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Rename intersectionRay + add it in Triangle.prototype.

stephomi 12 years ago
parent
commit
15ac1a6f4e
2 changed files with 11 additions and 5 deletions
  1. 4 4
      src/core/Raycaster.js
  2. 7 1
      src/math/Triangle.js

+ 4 - 4
src/core/Raycaster.js

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

+ 7 - 1
src/math/Triangle.js

@@ -92,7 +92,7 @@ THREE.Triangle.containsPoint = function() {
 
 }();
 
-THREE.Triangle.intersectionRayTriangle = function ()	{
+THREE.Triangle.intersectionRay = function ()	{
 
 	// Compute the offset origin, edges, and normal.
 	var diff = new THREE.Vector3();
@@ -238,6 +238,12 @@ THREE.Triangle.prototype = {
 
 	},
 
+	intersectionRay: function ( ray, backfaceCulling ) {
+
+		return THREE.Triangle.intersectionRay( ray, this.a, this.b, this.c, backfaceCulling );
+
+	},
+
 	equals: function ( triangle ) {
 
 		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );