@woosh/meep-engine 2.131.40 → 2.131.41
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json
CHANGED
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@@ -5,7 +5,7 @@
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5
5
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"description": "Pure JavaScript game engine. Fully featured and production ready.",
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"type": "module",
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"author": "Alexander Goldring",
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8
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-
"version": "2.131.
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8
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+
"version": "2.131.41",
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"main": "build/meep.module.js",
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"module": "build/meep.module.js",
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"exports": {
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"Ray3.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/ray/Ray3.js"],"names":[],"mappings":"AAUA;;;GAGG;AACH;
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1
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+
{"version":3,"file":"Ray3.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/ray/Ray3.js"],"names":[],"mappings":"AAUA;;;GAGG;AACH;IAsOI;;;;;;;;;;OAUG;IACH,sBATW,MAAM,YACN,MAAM,YACN,MAAM,eACN,MAAM,eACN,MAAM,eACN,MAAM,UACN,MAAM,GACL,IAAI,CAqBf;IAnQD,cAKC;IAMD,mBAEC;IAND,gBAEC;IAGG,OAAW;IAOf;;;OAGG;IACH,yCAEC;IAVD,sCAEC;IAUD,uBAEC;IAED,uBAEC;IAED,uBAEC;IAGD;;;;;OAKG;IACH,aAJW,MAAM,KACN,MAAM,KACN,MAAM,QAUhB;IAHG,UAAW;IACX,UAAW;IACX,UAAW;IAQf;;;OAGG;IACH,4CAEC;IAVD,yCAEC;IAWD,0BAEC;IAED,0BAEC;IAED,0BAEC;IAED;;;;;OAKG;IACH,gBAJW,MAAM,KACN,MAAM,KACN,MAAM,QAUhB;IAHG,UAAW;IACX,UAAW;IACX,UAAW;IAGf,2BAEC;IAED;;;;;;;OAOG;IACH,gCANW,MAAM,KACN,MAAM,KACN,MAAM,aACN,MAAM,EAAE,GAAC,YAAY,OAAK,sBAC1B,MAAM,EAAE,GAAC,YAAY,OAAK,QA6BpC;IAED;;;OAGG;IACH,uBAFW,MAAM,QAMhB;IAED;;;OAGG;IACH,iBAFW,MAAM,EAAE,UAAM,YAAY,QAmBpC;IAED;;;OAGG;IACH,SAFa,IAAI,CAQhB;IAED;;;OAGG;IACH,YAFW,IAAI,QAId;IAED,eAEC;IAED;;;;OAIG;IACH,cAHW,IAAI,GACF,OAAO,CAInB;IAED;;;;;;;;;OASG;IACH,yBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,MAAM,CAclB;IAmCL;;;;OAIG;IACH,iBAFU,OAAO,CAEI;CAPpB"}
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@@ -168,13 +168,17 @@ export class Ray3 extends Float32Array {
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*/
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applyMatrix4(m4) {
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-
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const t_max = this[6];
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+
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if (t_max !== Infinity && t_max !== 0) {
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// transform while scaling t-max
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ray3_interval_array_apply_matrix4(this, 0, this, 0, m4);
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} else {
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-
// special case
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// special case - t_max is untouched
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+
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v3_matrix4_multiply(this, 0, this, 0, m4);
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v3_array_matrix4_rotate(this, 3, this, 3, m4);
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