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three.js
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2f6a46e8
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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2f6a46e8
编写于
5月 14, 2012
作者:
N
niklassa
浏览文件
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浏览文件
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电子邮件补丁
差异文件
implemented near/far
上级
b7f255e1
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
16 addition
and
11 deletion
+16
-11
src/core/Ray.js
src/core/Ray.js
+16
-11
未找到文件。
src/core/Ray.js
浏览文件 @
2f6a46e8
...
...
@@ -2,11 +2,12 @@
* @author mr.doob / http://mrdoob.com/
*/
THREE
.
Ray
=
function
(
origin
,
direction
,
range
)
{
THREE
.
Ray
=
function
(
origin
,
direction
,
near
,
far
)
{
this
.
origin
=
origin
||
new
THREE
.
Vector3
();
this
.
direction
=
direction
||
new
THREE
.
Vector3
();
this
.
range
=
range
||
-
1
;
this
.
near
=
near
||
0
;
this
.
far
=
far
||
Infinity
;
var
precision
=
0.0001
;
...
...
@@ -46,9 +47,10 @@ THREE.Ray = function ( origin, direction, range ) {
// Checking range, note that distance may be actually greater then this.range,
// because we also consider object.scale.x
if
(
this
.
range
>=
0
)
{
distance
=
vector
.
sub
(
this
.
origin
,
object
.
matrixWorld
.
getPosition
()
).
length
();
if
(
distance
>
object
.
scale
.
x
+
this
.
range
)
return
[];
if
(
this
.
far
<
Infinity
||
this
.
near
>
0
)
{
distance
=
vector
.
sub
(
this
.
origin
,
object
.
matrixWorld
.
getPosition
()).
length
();
if
(
distance
>
object
.
scale
.
x
+
this
.
far
)
return
[];
if
(
distance
<
-
object
.
scale
.
x
+
this
.
near
)
return
[];
}
distance
=
distanceFromIntersection
(
this
.
origin
,
this
.
direction
,
object
.
matrixWorld
.
getPosition
()
);
...
...
@@ -79,10 +81,11 @@ THREE.Ray = function ( origin, direction, range ) {
var
distance
;
// Checking distance to origin
if
(
this
.
range
>=
0
)
{
if
(
this
.
far
<
Infinity
||
this
.
near
>
0
)
{
distance
=
vector
.
sub
(
object
.
matrixWorld
.
getPosition
(),
this
.
origin
).
length
();
if
(
distance
>
scaledRadius
+
this
.
range
)
return
intersects
;
if
(
distance
>
scaledRadius
+
this
.
far
)
return
intersects
;
if
(
distance
<
-
scaledRadius
+
this
.
near
)
return
intersects
;
}
...
...
@@ -139,8 +142,10 @@ THREE.Ray = function ( origin, direction, range ) {
intersectPoint
.
add
(
originCopy
,
directionCopy
.
multiplyScalar
(
scalar
)
);
// Check for range
if
(
(
this
.
range
>=
0
)
&&
(
vector
.
sub
(
this
.
origin
,
intersectPoint
).
lengthSq
()
>
rangeSq
)
)
continue
;
// Checking distance to origin (would be calculated anyway)
distance
=
originCopy
.
distanceTo
(
intersectPoint
);
if
(
distance
>
this
.
far
)
continue
;
if
(
distance
<
this
.
near
)
continue
;
if
(
face
instanceof
THREE
.
Face3
)
{
...
...
@@ -152,7 +157,7 @@ THREE.Ray = function ( origin, direction, range ) {
intersect
=
{
distance
:
originCopy
.
distanceTo
(
intersectPoint
)
,
distance
:
distance
,
point
:
intersectPoint
.
clone
(),
face
:
face
,
object
:
object
...
...
@@ -174,7 +179,7 @@ THREE.Ray = function ( origin, direction, range ) {
intersect
=
{
distance
:
originCopy
.
distanceTo
(
intersectPoint
)
,
distance
:
distance
,
point
:
intersectPoint
.
clone
(),
face
:
face
,
object
:
object
...
...
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