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@@ -5784,7 +5784,7 @@ THREE.Ray.prototype = {
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this.direction.copy( v ).sub( this.origin ).normalize();
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return this;
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-
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+
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},
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recast: function () {
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@@ -5855,7 +5855,7 @@ THREE.Ray.prototype = {
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return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
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- // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
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+ // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
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// It returns the min distance between the ray and the segment
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// defined by v0 and v1
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// It can also set two optional targets :
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@@ -6176,7 +6176,7 @@ THREE.Ray.prototype = {
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return function ( a, b, c, backfaceCulling, optionalTarget ) {
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- // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
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+ // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
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edge1.subVectors( b, a );
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edge2.subVectors( c, a );
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@@ -28670,7 +28670,7 @@ THREE.WebGLCapabilities = function ( gl, extensions, parameters ) {
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this.getMaxPrecision = getMaxPrecision;
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- this.precision = parameters.precision !== undefined ? parameters.precision : 'highp',
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+ this.precision = parameters.precision !== undefined ? parameters.precision : 'highp';
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this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false;
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this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
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