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if ( ! THREE.Triangle.containsPoint( intersectPoint, vA, vB, vC ) ) continue;
|
|
if ( ! THREE.Triangle.containsPoint( intersectPoint, vA, vB, vC ) ) continue;
|
|
distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
|
|
distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
|
|
point: raycaster.ray.at(planeDistance),
|
|
point: raycaster.ray.at(planeDistance),
|