EventDispatcherObject3D

OculusHandModel

Represents an Oculus hand model.

Import

OculusHandModel is an addon, and must be imported explicitly, see Installation#Addons.

import { OculusHandModel } from 'three/addons/webxr/OculusHandModel.js';

Constructor

new OculusHandModel( controller : Group, loader : Loader, onLoad : function )

Constructs a new Oculus hand model.

controller

The hand controller.

loader

A loader that is used to load hand models.

Default is null.

onLoad

A callback that is executed when a hand model has been loaded.

Default is null.

Properties

.controller : Group

The hand controller.

.envMap : Texture

The model's environment map.

Default is null.

.loader : Loader

A loader that is used to load hand models.

Default is null.

.mesh : Mesh

The model mesh.

Default is null.

.motionController : MotionController

The motion controller.

Default is null.

.onLoad : function

A callback that is executed when a hand model has been loaded.

Default is null.

.path : string

The path to the model repository.

Default is null.

Methods

.checkButton( button : Object )

Executed actions depending on the interaction state with the given button.

button

The button.

.getPointerPosition() : Vector3

Returns the pointer position which is the position of the index finger tip.

Returns: The pointer position. Returns null if not index finger tip joint was found.

.intersectBoxObject( boxObject : Mesh ) : boolean

Returns true if the current pointer position (the index finger tip) intersections with the given box object.

boxObject

The box object.

Returns: Whether an intersection was found or not.

.updateMatrixWorld( force : boolean )

Overwritten with a custom implementation. Makes sure the motion controller updates the mesh.

force

When set to true, a recomputation of world matrices is forced even when Object3D#matrixWorldAutoUpdate is set to false.

Default is false.

Overrides: Object3D#updateMatrixWorld

Source

examples/jsm/webxr/OculusHandModel.js