<commit_before>/**
 * @author bhouston / http://exocortex.com
 */

THREE.Ray = function ( origin, direction ) {

	this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
	this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();

};

THREE.Ray.prototype = {

	constructor: THREE.Ray,

	set: function ( origin, direction ) {

		this.origin.copy( origin );
		this.direction.copy( direction );

		return this;

	},

	copy: function ( ray ) {

		this.origin.copy( ray.origin );
		this.direction.copy( ray.direction );

		return this;

	},

	at: function ( t, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();

		return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );

	},

	recast: function () {

		var v1 = new THREE.Vector3();

		return function ( t ) {

			this.origin.copy( this.at( t, v1 ) );

			return this;

		};

	}(),

	closestPointToPoint: function ( point, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		result.subVectors( point, this.origin );
		var directionDistance = result.dot( this.direction );

		if ( directionDistance < 0 ) {

			return result.copy( this.origin );

		}

		return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

	},

	distanceToPoint: function () {

		var v1 = new THREE.Vector3();

		return function ( point ) {

			var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );

			// point behind the ray

			if ( directionDistance < 0 ) {

				return this.origin.distanceTo( point );

			}

			v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

			return v1.distanceTo( point );

		};

	}(),

	distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

		// from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
		// It returns the min distance between the ray and the segment
		// defined by v0 and v1
		// It can also set two optional targets :
		// - The closest point on the ray
		// - The closest point on the segment

		var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
		var segDir = v1.clone().sub( v0 ).normalize();
		var segExtent = v0.distanceTo( v1 ) * 0.5;
		var diff = this.origin.clone().sub( segCenter );
		var a01 = - this.direction.dot( segDir );
		var b0 = diff.dot( this.direction );
		var b1 = - diff.dot( segDir );
		var c = diff.lengthSq();
		var det = Math.abs( 1 - a01 * a01 );
		var s0, s1, sqrDist, extDet;

		if ( det >= 0 ) {

			// The ray and segment are not parallel.

			s0 = a01 * b1 - b0;
			s1 = a01 * b0 - b1;
			extDet = segExtent * det;<commit_msg>Ray: Fix precission issue. See #5774.<commit_after>/**
 * @author bhouston / http://exocortex.com
 */

THREE.Ray = function ( origin, direction ) {

	this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
	this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();

};

THREE.Ray.prototype = {

	constructor: THREE.Ray,

	set: function ( origin, direction ) {

		this.origin.copy( origin );
		this.direction.copy( direction );

		return this;

	},

	copy: function ( ray ) {

		this.origin.copy( ray.origin );
		this.direction.copy( ray.direction );

		return this;

	},

	at: function ( t, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();

		return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );

	},

	recast: function () {

		var v1 = new THREE.Vector3();

		return function ( t ) {

			this.origin.copy( this.at( t, v1 ) );

			return this;

		};

	}(),

	closestPointToPoint: function ( point, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		result.subVectors( point, this.origin );
		var directionDistance = result.dot( this.direction );

		if ( directionDistance < 0 ) {

			return result.copy( this.origin );

		}

		return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

	},

	distanceToPoint: function () {

		var v1 = new THREE.Vector3();

		return function ( point ) {

			var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );

			// point behind the ray

			if ( directionDistance < 0 ) {

				return this.origin.distanceTo( point );

			}

			v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

			return v1.distanceTo( point );

		};

	}(),

	distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

		// from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
		// It returns the min distance between the ray and the segment
		// defined by v0 and v1
		// It can also set two optional targets :
		// - The closest point on the ray
		// - The closest point on the segment

		var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
		var segDir = v1.clone().sub( v0 ).normalize();
		var segExtent = v0.distanceTo( v1 ) * 0.5;
		var diff = this.origin.clone().sub( segCenter );
		var a01 = - this.direction.dot( segDir );
		var b0 = diff.dot( this.direction );
		var b1 = - diff.dot( segDir );
		var c = diff.lengthSq();
		var det = Math.abs( 1 - a01 * a01 );
		var s0, s1, sqrDist, extDet;

		if ( det > 0 ) {

			// The ray and segment are not parallel.

			s0 = a01 * b1 - b0;
			s1 = a01 * b0 - b1;
			extDet = segExtent * det;
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