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@@ -182,7 +182,7 @@ test( "applyMatrix4", function() {
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});
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-test( "distanceToSegment", function() {
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+test( "distanceSqToSegment", function() {
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var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) );
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var ptOnLine = new THREE.Vector3();
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var ptOnSegment = new THREE.Vector3();
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@@ -190,7 +190,7 @@ test( "distanceToSegment", function() {
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//segment in front of the ray
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var v0 = new THREE.Vector3( 3, 5, 50 );
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var v1 = new THREE.Vector3( 50, 50, 50 ); // just a far away point
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- var distSqr = a.distanceToSegment( v0, v1, ptOnLine, ptOnSegment );
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+ var distSqr = a.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment );
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ok( ptOnSegment.distanceTo( v0 ) < 0.0001, "Passed!" );
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ok( ptOnLine.distanceTo( new THREE.Vector3(1, 1, 50) ) < 0.0001, "Passed!" );
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@@ -200,7 +200,7 @@ test( "distanceToSegment", function() {
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//segment behind the ray
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v0 = new THREE.Vector3( -50, -50, -50 ); // just a far away point
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v1 = new THREE.Vector3( -3, -5, -4 );
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- distSqr = a.distanceToSegment( v0, v1, ptOnLine, ptOnSegment );
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+ distSqr = a.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment );
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ok( ptOnSegment.distanceTo( v1 ) < 0.0001, "Passed!" );
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ok( ptOnLine.distanceTo( one3 ) < 0.0001, "Passed!" );
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@@ -210,7 +210,7 @@ test( "distanceToSegment", function() {
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//exact intersection between the ray and the segment
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v0 = new THREE.Vector3( -50, -50, -50 );
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v1 = new THREE.Vector3( 50, 50, 50 );
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- distSqr = a.distanceToSegment( v0, v1, ptOnLine, ptOnSegment );
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+ distSqr = a.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment );
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ok( ptOnSegment.distanceTo( one3 ) < 0.0001, "Passed!" );
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ok( ptOnLine.distanceTo( one3 ) < 0.0001, "Passed!" );
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