未验证 提交 26978c4e 编写于 作者: L Leven 提交者: GitHub

compute the necessary inverse and reuse it

上级 edb29932
......@@ -20,6 +20,8 @@ THREE.DragControls = function ( _objects, _camera, _domElement ) {
var _offset = new THREE.Vector3();
var _intersection = new THREE.Vector3();
var _worldPosition = new THREE.Vector3();
var _inverseMatrix = new THREE.Matrix4();
var _selected = null, _hovered = null;
//
......@@ -71,7 +73,7 @@ THREE.DragControls = function ( _objects, _camera, _domElement ) {
if ( _raycaster.ray.intersectPlane( _plane, _intersection ) ) {
_selected.position.copy( _selected.parent.worldToLocal( _intersection.sub( _offset ) ) );
_selected.position.copy( _intersection.sub( _offset ).applyMatrix4( _inverseMatrix ) );
}
......@@ -129,6 +131,7 @@ THREE.DragControls = function ( _objects, _camera, _domElement ) {
if ( _raycaster.ray.intersectPlane( _plane, _intersection ) ) {
_inverseMatrix.getInverse( _selected.parent.matrixWorld );
_offset.copy( _intersection ).sub( _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );
}
......@@ -174,7 +177,7 @@ THREE.DragControls = function ( _objects, _camera, _domElement ) {
if ( _raycaster.ray.intersectPlane( _plane, _intersection ) ) {
_selected.position.copy( _selected.parent.worldToLocal( _intersection.sub( _offset ) ) );
_selected.position.copy( _intersection.sub( _offset ).applyMatrix4( _inverseMatrix ) );
}
......@@ -208,6 +211,7 @@ THREE.DragControls = function ( _objects, _camera, _domElement ) {
if ( _raycaster.ray.intersectPlane( _plane, _intersection ) ) {
_inverseMatrix.getInverse( _selected.parent.matrixWorld );
_offset.copy( _intersection ).sub( _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );
}
......
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