File: //var/www/aspa/three/addons/webxr/XRHandPrimitiveModel.js
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 };