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

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