OpenGL 与 3D第 3 / 4 章
主线程:恢复 Geometry 与 Material
接收序列化结果,重建几何体、材质、纹理与场景对象。
mergeMesh
重写了mesh的实现,拾取交点的判定方法
import { Vector3, Vector2, Sphere, Matrix4, Ray, Mesh, Triangle, BackSide, FrontSide, MeshBasicMaterial, BufferGeometry } from 'three'
const _inverseMatrix = /*@__PURE__*/ new Matrix4()
const _ray = /*@__PURE__*/ new Ray()
const _sphere = /*@__PURE__*/ new Sphere()
const _sphereHitAt = /*@__PURE__*/ new Vector3()
const _vA = /*@__PURE__*/ new Vector3()
const _vB = /*@__PURE__*/ new Vector3()
const _vC = /*@__PURE__*/ new Vector3()
const _tempA = /*@__PURE__*/ new Vector3()
const _morphA = /*@__PURE__*/ new Vector3()
const _uvA = /*@__PURE__*/ new Vector2()
const _uvB = /*@__PURE__*/ new Vector2()
const _uvC = /*@__PURE__*/ new Vector2()
const _normalA = /*@__PURE__*/ new Vector3()
const _normalB = /*@__PURE__*/ new Vector3()
const _normalC = /*@__PURE__*/ new Vector3()
const _intersectionPoint = /*@__PURE__*/ new Vector3()
const _intersectionPointWorld = /*@__PURE__*/ new Vector3()