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@@ -4,59 +4,36 @@
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module( "Object3D" );
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+var RadToDeg = 180 / Math.PI;
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+
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test( "rotateX", function() {
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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 = obj.rotateOnAxis(new THREE.Vector3(1, 0, 0), 45).rotation;
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- obj.rotateX(45);
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+ var angleInRad = 1.562;
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+ obj.rotateX(angleInRad);
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- checkIfPropsAreEqual(reference, obj.rotation);
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+ // should calculate the correct rotation on x
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+ checkIfFloatsAreEqual(obj.rotation.x, angleInRad);
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});
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test( "rotateY", function() {
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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 = obj.rotateOnAxis(new THREE.Vector3(0, 1, 0), -25).rotation;
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- obj.rotateY(45);
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+ var angleInRad = -0.346;
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+ obj.rotateY(angleInRad);
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- checkIfPropsAreEqual(reference, obj.rotation);
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+ // should calculate the correct rotation on y
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+ checkIfFloatsAreEqual(obj.rotation.y, angleInRad);
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});
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test( "rotateZ", function() {
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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 = obj.rotateOnAxis(new THREE.Vector3(0, 0, 1), 41.5324).rotation;
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- obj.rotateZ(45);
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+ var angleInRad = 1;
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+ obj.rotateZ(angleInRad);
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- checkIfPropsAreEqual(reference, obj.rotation);
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-});
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-
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-test( "rotateX -> y -> z -> x", function() {
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- var obj = new THREE.Object3D();
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-
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- // get a reference object for comparing
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- var reference = obj.rotateOnAxis(new THREE.Vector3(1, 0, 0), 10).rotation;
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- obj.rotateX(10);
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-
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- checkIfPropsAreEqual(reference, obj.rotation);
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-
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- var reference = obj.rotateOnAxis(new THREE.Vector3(0, 1, 0), -32.324).rotation;
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- obj.rotateY(-32.324);
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-
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- checkIfPropsAreEqual(reference, obj.rotation);
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-
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- var reference = obj.rotateOnAxis(new THREE.Vector3(0, 0, 1), 12.4).rotation;
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- obj.rotateZ(12.4);
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-
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- checkIfPropsAreEqual(reference, obj.rotation);
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-
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- var reference = obj.rotateOnAxis(new THREE.Vector3(1, 0, 0), 23).rotation;
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- obj.rotateX(23);
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-
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- checkIfPropsAreEqual(reference, obj.rotation);
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+ // should calculate the correct rotation on y
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+ checkIfFloatsAreEqual(obj.rotation.z, angleInRad);
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});
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test( "translateOnAxis", function() {
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@@ -96,17 +73,17 @@ test( "lookAt", function() {
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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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- ok( obj.rotation.x * (180 / Math.PI) === 45 , "x is equal" );
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+ ok( obj.rotation.x * RadToDeg === 45 , "x is equal" );
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});
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test( "getWorldQuaternion", function() {
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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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- ok( obj.getWorldRotation().x * (180 / Math.PI) === 45 , "x is equal" );
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+ ok( obj.getWorldRotation().x * RadToDeg === 45 , "x is equal" );
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obj.lookAt(new THREE.Vector3(1, 0, 0));
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- ok( obj.getWorldRotation().y * (180 / Math.PI) === 90 , "y is equal" );
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+ ok( obj.getWorldRotation().y * RadToDeg === 90 , "y is equal" );
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});
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function checkIfPropsAreEqual(reference, obj) {
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@@ -114,3 +91,12 @@ function checkIfPropsAreEqual(reference, obj) {
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ok( obj.y === reference.y , "y is equal!" );
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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) {
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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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+ ok( f1Rounded === f2Rounded, "passed" );
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+}
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