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@@ -1,266 +1,298 @@
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/**
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* @author mrdoob / http://mrdoob.com/
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*/
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-
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-( function ( THREE ) {
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-
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+(function(THREE){
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+
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THREE.Ray = function ( origin, direction, near, far ) {
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-
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+
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this.origin = origin || new THREE.Vector3();
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this.direction = direction || new THREE.Vector3();
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this.near = near || 0;
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this.far = far || Infinity;
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-
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};
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-
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+
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var originCopy = new THREE.Vector3();
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-
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+
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var localOriginCopy = new THREE.Vector3();
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var localDirectionCopy = new THREE.Vector3();
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-
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+
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var vector = new THREE.Vector3();
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var normal = new THREE.Vector3();
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var intersectPoint = new THREE.Vector3();
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-
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+
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var inverseMatrix = new THREE.Matrix4();
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-
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+
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var descSort = function ( a, b ) {
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+
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return a.distance - b.distance;
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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 v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
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+
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var distanceFromIntersection = function ( origin, direction, position ) {
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-
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+ var dot, intersect, distance;
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+
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v0.sub( position, origin );
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-
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- var dot = v0.dot( direction );
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-
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- var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
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- var distance = position.distanceTo( intersect );
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-
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+ dot = v0.dot( direction );
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+
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+ intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
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+ distance = position.distanceTo( intersect );
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+
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return distance;
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-
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+
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};
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-
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+
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// http://www.blackpawn.com/texts/pointinpoly/default.html
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+
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+
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var pointInFace3 = function ( p, a, b, c ) {
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-
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+
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+ var dot00, dot01, dot02, dot11, dot12, invDenom, u, v;
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+
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v0.sub( c, a );
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v1.sub( b, a );
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v2.sub( p, a );
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-
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- var dot00 = v0.dot( v0 );
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- var dot01 = v0.dot( v1 );
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- var dot02 = v0.dot( v2 );
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- var dot11 = v1.dot( v1 );
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- var dot12 = v1.dot( v2 );
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-
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- var invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
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- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
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- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
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-
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+
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+ dot00 = v0.dot( v0 );
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+ dot01 = v0.dot( v1 );
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+ dot02 = v0.dot( v2 );
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+ dot11 = v1.dot( v1 );
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+ dot12 = v1.dot( v2 );
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+
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+ invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
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+ u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
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+ v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
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+
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return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );
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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.Ray.prototype.precision = 0.0001;
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-
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- THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
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-
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- var intersect, intersects = [], distance;
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-
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- if ( recursive === true ) {
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-
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- for ( var i = 0, l = object.children.length; i < l; i ++ ) {
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-
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- Array.prototype.push.apply( intersects, this.intersectObject( object.children[ i ], recursive ) );
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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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+ var intersectObject = function(object,ray,intersects){
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+ var distance,intersect;
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if ( object instanceof THREE.Particle ) {
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-
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- distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
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-
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+
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+ distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
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+
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if ( distance > object.scale.x ) {
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-
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- return intersects;
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-
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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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intersect = {
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-
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+
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distance: distance,
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point: object.position,
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face: null,
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object: object
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-
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+
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};
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-
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+
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intersects.push( intersect );
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-
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+
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} else if ( object instanceof THREE.Mesh ) {
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-
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+
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// Checking boundingSphere
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-
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+
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+ //var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() );
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var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis();
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-
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+
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// Checking distance to ray
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-
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- distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
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-
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- if ( distance > scaledRadius ) {
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-
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+
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+ distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
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+
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+ if ( distance > scaledRadius) {
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+
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return intersects;
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-
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+
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}
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-
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+
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// Checking faces
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-
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+
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var f, fl, face, dot, scalar,
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geometry = object.geometry,
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vertices = geometry.vertices,
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objMatrix, geometryMaterials,
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isFaceMaterial, material, side, point;
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-
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+
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geometryMaterials = object.geometry.materials;
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isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
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side = object.material.side;
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var a, b, c, d;
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- var precision = this.precision;
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-
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+ var precision = ray.precision;
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+
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object.matrixRotationWorld.extractRotation( object.matrixWorld );
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-
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- originCopy.copy( this.origin );
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- //directionCopy.copy( this.direction );
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-
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+
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+ originCopy.copy( ray.origin );
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+
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objMatrix = object.matrixWorld;
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- inverseMatrix.getInverse( objMatrix );
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-
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- localOriginCopy.copy( originCopy );
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- inverseMatrix.multiplyVector3( localOriginCopy );
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-
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- localDirectionCopy.copy( this.direction );
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- inverseMatrix.rotateAxis( localDirectionCopy ).normalize();
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-
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+ inverseMatrix.getInverse(objMatrix);
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+
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+ localOriginCopy.copy(originCopy);
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+ inverseMatrix.multiplyVector3(localOriginCopy);
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+
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+ localDirectionCopy.copy(ray.direction);
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+ inverseMatrix.rotateAxis(localDirectionCopy).normalize();
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+
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for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
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-
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+
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face = geometry.faces[ f ];
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-
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+
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material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material;
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if ( material === undefined ) continue;
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side = material.side;
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-
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+
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vector.sub( face.centroid, localOriginCopy );
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normal = face.normal;
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dot = localDirectionCopy.dot( normal );
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-
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+
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+
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// bail if ray and plane are parallel
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-
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+
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if ( Math.abs( dot ) < precision ) continue;
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-
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+
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// calc distance to plane
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-
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+
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scalar = normal.dot( vector ) / dot;
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-
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+
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// if negative distance, then plane is behind ray
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-
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+
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if ( scalar < 0 ) continue;
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-
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+
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if ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) {
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-
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+
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intersectPoint.add( localOriginCopy, localDirectionCopy.multiplyScalar( scalar ) );
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-
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+
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if ( face instanceof THREE.Face3 ) {
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-
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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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+
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if ( pointInFace3( intersectPoint, a, b, c ) ) {
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-
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- point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
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- distance = originCopy.distanceTo( point );
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-
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- if ( distance < this.near || distance > this.far ) continue;
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-
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+
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+ point = object.matrixWorld.multiplyVector3(intersectPoint.clone());
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+ distance = originCopy.distanceTo( point);
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+
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+ if ( distance < ray.near ) continue;
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+ if ( distance > ray.far ) continue;
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+
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+
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intersect = {
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-
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+
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distance: distance,
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point: point,
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face: face,
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faceIndex: f,
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object: object
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-
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+
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};
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-
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+
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intersects.push( intersect );
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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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+
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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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d = vertices[ face.d ];
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-
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+
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if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
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-
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- point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
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- distance = originCopy.distanceTo( point );
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-
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- if ( distance < this.near || distance > this.far ) continue;
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-
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+
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+ point = object.matrixWorld.multiplyVector3(intersectPoint.clone());
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+ distance = originCopy.distanceTo( point);
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+
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+ if ( distance < ray.near ) continue;
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+ if ( distance > ray.far ) continue;
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+
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intersect = {
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-
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+
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distance: distance,
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point: point,
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face: face,
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faceIndex: f,
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object: object
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-
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+
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};
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-
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+
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intersects.push( intersect );
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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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}
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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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+ var intersectDescendants= function(object,ray,intersects){
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+ var descendants = object.getDescendants();
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+ var length = descendants.length;
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+ for ( var i = 0; i < length; i ++ ) {
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+
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+ intersectObject(descendants[i],this,intersects);
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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.Ray.prototype.precision = 0.0001;
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+/*
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+ This has deemed to be unnessecary
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+ THREE.Ray.prototype.setPrecision = function ( value ) {
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+
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+ this.precision = value;
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+
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+ };*/
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+
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+ THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
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+
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+ var intersects = [];
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+
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+ if ( recursive === true ) {
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+
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+ intersectDescendants(object,this,intersects);
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+
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+ }
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+
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+ intersectObject(object,this,intersects);
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+
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intersects.sort( descSort );
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-
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+
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return intersects;
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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.Ray.prototype.intersectObjects = function ( objects, recursive ) {
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-
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+
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var intersects = [];
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-
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+
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for ( var i = 0, l = objects.length; i < l; i ++ ) {
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-
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- Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ], recursive ) );
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-
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+
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+ intersectObject(objects[i],this,intersects);
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+
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+ if ( recursive === true ) {
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+
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+ intersectDescendants(objects[i],this,intersects);
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+
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+ }
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}
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-
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+
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intersects.sort( descSort );
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-
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+
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return intersects;
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-
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+
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};
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-
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-}( THREE ) );
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+
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+}(THREE));
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