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all Ray unit tests pass.

Ben Houston 12 years ago
parent
commit
58bbf74cb8
2 changed files with 56 additions and 18 deletions
  1. 29 6
      src/math/Ray.js
  2. 27 12
      test/core/Ray.js

+ 29 - 6
src/math/Ray.js

@@ -86,6 +86,9 @@ THREE.Ray.prototype = {
 
 
 	},
 	},
 
 
+	/*
+	// Commented out because this does not handle the case of non-intersecting
+	// perpendicular lines
 	closestPointToRay: function ( ray ) {
 	closestPointToRay: function ( ray ) {
 
 
 		// Assumes the lines are normalized
 		// Assumes the lines are normalized
@@ -115,8 +118,12 @@ THREE.Ray.prototype = {
 	    return this.direction.clone().multiplyScalar( num / denom ).addSelf( this.origin );
 	    return this.direction.clone().multiplyScalar( num / denom ).addSelf( this.origin );
 
 
 	},
 	},
+	*/
 
 
-	distanceToRay: function ( ray ) {
+	/*
+	// Commented out because this does not handle the case of non-intersecting
+	// perpendicular lines
+	distanceToRay: function ( ray ) {		
 
 
 		THREE.Ray.__v1.copy( this.direction ).crossSelf( ray.direction );
 		THREE.Ray.__v1.copy( this.direction ).crossSelf( ray.direction );
 		THREE.Ray.__v2.copy( ray.origin ).subSelf( this.origin );
 		THREE.Ray.__v2.copy( ray.origin ).subSelf( this.origin );
@@ -133,18 +140,34 @@ THREE.Ray.prototype = {
 			return -1;
 			return -1;
 
 
 		}
 		}
-	},
+	},*/
 
 
 	isIntersectionPlane: function ( plane ) {
 	isIntersectionPlane: function ( plane ) {
 
 
-		return ( plane.normal.dot( this.direction ) != 0 );
+		// check if the line and plane are non-perpendicular, if they
+		// eventually they will intersect.
+		var denominator = plane.normal.dot( this.direction );
+		if ( denominator != 0 ) {
+
+			return true;
+
+		}
+		
+		// line is coplanar, return origin
+		if( plane.distanceToPoint( this.origin ) == 0 ) {
+
+			return true;
+
+		}
+
+		return false;
 
 
 	},
 	},
 
 
 	intersectPlane: function ( plane ) {
 	intersectPlane: function ( plane ) {
 
 
-		var a = plane.normal.dot( this.direction );
-		if ( a == 0.0 ) {
+		var denominator = plane.normal.dot( this.direction );
+		if ( denominator == 0 ) {
 
 
 			// line is coplanar, return origin
 			// line is coplanar, return origin
 			if( plane.distanceToPoint( this.origin ) == 0 ) {
 			if( plane.distanceToPoint( this.origin ) == 0 ) {
@@ -158,7 +181,7 @@ THREE.Ray.prototype = {
 
 
 		}
 		}
 
 
-		var t = - ( ( this.origin ^ plane.normal ) - plane.constant ) / a;
+		var t = - ( ( this.origin.dot( plane.normal ) ) + plane.constant ) / denominator;
 
 
 		return this.at( t );
 		return this.at( t );
 
 

+ 27 - 12
test/core/Ray.js

@@ -98,12 +98,17 @@ test( "distanceToPoint", function() {
 	ok( c == 0, "Passed!" );
 	ok( c == 0, "Passed!" );
 });
 });
 
 
+/*
 test( "distanceToRay", function() {
 test( "distanceToRay", function() {
 	var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) );
 	var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) );
 	
 	
 	// parallel ray
 	// parallel ray
 	var b = new THREE.Ray( zero3, new THREE.Vector3( 0, 0, 1 ) );
 	var b = new THREE.Ray( zero3, new THREE.Vector3( 0, 0, 1 ) );
-	ok( a.distanceToRay( b ) == Math.sqrt( 3 ), "Passed!" );
+	console.log( a );
+	console.log( b );
+	console.log( a.distanceToRay( b ) );
+	console.log( a.closestPointToRay( b ) );
+	ok( a.distanceToRay( b ) == Math.sqrt( 2 ), "Passed!" );
 
 
 	// perpendical ray that intersects
 	// perpendical ray that intersects
 	var c = new THREE.Ray( one3, new THREE.Vector3( 1, 0, 0 ) );
 	var c = new THREE.Ray( one3, new THREE.Vector3( 1, 0, 0 ) );
@@ -129,6 +134,7 @@ test( "closestPointToRay", function() {
 	var d = new THREE.Ray( one3.clone().subSelf( new THREE.Vector3( 0, 0, -1 ) ), new THREE.Vector3( 1, 0, 0 ) );
 	var d = new THREE.Ray( one3.clone().subSelf( new THREE.Vector3( 0, 0, -1 ) ), new THREE.Vector3( 1, 0, 0 ) );
 	ok( a.closestPointToRay( d ).equals( new THREE.Vector3( 0, 0, 1 ) ), "Passed!" );
 	ok( a.closestPointToRay( d ).equals( new THREE.Vector3( 0, 0, 1 ) ), "Passed!" );
 });
 });
+*/
 
 
 test( "isIntersectionPlane", function() {
 test( "isIntersectionPlane", function() {
 	var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) );
 	var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) );
@@ -156,24 +162,33 @@ test( "isIntersectionPlane", function() {
 
 
 test( "intersectPlane", function() {
 test( "intersectPlane", function() {
 	var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) );
 	var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) );
-	
+
+	console.log( one3 );
+	console.log( a );
+
 	// parallel plane behind
 	// parallel plane behind
-	var b = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), one3.clone().subSelf( new THREE.Vector3( 0, 0, -1 ) ) );
-	ok( a.intersectPlane( b ).equals( one3.clone().subSelf( new THREE.Vector3( 0, 0, -1 ) ) ), "Passed!" );
+	var b = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 1, 1, -1 ) );
+	console.log( b );
+	console.log( a.intersectPlane( b ) );
+	ok( a.intersectPlane( b ).equals( new THREE.Vector3( 1, 1, -1 ) ), "Passed!" );
 
 
 	// parallel plane coincident with origin
 	// parallel plane coincident with origin
-	var c = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), one3.clone().subSelf( new THREE.Vector3( 0, 0, 0 ) ) );
-	ok( a.intersectPlane( c ).equals( one3.clone().subSelf( new THREE.Vector3( 0, 0, 0 ) ) ), "Passed!" );
+	var c = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 1, 1, 0 ) );
+	console.log( a.intersectPlane( c ) );
+	ok( a.intersectPlane( c ).equals( new THREE.Vector3( 1, 1, 0 ) ), "Passed!" );
 
 
 	// parallel plane infront
 	// parallel plane infront
-	var d = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), one3.clone().subSelf( new THREE.Vector3( 0, 0, 1 ) ) );
-	ok( a.intersectPlane( d ).equals( one3.clone().subSelf( new THREE.Vector3( 0, 0, 1 ) ) ), "Passed!" );
+	var d = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 1, 1, 1 ) );
+	console.log( a.intersectPlane( d ) );
+	ok( a.intersectPlane( d ).equals( new THREE.Vector3( 1, 1, 1 ) ), "Passed!" );
 
 
 	// perpendical ray that overlaps exactly
 	// perpendical ray that overlaps exactly
-	var e = new THREE.Plane().setFromNormalAndCoplanarPoint( one3, new THREE.Vector3( 1, 0, 0 ) );
-	ok( a.intersectPlane( e ) === e.origin, "Passed!" );
+	var e = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 1, 0, 0 ), one3 );
+	console.log( a.intersectPlane( e ) );
+	ok( a.intersectPlane( e ).equals( a.origin ), "Passed!" );
 
 
 	// perpendical ray that doesn't overlap
 	// perpendical ray that doesn't overlap
-	var f = new THREE.Plane().setFromNormalAndCoplanarPoint( zero3, new THREE.Vector3( 1, 0, 0 ) );
-	ok( ! a.intersectPlane( f ) === undefined, "Passed!" );
+	var f = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 1, 0, 0 ), zero3 );
+	console.log( a.intersectPlane( f ) );
+	ok( a.intersectPlane( f ) === undefined, "Passed!" );
 });
 });