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near
andfar
check in intersectRay #658Add
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andfar
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Just noticed that this line is in the condition
tmin !== tmin
😅. Likely some C-era method for checking for NaN I'd think. Might be worth fixing in three's implementation for the sake of clarify.There was a problem hiding this comment.
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Does this work correctly if the ray origin is within the box? I'm having trouble visualizing the logic here. It may be easiest to understand if we just return a distance here (
null
if no hit) and check the distance against near / far in the calling function.There was a problem hiding this comment.
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Though I see this makes the other code a bit more messy. Maybe this is easier to understand:
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I think this would be a good change to make to make thins more clearly with three.js' version that returns a
this.at( tmin >= 0 ? tmin : tmax, target )
as the hit pointCheck warning
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The scale axes change based on the rotation of the model so we'll want to make sure we account for the rotations when scaling here, as well. I think this should be correct:
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This still needs to be addressed, as well.