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@@ -6708,7 +6708,7 @@ const _x = /*@__PURE__*/ new Vector3();
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const _y = /*@__PURE__*/ new Vector3();
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const _z = /*@__PURE__*/ new Vector3();
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-const _matrix$1 = /*@__PURE__*/ new Matrix4();
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+const _matrix$2 = /*@__PURE__*/ new Matrix4();
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const _quaternion$3 = /*@__PURE__*/ new Quaternion();
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class Euler {
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@@ -6943,9 +6943,9 @@ class Euler {
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setFromQuaternion( q, order, update ) {
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- _matrix$1.makeRotationFromQuaternion( q );
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+ _matrix$2.makeRotationFromQuaternion( q );
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- return this.setFromRotationMatrix( _matrix$1, order, update );
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+ return this.setFromRotationMatrix( _matrix$2, order, update );
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}
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@@ -33191,7 +33191,7 @@ class MultiDrawRenderList {
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}
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const ID_ATTR_NAME = 'batchId';
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-const _matrix = /*@__PURE__*/ new Matrix4();
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+const _matrix$1 = /*@__PURE__*/ new Matrix4();
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const _invMatrixWorld = /*@__PURE__*/ new Matrix4();
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const _identityMatrix = /*@__PURE__*/ new Matrix4();
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const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
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@@ -33414,8 +33414,8 @@ class BatchedMesh extends Mesh {
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if ( active[ i ] === false ) continue;
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- this.getMatrixAt( i, _matrix );
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- this.getBoundingBoxAt( i, _box$1 ).applyMatrix4( _matrix );
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+ this.getMatrixAt( i, _matrix$1 );
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+ this.getBoundingBoxAt( i, _box$1 ).applyMatrix4( _matrix$1 );
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boundingBox.union( _box$1 );
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}
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@@ -33439,8 +33439,8 @@ class BatchedMesh extends Mesh {
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if ( active[ i ] === false ) continue;
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- this.getMatrixAt( i, _matrix );
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- this.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix );
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+ this.getMatrixAt( i, _matrix$1 );
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+ this.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );
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boundingSphere.union( _sphere$2 );
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}
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@@ -34047,8 +34047,8 @@ class BatchedMesh extends Mesh {
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if ( visibility[ i ] && active[ i ] ) {
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// get the bounds in world space
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- this.getMatrixAt( i, _matrix );
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- this.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix );
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+ this.getMatrixAt( i, _matrix$1 );
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+ this.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );
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// determine whether the batched geometry is within the frustum
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let culled = false;
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@@ -34105,8 +34105,8 @@ class BatchedMesh extends Mesh {
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if ( perObjectFrustumCulled ) {
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// get the bounds in world space
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- this.getMatrixAt( i, _matrix );
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- this.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix );
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+ this.getMatrixAt( i, _matrix$1 );
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+ this.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );
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culled = ! _frustum.intersectsSphere( _sphere$2 );
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}
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@@ -51253,6 +51253,8 @@ class GLBufferAttribute {
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}
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+const _matrix = /*@__PURE__*/ new Matrix4();
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+
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class Raycaster {
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constructor( origin, direction, near = 0, far = Infinity ) {
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@@ -51305,6 +51307,17 @@ class Raycaster {
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}
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+ setFromXRController( controller ) {
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+
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+ _matrix.identity().extractRotation( controller.matrixWorld );
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+
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+ this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
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+ this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );
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+
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+ return this;
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+
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+ }
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+
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intersectObject( object, recursive = true, intersects = [] ) {
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intersectObject( object, this, intersects, recursive );
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