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@@ -12,8 +12,7 @@ QUnit.test( "rotateX" , function( assert ) {
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var angleInRad = 1.562;
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obj.rotateX(angleInRad);
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- // should calculate the correct rotation on x
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- checkIfFloatsAreEqual(obj.rotation.x, angleInRad, assert);
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+ assert.numEqual( obj.rotation.x, angleInRad, "x is equal" );
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});
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QUnit.test( "rotateY" , function( assert ) {
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@@ -22,8 +21,7 @@ QUnit.test( "rotateY" , function( assert ) {
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var angleInRad = -0.346;
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obj.rotateY(angleInRad);
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- // should calculate the correct rotation on y
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- checkIfFloatsAreEqual(obj.rotation.y, angleInRad, assert);
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+ assert.numEqual( obj.rotation.y, angleInRad, "y is equal" );
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});
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QUnit.test( "rotateZ" , function( assert ) {
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@@ -32,71 +30,53 @@ QUnit.test( "rotateZ" , function( assert ) {
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var angleInRad = 1;
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obj.rotateZ(angleInRad);
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- // should calculate the correct rotation on y
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- checkIfFloatsAreEqual(obj.rotation.z, angleInRad, assert);
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+ assert.numEqual( obj.rotation.z, angleInRad, "z is equal" );
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});
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QUnit.test( "translateOnAxis" , function( assert ) {
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var obj = new THREE.Object3D();
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- // get a reference object for comparing
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- var reference = {x: 1, y: 1.23, z: -4.56};
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obj.translateOnAxis(new THREE.Vector3(1, 0, 0), 1);
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obj.translateOnAxis(new THREE.Vector3(0, 1, 0), 1.23);
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obj.translateOnAxis(new THREE.Vector3(0, 0, 1), -4.56);
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- checkIfPropsAreEqual(reference, obj.position, assert);
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+ assert.propEqual( obj.position, { x: 1, y: 1.23, z: -4.56 } );
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});
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QUnit.test( "translateX" , function( assert ) {
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var obj = new THREE.Object3D();
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obj.translateX(1.234);
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- assert.ok( obj.position.x === 1.234 , "x is equal" );
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+ assert.numEqual( obj.position.x, 1.234, "x is equal" );
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});
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QUnit.test( "translateY" , function( assert ) {
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var obj = new THREE.Object3D();
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obj.translateY(1.234);
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- assert.ok( obj.position.y === 1.234 , "y is equal" );
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+ assert.numEqual( obj.position.y, 1.234, "y is equal" );
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});
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QUnit.test( "translateZ" , function( assert ) {
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var obj = new THREE.Object3D();
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obj.translateZ(1.234);
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- assert.ok( obj.position.z === 1.234 , "z is equal" );
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+ assert.numEqual( obj.position.z, 1.234, "z is equal" );
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});
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QUnit.test( "lookAt" , function( assert ) {
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var obj = new THREE.Object3D();
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obj.lookAt(new THREE.Vector3(0, -1, 1));
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- assert.ok( obj.rotation.x * RadToDeg === 45 , "x is equal" );
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+ assert.numEqual( obj.rotation.x * RadToDeg, 45, "x is equal" );
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});
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QUnit.test( "getWorldRotation" , function( assert ) {
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var obj = new THREE.Object3D();
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obj.lookAt(new THREE.Vector3(0, -1, 1));
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- assert.ok( obj.getWorldRotation().x * RadToDeg === 45 , "x is equal" );
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+ assert.numEqual( obj.getWorldRotation().x * RadToDeg, 45, "x is equal" );
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obj.lookAt(new THREE.Vector3(1, 0, 0));
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- assert.ok( obj.getWorldRotation().y * RadToDeg === 90 , "y is equal" );
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+ assert.numEqual( obj.getWorldRotation().y * RadToDeg, 90, "y is equal" );
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});
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-
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-function checkIfPropsAreEqual(reference, obj, assert) {
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- assert.ok( obj.x === reference.x , "x is equal" );
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- assert.ok( obj.y === reference.y , "y is equal!" );
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- assert.ok( obj.z === reference.z , "z is equal!" );
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-}
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-
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-// since float equal checking is a mess in js, one solution is to cut off
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-// decimal places
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-function checkIfFloatsAreEqual(f1, f2, assert) {
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- var f1Rounded = ((f1 * 1000) | 0) / 1000;
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- var f2Rounded = ((f2 * 1000) | 0) / 1000;
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-
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- assert.ok( f1Rounded === f2Rounded, "passed" );
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-}
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