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@@ -52,6 +52,293 @@ THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
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};
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+
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+THREE.Mesh.prototype.raycast = ( function () {
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+
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+ var inverseMatrix = new THREE.Matrix4();
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+ var ray = new THREE.Ray();
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+ var sphere = new THREE.Sphere();
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+
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+ var vA = new THREE.Vector3();
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+ var vB = new THREE.Vector3();
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+ var vC = new THREE.Vector3();
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+
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+ return function ( raycaster, intersects ) {
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+
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+ var geometry = this.geometry;
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+
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+ // Checking boundingSphere distance to ray
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+
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+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
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+
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+ sphere.copy( geometry.boundingSphere );
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+ sphere.applyMatrix4( this.matrixWorld );
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+
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+ if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
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+
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+ return;
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+
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+ }
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+
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+ // Check boundingBox before continuing
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+
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+ inverseMatrix.getInverse( this.matrixWorld );
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+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
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+
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+ if ( geometry.boundingBox !== null ) {
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+
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+ if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
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+
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+ return;
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+
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+ }
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+
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+ }
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+
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+ if ( geometry instanceof THREE.BufferGeometry ) {
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+
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+ var material = this.material;
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+
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+ if ( material === undefined ) return;
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+
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+ var attributes = geometry.attributes;
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+
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+ var a, b, c;
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+ var precision = raycaster.precision;
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+
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+ if ( attributes.index !== undefined ) {
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+
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+ var indices = attributes.index.array;
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+ var positions = attributes.position.array;
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+ var offsets = geometry.offsets;
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+
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+ if ( offsets.length === 0 ) {
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+
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+ offsets = [ { start: 0, count: indices.length, index: 0 } ];
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+
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+ }
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+
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+ for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
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+
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+ var start = offsets[ oi ].start;
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+ var count = offsets[ oi ].count;
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+ var index = offsets[ oi ].index;
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+
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+ for ( var i = start, il = start + count; i < il; i += 3 ) {
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+
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+ a = index + indices[ i ];
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+ b = index + indices[ i + 1 ];
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+ c = index + indices[ i + 2 ];
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+
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+ vA.set(
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+ positions[ a * 3 ],
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+ positions[ a * 3 + 1 ],
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+ positions[ a * 3 + 2 ]
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+ );
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+ vB.set(
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+ positions[ b * 3 ],
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+ positions[ b * 3 + 1 ],
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+ positions[ b * 3 + 2 ]
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+ );
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+ vC.set(
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+ positions[ c * 3 ],
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+ positions[ c * 3 + 1 ],
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+ positions[ c * 3 + 2 ]
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+ );
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+
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+
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+ if ( material.side === THREE.BackSide ) {
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+
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+ var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
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+
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+ } else {
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+
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+ var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
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+
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+ }
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+
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+ if ( intersectionPoint === null ) continue;
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+
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+ intersectionPoint.applyMatrix4( this.matrixWorld );
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+
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+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
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+
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+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
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+
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+ intersects.push( {
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+
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+ distance: distance,
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+ point: intersectionPoint,
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+ indices: [a, b, c],
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+ face: null,
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+ faceIndex: null,
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+ object: this
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+
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+ } );
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+
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+ }
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+
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+ }
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+
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+ } else {
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+
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+ var positions = attributes.position.array;
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+
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+ for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
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+
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+ a = i;
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+ b = i + 1;
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+ c = i + 2;
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+
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+ vA.set(
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+ positions[ j ],
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+ positions[ j + 1 ],
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+ positions[ j + 2 ]
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+ );
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+ vB.set(
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+ positions[ j + 3 ],
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+ positions[ j + 4 ],
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+ positions[ j + 5 ]
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+ );
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+ vC.set(
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+ positions[ j + 6 ],
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+ positions[ j + 7 ],
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+ positions[ j + 8 ]
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+ );
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+
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+
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+ if ( material.side === THREE.BackSide ) {
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+
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+ var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
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+
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+ } else {
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+
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+ var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
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+
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+ }
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+
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+ if ( intersectionPoint === null ) continue;
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+
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+ intersectionPoint.applyMatrix4( this.matrixWorld );
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+
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+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
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+
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+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
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+
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+ intersects.push( {
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+
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+ distance: distance,
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+ point: intersectionPoint,
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+ indices: [ a, b, c ],
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+ face: null,
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+ faceIndex: null,
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+ object: this
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+
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+ } );
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+
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+ }
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+
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+ }
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+
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+ } else if ( geometry instanceof THREE.Geometry ) {
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+
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+ var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
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+ var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
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+
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+ var a, b, c, d;
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+ var precision = raycaster.precision;
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+
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+ var vertices = geometry.vertices;
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+
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+ for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
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+
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+ var face = geometry.faces[ f ];
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+
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+ var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
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+
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+ if ( material === undefined ) continue;
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+
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+ a = vertices[ face.a ];
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+ b = vertices[ face.b ];
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+ c = vertices[ face.c ];
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+
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+ if ( material.morphTargets === true ) {
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+
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+ var morphTargets = geometry.morphTargets;
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+ var morphInfluences = this.morphTargetInfluences;
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+
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+ vA.set( 0, 0, 0 );
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+ vB.set( 0, 0, 0 );
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+ vC.set( 0, 0, 0 );
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+
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+ for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
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+
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+ var influence = morphInfluences[ t ];
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+
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+ if ( influence === 0 ) continue;
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+
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+ var targets = morphTargets[ t ].vertices;
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+
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+ vA.x += ( targets[ face.a ].x - a.x ) * influence;
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+ vA.y += ( targets[ face.a ].y - a.y ) * influence;
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+ vA.z += ( targets[ face.a ].z - a.z ) * influence;
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+
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+ vB.x += ( targets[ face.b ].x - b.x ) * influence;
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+ vB.y += ( targets[ face.b ].y - b.y ) * influence;
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+ vB.z += ( targets[ face.b ].z - b.z ) * influence;
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+
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+ vC.x += ( targets[ face.c ].x - c.x ) * influence;
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+ vC.y += ( targets[ face.c ].y - c.y ) * influence;
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+ vC.z += ( targets[ face.c ].z - c.z ) * influence;
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+
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+ }
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+
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+ vA.add( a );
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+ vB.add( b );
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+ vC.add( c );
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+
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+ a = vA;
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+ b = vB;
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+ c = vC;
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+
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+ }
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+
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+ if ( material.side === THREE.BackSide ) {
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+
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+ var intersectionPoint = ray.intersectTriangle( c, b, a, true );
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+
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+ } else {
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+
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+ var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
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+
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+ }
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+
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+ if ( intersectionPoint === null ) continue;
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+
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+ intersectionPoint.applyMatrix4( this.matrixWorld );
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+
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+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
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+
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+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
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+
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+ intersects.push( {
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+
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+ distance: distance,
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+ point: intersectionPoint,
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+ face: face,
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+ faceIndex: f,
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+ object: this
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+
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+ } );
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+
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+ }
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+
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+ }
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+
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+ };
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+
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+}() );
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+
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THREE.Mesh.prototype.clone = function ( object, recursive ) {
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if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
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