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add first bunch of unit tests for geometry

simonThiele 9 years ago
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5bf7d23f30
1 changed files with 107 additions and 0 deletions
  1. 107 0
      test/unit/core/Geometry.js

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test/unit/core/Geometry.js

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+/**
+ * @author simonThiele / https://github.com/simonThiele
+ */
+
+module( "Geometry" );
+
+test( "rotateX", function() {
+	var geometry = getGeometry();
+
+	var matrix = new THREE.Matrix4();
+	matrix.makeRotationX( Math.PI / 2 ); // 90 degree
+
+	geometry.applyMatrix( matrix );
+
+	var v0 = geometry.vertices[0], v1 = geometry.vertices[1], v2 = geometry.vertices[2];
+	ok ( v0.x === -0.5 && v0.y === 0 && v0.z === 0, "first vertex was rotated" );
+	ok ( v1.x === 0.5 && v1.y === 0 && v1.z === 0, "second vertex was rotated" );
+	ok ( v2.x === 0 && v2.y < Number.EPSILON && v2.z === 1, "third vertex was rotated" );
+});
+
+
+test( "rotateY", function() {
+	var geometry = getGeometry();
+
+	var matrix = new THREE.Matrix4();
+	matrix.makeRotationY( Math.PI ); // 180 degrees
+
+	geometry.applyMatrix( matrix );
+
+	var v0 = geometry.vertices[0], v1 = geometry.vertices[1], v2 = geometry.vertices[2];
+	ok ( v0.x === 0.5 && v0.y === 0 && v0.z < Number.EPSILON, "first vertex was rotated" );
+	ok ( v1.x === -0.5 && v1.y === 0 && v1.z < Number.EPSILON, "second vertex was rotated" );
+	ok ( v2.x === 0 && v2.y === 1 && v2.z === 0, "third vertex was rotated" );
+});
+
+test( "rotateZ", function() {
+	var geometry = getGeometry();
+
+	var matrix = new THREE.Matrix4();
+	matrix.makeRotationZ( Math.PI / 2 * 3 ); // 270 degrees
+
+	geometry.applyMatrix( matrix );
+
+	var v0 = geometry.vertices[0], v1 = geometry.vertices[1], v2 = geometry.vertices[2];
+	ok ( v0.x < Number.EPSILON && v0.y === 0.5 && v0.z === 0, "first vertex was rotated" );
+	ok ( v1.x < Number.EPSILON && v1.y === -0.5 && v1.z === 0, "second vertex was rotated" );
+	ok ( v2.x === 1 && v2.y < Number.EPSILON && v2.z === 0, "third vertex was rotated" );
+});
+
+test( "fromBufferGeometry", function() {
+	var bufferGeometry = new THREE.BufferGeometry();
+	bufferGeometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9]), 3));
+	bufferGeometry.addAttribute('color', new THREE.BufferAttribute(new Float32Array([0, 0, 0, 0.5, 0.5, 0.5, 1, 1, 1]), 3));
+	bufferGeometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array([0, 1, 0, 1, 0, 1, 1, 1, 0]), 3));
+	bufferGeometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array([0, 0, 0, 1, 1, 1]), 2));
+	bufferGeometry.addAttribute('uv2', new THREE.BufferAttribute(new Float32Array([0, 0, 0, 1, 1, 1]), 2));
+
+	var geometry = new THREE.Geometry().fromBufferGeometry(bufferGeometry);
+
+	var colors = geometry.colors;
+	ok (
+		colors[0].r === 0 && colors[0].g === 0 && colors[0].b === 0 &&
+		colors[1].r === 0.5 && colors[1].g === 0.5 && colors[1].b === 0.5 &&
+		colors[2].r === 1 && colors[2].g === 1 && colors[2].b === 1
+		, "colors were created well" );
+
+	var vertices = geometry.vertices;
+	ok (
+		vertices[0].x === 1 && vertices[0].y === 2 && vertices[0].z === 3 &&
+		vertices[1].x === 4 && vertices[1].y === 5 && vertices[1].z === 6 &&
+		vertices[2].x === 7 && vertices[2].y === 8 && vertices[2].z === 9
+		, "vertices were created well" );
+
+	var vNormals = geometry.faces[0].vertexNormals;
+	ok (
+		vNormals[0].x === 0 && vNormals[0].y === 1 && vNormals[0].z === 0 &&
+		vNormals[1].x === 1 && vNormals[1].y === 0 && vNormals[1].z === 1 &&
+		vNormals[2].x === 1 && vNormals[2].y === 1 && vNormals[2].z === 0
+		, "vertex normals were created well" );
+});
+
+test( "normalize", function() {
+	var geometry = getGeometry();
+	geometry.computeLineDistances();
+
+	var distances = geometry.lineDistances;
+	ok( distances[0] === 0, "distance to the 1st point is 0" );
+	ok( distances[1] === 1 + distances[0], "distance from the 1st to the 2nd is sqrt(2nd - 1st) + distance - 1" );
+	ok( distances[2] === Math.sqrt(0.5 * 0.5 + 1) + distances[1], "distance from the 1st to the 3nd is sqrt(3rd - 2nd) + distance - 1" );
+});
+
+function getGeometryByParams( x1, y1, z1, x2, y2, z2, x3, y3, z3 ) {
+	var geometry = new THREE.Geometry();
+
+	// a triangle
+	geometry.vertices = [
+		new THREE.Vector3( x1, y1, z1 ),
+		new THREE.Vector3( x2, y2, z2 ),
+		new THREE.Vector3( x3, y3, z3 )
+	];
+
+	return geometry;
+}
+
+function getGeometry() {
+	return getGeometryByParams(-0.5, 0, 0, 0.5, 0, 0, 0, 1, 0);
+}