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@@ -1,496 +0,0 @@
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-/**
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- * @author bartek drozdz / http://everyday3d.com/
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- */
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-
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-THREE.PlaneCollider = function( point, normal ) {
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-
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- this.point = point;
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- this.normal = normal;
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-
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-};
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-
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-
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-THREE.SphereCollider = function( center, radius ) {
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-
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- this.center = center;
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- this.radius = radius;
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- this.radiusSq = radius * radius;
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-
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-};
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-
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-THREE.BoxCollider = function( min, max ) {
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-
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- this.min = min;
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- this.max = max;
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- this.dynamic = true;
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-
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- this.normal = new THREE.Vector3();
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-
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-};
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-
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-THREE.MeshCollider = function( mesh, box ) {
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-
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- this.mesh = mesh;
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- this.box = box;
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- this.numFaces = this.mesh.geometry.faces.length;
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-
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- this.normal = new THREE.Vector3();
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-
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-};
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-
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-THREE.CollisionSystem = function() {
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-
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- this.collisionNormal = new THREE.Vector3();
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- this.colliders = [];
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- this.hits = [];
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-
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- // console.log("Collision system init / 004");
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-
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-};
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-
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-THREE.Collisions = new THREE.CollisionSystem();
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-
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-THREE.CollisionSystem.prototype.merge = function( collisionSystem ) {
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-
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- Array.prototype.push.apply( this.colliders, collisionSystem.colliders );
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- Array.prototype.push.apply( this.hits, collisionSystem.hits );
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-
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-};
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-
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-THREE.CollisionSystem.prototype.rayCastAll = function( ray ) {
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-
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- ray.direction.normalize();
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-
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- this.hits.length = 0;
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-
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- var i, l, d, collider,
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- ld = 0;
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-
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- for ( i = 0, l = this.colliders.length; i < l; i++ ) {
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-
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- collider = this.colliders[ i ];
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-
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- d = this.rayCast( ray, collider );
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-
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- if ( d < Number.MAX_VALUE ) {
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-
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- collider.distance = d;
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-
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- if ( d > ld )
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- this.hits.push( collider );
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- else
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- this.hits.unshift( collider );
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-
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- ld = d;
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-
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- }
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-
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- }
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-
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- return this.hits;
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-
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-};
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-
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-THREE.CollisionSystem.prototype.rayCastNearest = function( ray ) {
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-
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- var cs = this.rayCastAll( ray );
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-
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- if( cs.length == 0 ) return null;
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-
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- var i = 0;
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-
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- while( cs[ i ] instanceof THREE.MeshCollider ) {
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-
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- var dist_index = this.rayMesh ( ray, cs[ i ] );
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-
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- if( dist_index.dist < Number.MAX_VALUE ) {
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-
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- cs[ i ].distance = dist_index.dist;
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- cs[ i ].faceIndex = dist_index.faceIndex;
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- break;
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-
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- }
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-
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- i++;
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-
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- }
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-
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- if ( i > cs.length ) return null;
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-
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- return cs[ i ];
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-
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-};
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-
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-THREE.CollisionSystem.prototype.rayCast = function( ray, collider ) {
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-
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- if ( collider instanceof THREE.PlaneCollider )
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- return this.rayPlane( ray, collider );
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-
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- else if ( collider instanceof THREE.SphereCollider )
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- return this.raySphere( ray, collider );
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-
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- else if ( collider instanceof THREE.BoxCollider )
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- return this.rayBox( ray, collider );
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-
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- else if ( collider instanceof THREE.MeshCollider && collider.box )
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- return this.rayBox( ray, collider.box );
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-
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-};
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-
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-THREE.CollisionSystem.prototype.rayMesh = function( r, me ) {
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-
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- var rt = this.makeRayLocal( r, me.mesh );
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-
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- var d = Number.MAX_VALUE;
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- var nearestface;
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-
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- for( var i = 0; i < me.numFaces; i++ ) {
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- var face = me.mesh.geometry.faces[i];
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- var p0 = me.mesh.geometry.vertices[ face.a ].position;
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- var p1 = me.mesh.geometry.vertices[ face.b ].position;
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- var p2 = me.mesh.geometry.vertices[ face.c ].position;
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- var p3 = face instanceof THREE.Face4 ? me.mesh.geometry.vertices[ face.d ].position : null;
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-
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- if (face instanceof THREE.Face3) {
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- var nd = this.rayTriangle( rt, p0, p1, p2, d, this.collisionNormal, me.mesh );
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-
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- if( nd < d ) {
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-
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- d = nd;
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- nearestface = i;
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- me.normal.copy( this.collisionNormal );
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- me.normal.normalize();
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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 (face instanceof THREE.Face4) {
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-
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- var nd = this.rayTriangle( rt, p0, p1, p3, d, this.collisionNormal, me.mesh );
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-
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- if( nd < d ) {
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-
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- d = nd;
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- nearestface = i;
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- me.normal.copy( this.collisionNormal );
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- me.normal.normalize();
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-
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- }
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-
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- nd = this.rayTriangle( rt, p1, p2, p3, d, this.collisionNormal, me.mesh );
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-
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- if( nd < d ) {
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-
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- d = nd;
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- nearestface = i;
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- me.normal.copy( this.collisionNormal );
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- me.normal.normalize();
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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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- return {dist: d, faceIndex: nearestface};
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-
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-};
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-
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-THREE.CollisionSystem.prototype.rayTriangle = function( ray, p0, p1, p2, mind, n, mesh ) {
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-
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- var e1 = THREE.CollisionSystem.__v1,
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- e2 = THREE.CollisionSystem.__v2;
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-
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- n.set( 0, 0, 0 );
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-
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- // do not crash on quads, fail instead
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-
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- e1.sub( p1, p0 );
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- e2.sub( p2, p1 );
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- n.cross( e1, e2 )
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-
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- var dot = n.dot( ray.direction );
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- if ( !( dot < 0 ) ) {
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-
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- if ( mesh.doubleSided || mesh.flipSided ) {
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-
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- n.multiplyScalar (-1.0);
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- dot *= -1.0;
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-
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- } else {
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-
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- return Number.MAX_VALUE;
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-
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- }
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-
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- }
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-
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- var d = n.dot( p0 );
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- var t = d - n.dot( ray.origin );
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-
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- if ( !( t <= 0 ) ) return Number.MAX_VALUE;
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- if ( !( t >= dot * mind ) ) return Number.MAX_VALUE;
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-
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- t = t / dot;
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-
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- var p = THREE.CollisionSystem.__v3;
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-
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- p.copy( ray.direction );
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- p.multiplyScalar( t );
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- p.addSelf( ray.origin );
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-
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- var u0, u1, u2, v0, v1, v2;
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-
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- if ( Math.abs( n.x ) > Math.abs( n.y ) ) {
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-
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- if ( Math.abs( n.x ) > Math.abs( n.z ) ) {
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-
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- u0 = p.y - p0.y;
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- u1 = p1.y - p0.y;
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- u2 = p2.y - p0.y;
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-
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- v0 = p.z - p0.z;
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- v1 = p1.z - p0.z;
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- v2 = p2.z - p0.z;
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-
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- } else {
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-
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- u0 = p.x - p0.x;
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- u1 = p1.x - p0.x;
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- u2 = p2.x - p0.x;
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-
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- v0 = p.y - p0.y;
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- v1 = p1.y - p0.y;
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- v2 = p2.y - p0.y;
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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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- if( Math.abs( n.y ) > Math.abs( n.z ) ) {
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-
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- u0 = p.x - p0.x;
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- u1 = p1.x - p0.x;
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- u2 = p2.x - p0.x;
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-
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- v0 = p.z - p0.z;
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- v1 = p1.z - p0.z;
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- v2 = p2.z - p0.z;
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-
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- } else {
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-
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- u0 = p.x - p0.x;
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- u1 = p1.x - p0.x;
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- u2 = p2.x - p0.x;
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-
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- v0 = p.y - p0.y;
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- v1 = p1.y - p0.y;
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- v2 = p2.y - p0.y;
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-
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- }
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-
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- }
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-
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- var temp = u1 * v2 - v1 * u2;
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- if( !(temp != 0) ) return Number.MAX_VALUE;
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- //console.log("temp: " + temp);
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- temp = 1 / temp;
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-
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- var alpha = ( u0 * v2 - v0 * u2 ) * temp;
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- if( !(alpha >= 0) ) return Number.MAX_VALUE;
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- //console.log("alpha: " + alpha);
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-
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- var beta = ( u1 * v0 - v1 * u0 ) * temp;
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- if( !(beta >= 0) ) return Number.MAX_VALUE;
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- //console.log("beta: " + beta);
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-
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- var gamma = 1 - alpha - beta;
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- if( !(gamma >= 0) ) return Number.MAX_VALUE;
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- //console.log("gamma: " + gamma);
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-
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- return t;
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-
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-};
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-
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-THREE.CollisionSystem.prototype.makeRayLocal = function( ray, m ) {
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-
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- var mt = THREE.CollisionSystem.__m;
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- mt.getInverse( m.matrixWorld );
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-
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- var rt = THREE.CollisionSystem.__r;
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- rt.origin.copy( ray.origin );
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- rt.direction.copy( ray.direction );
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-
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- mt.multiplyVector3( rt.origin );
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- mt.rotateAxis( rt.direction );
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- rt.direction.normalize();
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- //m.localRay = rt;
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-
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- return rt;
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-
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-};
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-
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-THREE.CollisionSystem.prototype.rayBox = function( ray, ab ) {
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-
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- var rt;
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-
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- if ( ab.dynamic && ab.mesh && ab.mesh.matrixWorld ) {
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-
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- rt = this.makeRayLocal( ray, ab.mesh );
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-
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- } else {
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-
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- rt = THREE.CollisionSystem.__r;
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- rt.origin.copy( ray.origin );
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- rt.direction.copy( ray.direction );
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-
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- }
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-
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- var xt = 0, yt = 0, zt = 0;
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- var xn = 0, yn = 0, zn = 0;
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- var ins = true;
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-
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- if( rt.origin.x < ab.min.x ) {
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-
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- xt = ab.min.x - rt.origin.x;
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- //if(xt > ray.direction.x) return return Number.MAX_VALUE;
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- xt /= rt.direction.x;
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- ins = false;
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- xn = -1;
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-
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- } else if( rt.origin.x > ab.max.x ) {
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-
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- xt = ab.max.x - rt.origin.x;
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- //if(xt < ray.direction.x) return return Number.MAX_VALUE;
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- xt /= rt.direction.x;
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- ins = false;
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- xn = 1;
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-
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- }
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-
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- if( rt.origin.y < ab.min.y ) {
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-
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- yt = ab.min.y - rt.origin.y;
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- //if(yt > ray.direction.y) return return Number.MAX_VALUE;
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- yt /= rt.direction.y;
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- ins = false;
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- yn = -1;
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-
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- } else if( rt.origin.y > ab.max.y ) {
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-
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- yt = ab.max.y - rt.origin.y;
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- //if(yt < ray.direction.y) return return Number.MAX_VALUE;
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- yt /= rt.direction.y;
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- ins = false;
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- yn = 1;
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-
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- }
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-
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- if( rt.origin.z < ab.min.z ) {
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-
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- zt = ab.min.z - rt.origin.z;
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- //if(zt > ray.direction.z) return return Number.MAX_VALUE;
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- zt /= rt.direction.z;
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- ins = false;
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- zn = -1;
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-
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- } else if( rt.origin.z > ab.max.z ) {
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-
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- zt = ab.max.z - rt.origin.z;
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- //if(zt < ray.direction.z) return return Number.MAX_VALUE;
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- zt /= rt.direction.z;
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- ins = false;
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- zn = 1;
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-
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- }
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-
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- if( ins ) return -1;
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-
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- var which = 0;
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- var t = xt;
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-
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- if( yt > t ) {
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-
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- which = 1;
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- t = yt;
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-
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- }
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-
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- if ( zt > t ) {
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-
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- which = 2;
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- t = zt;
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-
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- }
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-
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- switch( which ) {
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-
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- case 0:
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-
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- var y = rt.origin.y + rt.direction.y * t;
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- if ( y < ab.min.y || y > ab.max.y ) return Number.MAX_VALUE;
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- var z = rt.origin.z + rt.direction.z * t;
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- if ( z < ab.min.z || z > ab.max.z ) return Number.MAX_VALUE;
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- ab.normal.set( xn, 0, 0 );
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- break;
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-
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- case 1:
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-
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- var x = rt.origin.x + rt.direction.x * t;
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- if ( x < ab.min.x || x > ab.max.x ) return Number.MAX_VALUE;
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- var z = rt.origin.z + rt.direction.z * t;
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- if ( z < ab.min.z || z > ab.max.z ) return Number.MAX_VALUE;
|
|
|
- ab.normal.set( 0, yn, 0) ;
|
|
|
- break;
|
|
|
-
|
|
|
- case 2:
|
|
|
-
|
|
|
- var x = rt.origin.x + rt.direction.x * t;
|
|
|
- if ( x < ab.min.x || x > ab.max.x ) return Number.MAX_VALUE;
|
|
|
- var y = rt.origin.y + rt.direction.y * t;
|
|
|
- if ( y < ab.min.y || y > ab.max.y ) return Number.MAX_VALUE;
|
|
|
- ab.normal.set( 0, 0, zn );
|
|
|
- break;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return t;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.CollisionSystem.prototype.rayPlane = function( r, p ) {
|
|
|
-
|
|
|
- var t = r.direction.dot( p.normal );
|
|
|
- var d = p.point.dot( p.normal );
|
|
|
- var ds;
|
|
|
-
|
|
|
- if( t < 0 ) ds = ( d - r.origin.dot( p.normal ) ) / t;
|
|
|
- else return Number.MAX_VALUE;
|
|
|
-
|
|
|
- if( ds > 0 ) return ds;
|
|
|
- else return Number.MAX_VALUE;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.CollisionSystem.prototype.raySphere = function( r, s ) {
|
|
|
-
|
|
|
- var e = s.center.clone().subSelf( r.origin );
|
|
|
- if ( e.lengthSq < s.radiusSq ) return -1;
|
|
|
-
|
|
|
- var a = e.dot( r.direction.clone() );
|
|
|
- if ( a <= 0 ) return Number.MAX_VALUE;
|
|
|
-
|
|
|
- var t = s.radiusSq - ( e.lengthSq() - a * a );
|
|
|
- if ( t >= 0 ) return Math.abs( a ) - Math.sqrt( t );
|
|
|
-
|
|
|
- return Number.MAX_VALUE;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.CollisionSystem.__v1 = new THREE.Vector3();
|
|
|
-THREE.CollisionSystem.__v2 = new THREE.Vector3();
|
|
|
-THREE.CollisionSystem.__v3 = new THREE.Vector3();
|
|
|
-THREE.CollisionSystem.__nr = new THREE.Vector3();
|
|
|
-THREE.CollisionSystem.__m = new THREE.Matrix4();
|
|
|
-THREE.CollisionSystem.__r = new THREE.Ray();
|