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Fixed Ray.js distance calculation so it uses world position.
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build/Three.js

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build/custom/ThreeCanvas.js

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build/custom/ThreeDOM.js

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build/custom/ThreeSVG.js

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build/custom/ThreeWebGL.js

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src/core/Ray.js

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -150,17 +150,17 @@ THREE.Ray.prototype = {
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function distanceFromIntersection( origin, direction, object ) {
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var vector, dot, intersect, distance;
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var vector, dot, intersect, distance,
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position = object.matrixWorld.getPosition();
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vector = object.position.clone().subSelf( origin );
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vector = position.clone().subSelf( origin );
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dot = vector.dot( direction );
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// TODO: Double check this
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// if ( dot < 0 ) return false; // Object is behind origin
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intersect = origin.clone().addSelf( direction.clone().multiplyScalar( dot ) );
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distance = object.position.distanceTo( intersect );
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distance = position.distanceTo( intersect );
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// TODO: Check if distance is negative (object behind camera).
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return distance;
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}

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