|
@@ -152,7 +152,7 @@ THREE.CollisionSystem.prototype.rayMesh = function( r, me ) {
|
|
|
var p3 = face instanceof THREE.Face4 ? me.mesh.geometry.vertices[ face.d ].position : null;
|
|
|
|
|
|
if (face instanceof THREE.Face3) {
|
|
|
- var nd = this.rayTriangle( rt, p0, p1, p2, d, this.collisionNormal );
|
|
|
+ var nd = this.rayTriangle( rt, p0, p1, p2, d, this.collisionNormal, me.mesh.doubleSided );
|
|
|
|
|
|
if( nd < d ) {
|
|
|
|
|
@@ -167,7 +167,7 @@ THREE.CollisionSystem.prototype.rayMesh = function( r, me ) {
|
|
|
|
|
|
else if (face instanceof THREE.Face4) {
|
|
|
|
|
|
- var nd = this.rayTriangle( rt, p0, p1, p3, d, this.collisionNormal );
|
|
|
+ var nd = this.rayTriangle( rt, p0, p1, p3, d, this.collisionNormal, me.mesh.doubleSided );
|
|
|
|
|
|
if( nd < d ) {
|
|
|
|
|
@@ -178,7 +178,7 @@ THREE.CollisionSystem.prototype.rayMesh = function( r, me ) {
|
|
|
|
|
|
}
|
|
|
|
|
|
- nd = this.rayTriangle( rt, p1, p2, p3, d, this.collisionNormal );
|
|
|
+ nd = this.rayTriangle( rt, p1, p2, p3, d, this.collisionNormal, me.mesh.doubleSided );
|
|
|
|
|
|
if( nd < d ) {
|
|
|
|
|
@@ -188,7 +188,7 @@ THREE.CollisionSystem.prototype.rayMesh = function( r, me ) {
|
|
|
me.normal.normalize();
|
|
|
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
}
|
|
|
|
|
|
}
|
|
@@ -197,7 +197,7 @@ THREE.CollisionSystem.prototype.rayMesh = function( r, me ) {
|
|
|
|
|
|
};
|
|
|
|
|
|
-THREE.CollisionSystem.prototype.rayTriangle = function( ray, p0, p1, p2, mind, n ) {
|
|
|
+THREE.CollisionSystem.prototype.rayTriangle = function( ray, p0, p1, p2, mind, n, doubleSided ) {
|
|
|
|
|
|
var e1 = THREE.CollisionSystem.__v1,
|
|
|
e2 = THREE.CollisionSystem.__v2;
|
|
@@ -211,7 +211,20 @@ THREE.CollisionSystem.prototype.rayTriangle = function( ray, p0, p1, p2, mind, n
|
|
|
n.cross( e1, e2 )
|
|
|
|
|
|
var dot = n.dot( ray.direction );
|
|
|
- if ( !( dot < 0 ) ) return Number.MAX_VALUE;
|
|
|
+ if ( !( dot < 0 ) ) {
|
|
|
+
|
|
|
+ if ( doubleSided ) {
|
|
|
+
|
|
|
+ n.multiplyScalar (-1.0);
|
|
|
+ dot *= -1.0;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return Number.MAX_VALUE;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
var d = n.dot( p0 );
|
|
|
var t = d - n.dot( ray.origin );
|