File: OculusHandPointerModel.md | Updated: 11/15/2025
Represents an Oculus hand pointer model.
OculusHandPointerModel is an addon, and must be imported explicitly, see Installation#Addons.
import { OculusHandPointerModel } from 'three/addons/webxr/OculusHandPointerModel.js';
Constructs a new Oculus hand model.
hand | The hand controller.
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controller | The WebXR controller in target ray space.
Whether the model is attached or not.
Default is false.
The WebXR controller in target ray space.
The cursor object.
Default is null.
The hand controller.
Whether the model is pinched or not.
Default is false.
The pointer geometry.
Default is null.
The pointer mesh.
Default is null.
The pointer object that holds the pointer mesh.
Default is null.
The internal raycaster used for detecting intersections.
Default is null.
Checks for intersections between the model's raycaster and the given objects. The method updates the cursor object to the intersection point.
objects | The 3D objects to check for intersection with the ray.
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recursive | If set to true, it also checks all descendants. Otherwise it only checks intersection with the object. Default is false.
Creates a pointer mesh and adds it to this model.
Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
Performs an intersection test with the model's raycaster and the given object.
object | The 3D object to check for intersection with the ray.
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recursive | If set to true, it also checks all descendants. Otherwise it only checks intersection with the object. Default is true.
Returns: An array holding the intersection points.
Performs an intersection test with the model's raycaster and the given objects.
objects | The 3D objects to check for intersection with the ray.
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recursive | If set to true, it also checks all descendants. Otherwise it only checks intersection with the object. Default is true.
Returns: An array holding the intersection points.
Returns true is the model is attached.
Returns: Whether the model is attached or not.
Returns true is the model is pinched.
Returns: Whether the model is pinched or not.
Sets the attached state.
attached | Whether the model is attached or not.
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Sets the cursor to the given distance.
distance | The distance to set the cursor to.
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Overwritten with a custom implementation. Makes sure the internal pointer and raycaster are updated.
force | When set to true, a recomputation of world matrices is forced even when Object3D#matrixWorldAutoUpdate is set to false. Default is false.
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Overrides: Object3D#updateMatrixWorld