this._transformNodeMapping[idx].scaling.copyFrom(mesh.scaling).scaleInPlace(20);
mesh.isVisible = false;
}
}
}
}
if (!this._leftHandedMeshes && !mesh.getScene().useRightHandedSystem) {
mesh.position.z *= -1;
mesh.rotationQuaternion!.z *= -1;
mesh.rotationQuaternion!.w *= -1;
}
}
});
// Update the invisible fingertip collidable
if (this._nearInteractionMesh && this.trackedMeshes.has("index-finger-tip")) {
const indexTipPose = this.trackedMeshes.get("index-finger-tip")!.position;
this._nearInteractionMesh.position.set(indexTipPose.x, indexTipPose.y, indexTipPose.z);
}
}
/**
* Get meshes of part of the hand
* @param part the part of hand to get
* @returns An array of meshes that correlate to the hand part requested
*/
public getHandPartMeshes(part: HandPart): AbstractMesh[] {
return this.handPartsDefinition[part].map((name) => this.trackedMeshes.get(name)!);
}
/**
* Dispose this Hand object
*/
public dispose() {
this.trackedMeshes.forEach((mesh) => mesh.dispose(true)); // spare anything which might have been parented to one
this._nearInteractionMesh?.dispose();
this.onHandMeshReadyObservable.clear();
// dispose the hand mesh, if it is the default one
if (this._defaultHandMesh && this._handMesh) {
this._handMesh.dispose();
}
}
private async _generateDefaultHandMesh() {
try {
const handedness = this.xrController.inputSource.handedness === "right" ? "right" : "left";
const filename = `${handedness === "right" ? "r" : "l"}_hand_rhs.glb`;
const loaded = await SceneLoader.ImportMeshAsync("", "https://assets.babylonjs.com/meshes/HandMeshes/", filename, this._scene);
// shader
const handColors = {
base: Color3.FromInts(116, 63, 203),
fresnel: Color3.FromInts(149, 102, 229),
fingerColor: Color3.FromInts(177, 130, 255),
tipFresnel: Color3.FromInts(220, 200, 255),
};
const handShader = new NodeMaterial("leftHandShader", this._scene, { emitComments: false });
await handShader.loadAsync("https://assets.babylonjs.com/meshes/HandMeshes/handsShader.json");
// build node materials
handShader.build(false);
// depth prepass and alpha mode
handShader.needDepthPrePass = true;
handShader.transparencyMode = Material.MATERIAL_ALPHABLEND;
handShader.alphaMode = Engine.ALPHA_COMBINE;
const handNodes = {
base: handShader.getBlockByName("baseColor") as InputBlock,
fresnel: handShader.getBlockByName("fresnelColor") as InputBlock,
fingerColor: handShader.getBlockByName("fingerColor") as InputBlock,
tipFresnel: handShader.getBlockByName("tipFresnelColor") as InputBlock,
};
handNodes.base.value = handColors.base;
handNodes.fresnel.value = handColors.fresnel;
handNodes.fingerColor.value = handColors.fingerColor;
handNodes.tipFresnel.value = handColors.tipFresnel;
loaded.meshes[1].material = handShader;
loaded.meshes[1].alwaysSelectAsActiveMesh = true;
this._defaultHandMesh = true;
this._handMesh = loaded.meshes[0];
this._rigMapping = [
"wrist_",
"thumb_metacarpal_",
"thumb_proxPhalanx_",
"thumb_distPhalanx_",
"thumb_tip_",
"index_metacarpal_",
"index_proxPhalanx_",
"index_intPhalanx_",
"index_distPhalanx_",
"index_tip_",
"middle_metacarpal_",
"middle_proxPhalanx_",
"middle_intPhalanx_",
"middle_distPhalanx_",
"middle_tip_",
"ring_metacarpal_",
"ring_proxPhalanx_",
"ring_intPhalanx_",
"ring_distPhalanx_",
"ring_tip_",
"little_metacarpal_",
"little_proxPhalanx_",
"little_intPhalanx_",
"little_distPhalanx_",
"little_tip_",
].map((joint) => `${joint}${handedness === "right" ? "R" : "L"}`);
// single change for left handed systems
if (!this._scene.useRightHandedSystem) {
const tm = this._scene.getTransformNodeByName(this._rigMapping[0]);
if (!tm) {
throw new Error("could not find the wrist node");
} else {
tm.parent && (tm.parent as AbstractMesh).rotate(Axis.Y, Math.PI);
}
}
this.onHandMeshReadyObservable.notifyObservers(this);
} catch (e) {
Tools.Error("error loading hand mesh");
console.log(e);
}
}
}
/**
* WebXR Hand Joint tracking feature, available for selected browsers and devices
*/
export class WebXRHandTracking extends WebXRAbstractFeature {
private static _idCounter = 0;
/**
* The module's name
*/
public static readonly Name = WebXRFeatureName.HAND_TRACKING;
/**
* The (Babylon) version of this module.
* This is an integer representing the implementation version.
* This number does not correspond to the WebXR specs version
*/
public static readonly Version = 1;
/**
* This observable will notify registered observers when a new hand object was added and initialized
*/
public onHandAddedObservable: Observable<WebXRHand> = new Observable();
/**
* This observable will notify its observers right before the hand object is disposed
*/
public onHandRemovedObservable: Observable<WebXRHand> = new Observable();
private _hands: {
[controllerId: string]: {
id: number;
handObject: WebXRHand;
};
} = {};
/**
* Creates a new instance of the hit test feature
* @param _xrSessionManager an instance of WebXRSessionManager
* @param options options to use when constructing this feature
*/
constructor(
_xrSessionManager: WebXRSessionManager,
/**
* options to use when constructing this feature
*/
public readonly options: IWebXRHandTrackingOptions
) {
super(_xrSessionManager);
this.xrNativeFeatureName = "hand-tracking";
}
/**
* Check if the needed objects are defined.
* This does not mean that the feature is enabled, but that the objects needed are well defined.
*/
public isCompatible(): boolean {
return typeof XRHand !== "undefined";
}
/**
* attach this feature
* Will usually be called by the features manager
*
* @returns true if successful.
*/
public attach(): boolean {
if (!super.attach()) {
return false;
}
this.options.xrInput.controllers.forEach(this._attachHand);
this._addNewAttachObserver(this.options.xrInput.onControllerAddedObservable, this._attachHand);
this._addNewAttachObserver(this.options.xrInput.onControllerRemovedObservable, (controller) => {
// REMOVE the controller
this._detachHand(controller.uniqueId);
});
return true;
}
/**
* detach this feature.
* Will usually be called by the features manager
*
* @returns true if successful.
*/
public detach(): boolean {
if (!super.detach()) {
return false;
}
Object.keys(this._hands).forEach((controllerId) => {
this._detachHand(controllerId);
});
return true;
}
/**
* Dispose this feature and all of the resources attached
*/
public dispose(): void {
super.dispose();
this.onHandAddedObservable.clear();
}
/**
* Get the hand object according to the controller id
* @param controllerId the controller id to which we want to get the hand
* @returns null if not found or the WebXRHand object if found
*/
public getHandByControllerId(controllerId: string): Nullable<WebXRHand> {
return this._hands[controllerId]?.handObject || null;
}
/**
* Get a hand object according to the requested handedness
* @param handedness the handedness to request
* @returns null if not found or the WebXRHand object if found
*/
public getHandByHandedness(handedness: XRHandedness): Nullable<WebXRHand> {
const handednesses = Object.keys(this._hands).map((key) => this._hands[key].handObject.xrController.inputSource.handedness);
const found = handednesses.indexOf(handedness);
if (found !== -1) {
return this._hands[found].handObject;
}
return null;
}
protected _onXRFrame(_xrFrame: XRFrame): void {
// iterate over the hands object
Object.keys(this._hands).forEach((id) => {
this._hands[id].handObject.updateFromXRFrame(_xrFrame, this._xrSessionManager.referenceSpace, this.options.jointMeshes?.scaleFactor);
});
}
private _attachHand = (xrController: WebXRInputSource) => {
if (!xrController.inputSource.hand || this._hands[xrController.uniqueId]) {
// already attached
return;
}
const hand = xrController.inputSource.hand;
const trackedMeshes = new Map();
const originalMesh = this.options.jointMeshes?.sourceMesh || SphereBuilder.CreateSphere("jointParent", { diameter: 1 });
originalMesh.scaling.set(0.01, 0.01, 0.01);
originalMesh.isVisible = !!this.options.jointMeshes?.keepOriginalVisible;
for (let i = 0; i < hand.size; ++i) {
let newInstance: AbstractMesh = originalMesh.createInstance(`${xrController.uniqueId}-handJoint-${i}`);
if (this.options.jointMeshes?.onHandJointMeshGenerated) {
const returnedMesh = this.options.jointMeshes.onHandJointMeshGenerated(newInstance as InstancedMesh, i, xrController.uniqueId);
if (returnedMesh) {
if (returnedMesh !== newInstance) {
newInstance.dispose();
newInstance = returnedMesh;
}
}
}
newInstance.isPickable = false;
if (this.options.jointMeshes?.enablePhysics) {
const props = this.options.jointMeshes.physicsProps || {};
const type = props.impostorType !== undefined ? props.impostorType : PhysicsImpostor.SphereImpostor;
newInstance.physicsImpostor = new PhysicsImpostor(newInstance, type, { mass: 0, ...props });
}
newInstance.rotationQuaternion = new Quaternion();
if (this.options.jointMeshes?.invisible) {
newInstance.isVisible = false;
}
trackedMeshes.set(handJointReferenceArray[i], newInstance);
}
let touchMesh: Nullable<AbstractMesh> = null;
if (this.options.jointMeshes?.sceneForNearInteraction) {
touchMesh = SphereBuilder.CreateSphere(`${xrController.uniqueId}-handJoint-indexCollidable`, {}, this.options.jointMeshes.sceneForNearInteraction);
touchMesh.isVisible = false;
Tags.AddTagsTo(touchMesh, "touchEnabled");
}
const handedness = xrController.inputSource.handedness === "right" ? "right" : "left";
const handMesh = this.options.jointMeshes?.handMeshes && this.options.jointMeshes?.handMeshes[handedness];
const rigMapping = this.options.jointMeshes?.rigMapping && this.options.jointMeshes?.rigMapping[handedness];
const webxrHand = new WebXRHand(
xrController,
trackedMeshes,
handMesh,
rigMapping,
this.options.jointMeshes?.disableDefaultHandMesh,
touchMesh,
this.options.jointMeshes?.leftHandedSystemMeshes
);
// get two new meshes
this._hands[xrController.uniqueId] = {
handObject: webxrHand,
id: WebXRHandTracking._idCounter++,
};
this.onHandAddedObservable.notifyObservers(webxrHand);
};
private _detachHand(controllerId: string) {
if (this._hands[controllerId]) {
this.onHandRemovedObservable.notifyObservers(this._hands[controllerId].handObject);
this._hands[controllerId].handObject.dispose();
delete this._hands[controllerId];
}
}
}
//register the plugin
WebXRFeaturesManager.AddWebXRFeature(
WebXRHandTracking.Name,
(xrSessionManager, options) => {
return () => new WebXRHandTracking(xrSessionManager, options);
},
WebXRHandTracking.Version,
false
);