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@types/three

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import "webxr"; import { BufferGeometry, Intersection, Mesh, MeshBasicMaterial, Object3D, Raycaster, SphereGeometry, Texture, Vector3, } from "three"; import { XRHandMeshModel } from "./XRHandMeshModel.js"; export class OculusHandPointerModel extends Object3D { hand: Object3D; controller: Object3D; motionController: XRHandMeshModel | 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: XRInputSource; 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; }