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Rename variable ray -> raycaster in examples to reflect class name change.

Ben Houston il y a 12 ans
Parent
commit
70a5576061

+ 2 - 2
examples/canvas_interactive_cubes.html

@@ -122,9 +122,9 @@
 				var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 );
 				projector.unprojectVector( vector, camera );
 
-				var ray = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
+				var raycaster = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
 
-				var intersects = ray.intersectObjects( objects );
+				var intersects = raycaster.intersectObjects( objects );
 
 				if ( intersects.length > 0 ) {
 

+ 2 - 2
examples/canvas_interactive_cubes_tween.html

@@ -101,9 +101,9 @@
 				var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 );
 				projector.unprojectVector( vector, camera );
 
-				var ray = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
+				var raycaster = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
 
-				var intersects = ray.intersectObjects( scene.children );
+				var intersects = raycaster.intersectObjects( scene.children );
 
 				if ( intersects.length > 0 ) {
 

+ 2 - 2
examples/canvas_interactive_particles.html

@@ -149,9 +149,9 @@
 				var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
 				projector.unprojectVector( vector, camera );
 
-				var ray = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
+				var raycaster = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
 
-				var intersects = ray.intersectObjects( scene.children );
+				var intersects = raycaster.intersectObjects( scene.children );
 
 				if ( intersects.length > 0 ) {
 

+ 5 - 5
examples/canvas_interactive_voxelpainter.html

@@ -24,7 +24,7 @@
 			var container, stats;
 			var camera, scene, renderer;
 			var projector, plane;
-			var mouse2D, mouse3D, ray, theta = 45,
+			var mouse2D, mouse3D, raycaster, theta = 45,
 			isShiftDown = false, isCtrlDown = false,
 			target = new THREE.Vector3( 0, 200, 0 );
 			var ROLLOVERED;
@@ -82,7 +82,7 @@
 				scene.add( plane );
 
 				mouse2D = new THREE.Vector3( 0, 10000, 0.5 );
-				ray = new THREE.Raycaster( camera.position, null );
+				raycaster = new THREE.Raycaster( camera.position, null );
 
 				// Lights
 
@@ -141,9 +141,9 @@
 				mouse2D.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
 
 				mouse3D = projector.unprojectVector( mouse2D.clone(), camera );
-				ray.direction = mouse3D.subSelf( camera.position ).normalize();
+				raycaster.direction = mouse3D.subSelf( camera.position ).normalize();
 
-				var intersects = ray.intersectObjects( scene.children );
+				var intersects = raycaster.intersectObjects( scene.children );
 
 				if ( intersects.length > 0 ) {
 
@@ -160,7 +160,7 @@
 
 				event.preventDefault();
 
-				var intersects = ray.intersectObjects( scene.children );
+				var intersects = raycaster.intersectObjects( scene.children );
 
 				if ( intersects.length > 0 ) {
 

+ 2 - 2
examples/webgl_interactive_cubes.html

@@ -145,9 +145,9 @@
 				var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
 				projector.unprojectVector( vector, camera );
 
-				var ray = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
+				var raycaster = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
 
-				var intersects = ray.intersectObjects( scene.children );
+				var intersects = raycaster.intersectObjects( scene.children );
 
 				if ( intersects.length > 0 ) {
 

+ 6 - 6
examples/webgl_interactive_draggablecubes.html

@@ -159,19 +159,19 @@
 				var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
 				projector.unprojectVector( vector, camera );
 
-				var ray = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
+				var raycaster = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
 
 
 				if ( SELECTED ) {
 
-					var intersects = ray.intersectObject( plane );
+					var intersects = raycaster.intersectObject( plane );
 					SELECTED.position.copy( intersects[ 0 ].point.subSelf( offset ) );
 					return;
 
 				}
 
 
-				var intersects = ray.intersectObjects( objects );
+				var intersects = raycaster.intersectObjects( objects );
 
 				if ( intersects.length > 0 ) {
 
@@ -208,9 +208,9 @@
 				var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
 				projector.unprojectVector( vector, camera );
 
-				var ray = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
+				var raycaster = new THREE.Raycaster( camera.position, vector.subSelf( camera.position ).normalize() );
 
-				var intersects = ray.intersectObjects( objects );
+				var intersects = raycaster.intersectObjects( objects );
 
 				if ( intersects.length > 0 ) {
 
@@ -218,7 +218,7 @@
 
 					SELECTED = intersects[ 0 ].object;
 
-					var intersects = ray.intersectObject( plane );
+					var intersects = raycaster.intersectObject( plane );
 					offset.copy( intersects[ 0 ].point ).subSelf( plane.position );
 
 					container.style.cursor = 'move';

+ 4 - 4
examples/webgl_interactive_voxelpainter.html

@@ -31,7 +31,7 @@
 			var container, stats;
 			var camera, scene, renderer;
 			var projector, plane, cube;
-			var mouse2D, mouse3D, ray,
+			var mouse2D, mouse3D, raycaster,
 			rollOveredFace, isShiftDown = false,
 			theta = 45, isCtrlDown = false;
 
@@ -196,7 +196,7 @@
 
 				event.preventDefault();
 
-				var intersects = ray.intersectObjects( scene.children );
+				var intersects = raycaster.intersectObjects( scene.children );
 
 				if ( intersects.length > 0 ) {
 
@@ -276,9 +276,9 @@
 
 				}
 
-				ray = projector.pickingRay( mouse2D.clone(), camera );
+				raycaster = projector.pickingRay( mouse2D.clone(), camera );
 
-				var intersects = ray.intersectObjects( scene.children );
+				var intersects = raycaster.intersectObjects( scene.children );
 
 				if ( intersects.length > 0 ) {