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@@ -64,6 +64,124 @@
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intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
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intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
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+ } else if (object instanceof THREE.Mesh && object.geometry instanceof THREE.BufferGeometry) {
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+
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+ // Checking boundingSphere distance to ray
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+ matrixPosition.getPositionFromMatrix(object.matrixWorld);
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+ sphere.set(matrixPosition,
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+ object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis());
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+
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+ if (!raycaster.ray.isIntersectionSphere(sphere)) {
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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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+ // Checking faces
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+
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+ var geometry = object.geometry;
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+ var vertices = geometry.vertices;
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+
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+ var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
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+ var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
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+
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+ var side = object.material.side;
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+
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+ var a, b, c;
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+ var precision = raycaster.precision;
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+
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+ inverseMatrix.getInverse(object.matrixWorld);
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+
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+ localRay.copy(raycaster.ray).applyMatrix4(inverseMatrix);
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+
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+ if (!geometry.dynamic) return intersects;
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+
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+ var fl;
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+ var indexed = false;
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+ if (geometry.attributes.index) {
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+ indexed = true;
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+ fl = geometry.attributes.index.numItems / 3;
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+ } else {
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+ fl = geometry.attributes.position.numItems / 9;
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+ }
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+
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+ for (var f = 0; f < fl; f++) {
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+
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+ if (indexed) {
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+ a = geometry.attributes.index.array[f * 3];
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+ b = geometry.attributes.index.array[f * 3 + 1];
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+ c = geometry.attributes.index.array[f * 3 + 2];
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+ } else {
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+ a = f * 3;
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+ b = f * 3 + 1;
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+ c = f * 3 + 2;
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+ }
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+
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+ var v1 = [geometry.attributes.position.array[a * 3],
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+ geometry.attributes.position.array[a * 3 + 1],
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+ geometry.attributes.position.array[a * 3 + 2]];
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+ var v2 = [geometry.attributes.position.array[b * 3],
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+ geometry.attributes.position.array[b * 3 + 1],
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+ geometry.attributes.position.array[b * 3 + 2]];
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+ var v3 = [geometry.attributes.position.array[c * 3],
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+ geometry.attributes.position.array[c * 3 + 1],
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+ geometry.attributes.position.array[c * 3 + 2]];
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+
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+ var material = object.material;
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+ if (material === undefined) continue;
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+
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+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
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+ var vA = new THREE.Vector3(v1[0], v1[1], v1[2]);
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+ var vB = new THREE.Vector3(v2[0], v2[1], v2[2]);
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+ var vC = new THREE.Vector3(v3[0], v3[1], v3[2]);
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+
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+ cb.subVectors(vC, vB);
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+ ab.subVectors(vA, vB);
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+ cb.cross(ab);
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+ cb.normalize();
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+
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+ facePlane.setFromNormalAndCoplanarPoint(cb, vA);
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+
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+ var planeDistance = localRay.distanceToPlane(facePlane);
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+
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+ // bail if raycaster and plane are parallel
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+ if (Math.abs(planeDistance) < precision) continue;
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+
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+ // if negative distance, then plane is behind raycaster
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+ if (planeDistance < 0) continue;
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+
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+ // check if we hit the wrong side of a single sided face
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+ side = material.side;
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+ if (side !== THREE.DoubleSide) {
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+
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+ var planeSign = localRay.direction.dot(facePlane.normal);
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+
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+ if (!(side === THREE.FrontSide ? planeSign < 0 : planeSign > 0)) continue;
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+
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+ }
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+
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+ // this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
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+ if (planeDistance < raycaster.near || planeDistance > raycaster.far) continue;
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+
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+ intersectPoint = localRay.at(planeDistance, intersectPoint); // passing in intersectPoint avoids a copy
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+
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+ if (!THREE.Triangle.containsPoint(intersectPoint, vA, vB, vC)) continue;
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+
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+ var face = new THREE.Face3(a, b, c);
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+ var colors = geometry.attributes.color.array;
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+ face.vertexColors[0] = new THREE.Color(colors[a * 3], colors[a * 3 + 1], colors[a * 3 + 2]);
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+ face.vertexColors[1] = new THREE.Color(colors[b * 3], colors[b * 3 + 1], colors[b * 3 + 2]);
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+ face.vertexColors[2] = new THREE.Color(colors[c * 3], colors[c * 3 + 1], colors[c * 3 + 2]);
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+ intersects.push({
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+ distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
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+ point: raycaster.ray.at(planeDistance),
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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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} else if ( object instanceof THREE.Mesh ) {
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} else if ( object instanceof THREE.Mesh ) {
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// Checking boundingSphere distance to ray
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// Checking boundingSphere distance to ray
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