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Merge pull request #13530 from Mugen87/dev4

 Remove optionalTarget: More clean up
Mr.doob 7 years ago
parent
commit
1a0dc82ae5
3 changed files with 10 additions and 6 deletions
  1. 4 4
      src/math/Triangle.js
  2. 4 1
      src/objects/Mesh.js
  3. 2 1
      src/objects/Points.js

+ 4 - 4
src/math/Triangle.js

@@ -187,12 +187,12 @@ Object.assign( Triangle.prototype, {
 
 
 	plane: function ( target ) {
 	plane: function ( target ) {
 
 
-	if ( target === undefined ) {
+		if ( target === undefined ) {
 
 
-		console.warn( 'THREE.Triangle: .plane() target is now required' );
-		target = new Vector3();
+			console.warn( 'THREE.Triangle: .plane() target is now required' );
+			target = new Vector3();
 
 
-	}
+		}
 
 
 		return target.setFromCoplanarPoints( this.a, this.b, this.c );
 		return target.setFromCoplanarPoints( this.a, this.b, this.c );
 
 

+ 4 - 1
src/objects/Mesh.js

@@ -210,7 +210,10 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
 
 
 				}
 				}
 
 
-				intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );
+				var face = new Face3( a, b, c );
+				Triangle.normal( vA, vB, vC, face.normal );
+
+				intersection.face = face;
 				intersection.faceIndex = a;
 				intersection.faceIndex = a;
 
 
 			}
 			}

+ 2 - 1
src/objects/Points.js

@@ -58,6 +58,7 @@ Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
 			var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
 			var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
 			var localThresholdSq = localThreshold * localThreshold;
 			var localThresholdSq = localThreshold * localThreshold;
 			var position = new Vector3();
 			var position = new Vector3();
+			var intersectPoint = new Vector3();
 
 
 			function testPoint( point, index ) {
 			function testPoint( point, index ) {
 
 
@@ -65,7 +66,7 @@ Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
 
 
 				if ( rayPointDistanceSq < localThresholdSq ) {
 				if ( rayPointDistanceSq < localThresholdSq ) {
 
 
-					var intersectPoint = ray.closestPointToPoint( point );
+					ray.closestPointToPoint( point, intersectPoint );
 					intersectPoint.applyMatrix4( matrixWorld );
 					intersectPoint.applyMatrix4( matrixWorld );
 
 
 					var distance = raycaster.ray.origin.distanceTo( intersectPoint );
 					var distance = raycaster.ray.origin.distanceTo( intersectPoint );