eset the result so we can check if there was a hit by checking if the fraction <= 1
					jRayResult.Reset();
					transformedShape.CastRay(jRay, jRayResult);
					if (jRayResult.mFraction <= 1) {
						// mFraction is between 0 and 1. By multiplying the direction ray scalar, we turn it into a true offset of the hit, relative to the origin.
						const intersectThreeVector = origin.add(direction.multiplyScalar(jRayResult.mFraction));
						cursorIndicator.position.copy(intersectThreeVector);
						cursorIndi