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+/**
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+ * @author bhouston / http://exocortex.com
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+ */
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+
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+module( "Quaternion" );
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+
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+var orders = [ 'XYZ', 'YXZ', 'ZXY', 'ZYX', 'YZX', 'XZY' ];
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+var eulerAngles = new THREE.Vector3( 0.1, -0.3, 0.25 );
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+
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+
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+test( "constructor", function() {
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+ var a = new THREE.Quaternion();
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+ ok( a.x == 0, "Passed!" );
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+ ok( a.y == 0, "Passed!" );
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+ ok( a.z == 0, "Passed!" );
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+ ok( a.w == 1, "Passed!" );
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+
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+ a = new THREE.Quaternion( x, y, z, w );
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+ ok( a.x === x, "Passed!" );
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+ ok( a.y === y, "Passed!" );
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+ ok( a.z === z, "Passed!" );
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+ ok( a.w === w, "Passed!" );
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+});
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+
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+test( "copy", function() {
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+ var a = new THREE.Quaternion( x, y, z, w );
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+ var b = new THREE.Quaternion().copy( a );
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+ ok( b.x == x, "Passed!" );
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+ ok( b.y == y, "Passed!" );
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+ ok( b.z == z, "Passed!" );
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+ ok( b.w == w, "Passed!" );
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+
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+ // ensure that it is a true copy
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+ a.x = 0;
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+ a.y = -1;
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+ a.z = 0;
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+ a.w = -1;
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+ ok( b.x == x, "Passed!" );
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+ ok( b.y == y, "Passed!" );
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+});
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+
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+test( "set", function() {
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+ var a = new THREE.Quaternion();
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+ ok( a.x == 0, "Passed!" );
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+ ok( a.y == 0, "Passed!" );
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+ ok( a.z == 0, "Passed!" );
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+ ok( a.w == 1, "Passed!" );
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+
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+ a.set( x, y, z, w );
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+ ok( a.x == x, "Passed!" );
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+ ok( a.y == y, "Passed!" );
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+ ok( a.z === z, "Passed!" );
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+ ok( a.w === w, "Passed!" );
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+});
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+
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+test( "setFromAxisAngle", function() {
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+
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+ // TODO: find cases to validate.
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+ ok( true, "Passed!" );
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+
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+ var zero = new THREE.Quaternion();
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+
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+ var a = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 1, 0, 0 ), 0 );
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+ ok( a.equals( zero ), "Passed!" );
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+ a = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), 0 );
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+ ok( a.equals( zero ), "Passed!" );
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+ a = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 0, 0, 1 ), 0 );
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+ ok( a.equals( zero ), "Passed!" );
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+
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+ var b1 = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 1, 0, 0 ), Math.PI );
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+ ok( ! a.equals( b1 ), "Passed!" );
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+ var b2 = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 1, 0, 0 ), -Math.PI );
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+ ok( ! a.equals( b2 ), "Passed!" );
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+
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+ b1.multiplySelf( b2 );
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+ ok( a.equals( b1 ), "Passed!" );
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+});
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+
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+
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+test( "setFromEuler/toEuler", function() {
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+
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+ var angles = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
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+
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+ for( var i = 0; i < angles.length; i ++ ) {
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+ // check only supported toEuler format
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+ var eulers2 = new THREE.Quaternion().setFromEuler( angles[i], "XYZ" ).toEuler( "XYZ" );
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+ ok( eulers2.distanceTo( angles[i] ) < 0.001, "Passed!" );
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+ }
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+
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+});
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+
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+test( "setFromEuler/setFromRotationMatrix", function() {
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+
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+ // ensure euler conversion for Quaternion matches that of Matrix4
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+ for( var i = 0; i < orders.length; i ++ ) {
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+ var q = new THREE.Quaternion().setFromEuler( eulerAngles, orders[i] );
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+ var m = new THREE.Matrix4().setRotationFromEuler( eulerAngles, orders[i] );
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+ var q2 = new THREE.Quaternion().setFromRotationMatrix( m );
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+
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+ ok( q.subSelf( q2 ).length() < 0.001, "Passed!" );
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+ }
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+
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+});
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+
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+test( "add/addSelf", function() {
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+ var a = new THREE.Quaternion( x, y, z, w );
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+ var b = new THREE.Quaternion( -x, -y, -z, -w );
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+
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+ a.addSelf( b );
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+ ok( a.x == 0, "Passed!" );
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+ ok( a.y == 0, "Passed!" );
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+ ok( a.z == 0, "Passed!" );
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+ ok( a.w == 0, "Passed!" );
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+
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+ var c = new THREE.Quaternion().add( b, b );
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+ ok( c.x == -2*x, "Passed!" );
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+ ok( c.y == -2*y, "Passed!" );
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+ ok( c.z == -2*z, "Passed!" );
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+ ok( c.w == -2*w, "Passed!" );
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+});
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+
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+test( "sub/subSelf", function() {
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+ var a = new THREE.Quaternion( x, y, z, w );
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+ var b = new THREE.Quaternion( -x, -y, -z, -w );
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+
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+ a.subSelf( b );
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+ ok( a.x == 2*x, "Passed!" );
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+ ok( a.y == 2*y, "Passed!" );
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+ ok( a.z == 2*z, "Passed!" );
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+ ok( a.w == 2*w, "Passed!" );
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+
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+ var c = new THREE.Quaternion().sub( b, b );
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+ ok( c.x == 0, "Passed!" );
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+ ok( c.y == 0, "Passed!" );
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+ ok( c.z == 0, "Passed!" );
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+ ok( c.w == 0, "Passed!" );
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+});
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+
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+test( "normalize/length/lengthSq", function() {
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+ var a = new THREE.Quaternion( x, y, z, w );
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+ var b = new THREE.Quaternion( -x, -y, -z, -w );
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+
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+ ok( a.length() != 1, "Passed!");
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+ ok( a.lengthSq() != 1, "Passed!");
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+ a.normalize();
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+ ok( a.length() == 1, "Passed!");
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+ ok( a.lengthSq() == 1, "Passed!");
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+
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+ a.set( 0, 0, 0, 0 );
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+ ok( a.lengthSq() == 0, "Passed!");
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+ ok( a.length() == 0, "Passed!");
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+ a.normalize();
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+ ok( a.lengthSq() == 1, "Passed!");
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+ ok( a.length() == 1, "Passed!");
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+});
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+
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+test( "inverse/conjugate", function() {
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+ var a = new THREE.Quaternion( x, y, z, w );
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+
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+ // TODO: add better validation here.
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+
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+ var b = a.clone().conjugate();
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+
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+ ok( a.x == -b.x, "Passed!" );
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+ ok( a.y == -b.y, "Passed!" );
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+ ok( a.z == -b.z, "Passed!" );
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+ ok( a.w == b.w, "Passed!" );
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+});
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+
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+
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+test( "multiply/multiplySelf", function() {
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+
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+ var angles = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
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+
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+ var q1 = new THREE.Quaternion().setFromEuler( angles[0], "XYZ" );
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+ var q2 = new THREE.Quaternion().setFromEuler( angles[1], "XYZ" );
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+ var q3 = new THREE.Quaternion().setFromEuler( angles[2], "XYZ" );
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+
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+ var q = new THREE.Quaternion().multiply( q1, q2 ).multiplySelf( q3 );
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+
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+ var m1 = new THREE.Matrix4().setRotationFromEuler( angles[0], "XYZ" );
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+ var m2 = new THREE.Matrix4().setRotationFromEuler( angles[1], "XYZ" );
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+ var m3 = new THREE.Matrix4().setRotationFromEuler( angles[2], "XYZ" );
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+
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+ var m = new THREE.Matrix4().multiply( m1, m2 ).multiplySelf( m3 );
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+
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+ var qFromM = new THREE.Quaternion().setFromRotationMatrix( m );
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+
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+ ok( q.subSelf( qFromM ).length() < 0.001, "Passed!" );
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+});
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+
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+test( "multiplyVector3", function() {
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+
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+ var angles = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
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+
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+ // ensure euler conversion for Quaternion matches that of Matrix4
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+ for( var i = 0; i < orders.length; i ++ ) {
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+ for( var j = 0; j < angles.length; j ++ ) {
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+ var q = new THREE.Quaternion().setFromEuler( angles[j], orders[i] );
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+ var m = new THREE.Matrix4().setRotationFromEuler( angles[j], orders[i] );
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+
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+ var v0 = new THREE.Vector3(1, 0, 0);
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+ var qv = q.multiplyVector3( v0.clone() );
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+ var mv = m.multiplyVector3( v0.clone() );
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+
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+ ok( qv.distanceTo( mv ) < 0.001, "Passed!" );
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+ }
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+ }
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+
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+});
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+
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+test( "equals", function() {
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+ var a = new THREE.Quaternion( x, y, z, w );
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+ var b = new THREE.Quaternion( -x, -y, -z, -w );
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+
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+ ok( a.x != b.x, "Passed!" );
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+ ok( a.y != b.y, "Passed!" );
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+
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+ ok( ! a.equals( b ), "Passed!" );
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+ ok( ! b.equals( a ), "Passed!" );
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+
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+ a.copy( b );
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+ ok( a.x == b.x, "Passed!" );
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+ ok( a.y == b.y, "Passed!" );
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+
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+ ok( a.equals( b ), "Passed!" );
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+ ok( b.equals( a ), "Passed!" );
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+});
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