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@@ -158,7 +158,7 @@
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positions[ c * 3 + 2 ]
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positions[ c * 3 + 2 ]
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);
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);
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- var interPoint = THREE.Triangle.intersectionRayTriangle( localRay, vA, vB, vC, material.side !== THREE.DoubleSide );
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+ var interPoint = THREE.Triangle.intersectionRay( localRay, vA, vB, vC, material.side !== THREE.DoubleSide );
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if ( !interPoint ) continue;
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if ( !interPoint ) continue;
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@@ -212,7 +212,7 @@
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a = vertices[ face.a ];
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a = vertices[ face.a ];
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b = vertices[ face.b ];
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b = vertices[ face.b ];
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c = vertices[ face.c ];
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c = vertices[ face.c ];
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- interPoint = THREE.Triangle.intersectionRayTriangle( localRay, a, b, c, material.side !== THREE.DoubleSide );
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+ interPoint = THREE.Triangle.intersectionRay( localRay, a, b, c, material.side !== THREE.DoubleSide );
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if ( !interPoint ) {
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if ( !interPoint ) {
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@@ -226,11 +226,11 @@
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b = vertices[ face.b ];
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b = vertices[ face.b ];
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c = vertices[ face.c ];
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c = vertices[ face.c ];
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d = vertices[ face.d ];
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d = vertices[ face.d ];
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- interPoint = THREE.Triangle.intersectionRayTriangle( localRay, a, b, d, material.side !== THREE.DoubleSide );
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+ interPoint = THREE.Triangle.intersectionRay( localRay, a, b, d, material.side !== THREE.DoubleSide );
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if( !interPoint ) {
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if( !interPoint ) {
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- interPoint = THREE.Triangle.intersectionRayTriangle( localRay, b, c, d, material.side !== THREE.DoubleSide );
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+ interPoint = THREE.Triangle.intersectionRay( localRay, b, c, d, material.side !== THREE.DoubleSide );
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if( !interPoint ) continue;
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if( !interPoint ) continue;
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