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Rename distanceToSegment to distanceSqToSegment.
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3 files changed

+6
-6
lines changed

3 files changed

+6
-6
lines changed

src/core/Raycaster.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -353,7 +353,7 @@
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for ( var i = 0; i < nbVertices - 1; i = i + step ) {
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localRay.distanceToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
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localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
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interSegment.applyMatrix4( object.matrixWorld );
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interRay.applyMatrix4( object.matrixWorld );
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src/math/Ray.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -93,7 +93,7 @@ THREE.Ray.prototype = {
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}(),
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distanceToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
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distanceSqToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
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// from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
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// It returns the min distance between the ray and the segment

test/unit/math/Ray.js

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -182,15 +182,15 @@ test( "applyMatrix4", function() {
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});
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test( "distanceToSegment", function() {
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test( "distanceSqToSegment", function() {
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var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) );
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var ptOnLine = new THREE.Vector3();
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var ptOnSegment = new THREE.Vector3();
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//segment in front of the ray
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var v0 = new THREE.Vector3( 3, 5, 50 );
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var v1 = new THREE.Vector3( 50, 50, 50 ); // just a far away point
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var distSqr = a.distanceToSegment( v0, v1, ptOnLine, ptOnSegment );
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var distSqr = a.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment );
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ok( ptOnSegment.distanceTo( v0 ) < 0.0001, "Passed!" );
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ok( ptOnLine.distanceTo( new THREE.Vector3(1, 1, 50) ) < 0.0001, "Passed!" );
@@ -200,7 +200,7 @@ test( "distanceToSegment", function() {
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//segment behind the ray
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v0 = new THREE.Vector3( -50, -50, -50 ); // just a far away point
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v1 = new THREE.Vector3( -3, -5, -4 );
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distSqr = a.distanceToSegment( v0, v1, ptOnLine, ptOnSegment );
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distSqr = a.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment );
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ok( ptOnSegment.distanceTo( v1 ) < 0.0001, "Passed!" );
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ok( ptOnLine.distanceTo( one3 ) < 0.0001, "Passed!" );
@@ -210,7 +210,7 @@ test( "distanceToSegment", function() {
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//exact intersection between the ray and the segment
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v0 = new THREE.Vector3( -50, -50, -50 );
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v1 = new THREE.Vector3( 50, 50, 50 );
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distSqr = a.distanceToSegment( v0, v1, ptOnLine, ptOnSegment );
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distSqr = a.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment );
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ok( ptOnSegment.distanceTo( one3 ) < 0.0001, "Passed!" );
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ok( ptOnLine.distanceTo( one3 ) < 0.0001, "Passed!" );

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