Initial project import
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65
node_modules/three-stdlib/webxr/OculusHandPointerModel.d.ts
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65
node_modules/three-stdlib/webxr/OculusHandPointerModel.d.ts
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import {
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BufferGeometry,
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Intersection,
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Mesh,
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MeshBasicMaterial,
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Object3D,
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Raycaster,
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SphereGeometry,
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Texture,
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Vector3,
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} from 'three'
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export class OculusHandPointerModel extends Object3D {
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hand: Object3D
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controller: Object3D
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motionController: Object3D | null
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envMap: Texture | null
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mesh: Mesh | null
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pointerGeometry: BufferGeometry | null
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pointerMesh: Mesh<BufferGeometry, MeshBasicMaterial> | null
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pointerObject: Object3D | null
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pinched: boolean
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attached: boolean
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cursorObject: Mesh<SphereGeometry, MeshBasicMaterial> | null
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raycaster: Raycaster
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visible: boolean
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xrInputSource: unknown
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constructor(hand: Object3D, controller: Object3D)
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private _drawVerticesRing(vertices: number[], baseVector: Vector3, ringIndex: number): void
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private _updatePointerVertices(rearRadius: number): void
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public createPointer(): void
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private _updateRaycaster(): void
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private _updatePointer(): void
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public updateMatrixWorld(force?: boolean): void
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public isPinched(): boolean
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public setAttached(attached: boolean): void
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public isAttached(): boolean
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public intersectObject(object: Object3D, recursive?: boolean): Intersection[] | void
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public intersectObjects(objects: Object3D[], recursive?: boolean): Intersection[] | void
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public checkIntersections(objects: Object3D[], recursive?: boolean): void
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public setCursor(distance: number): void
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public dispose(): void
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}
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