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+/**
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+ * @author simonThiele / https://github.com/simonThiele
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+ */
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+
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+module( "BufferGeometry" );
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+
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+var DegToRad = Math.PI / 180;
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+
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+test( "add / delete Attribute", function() {
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+ var geometry = new THREE.BufferGeometry();
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+ var attributeName = "position";
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+
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+ ok ( geometry.attributes[attributeName] === undefined , 'no attribute defined' );
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+
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+ geometry.addAttribute( attributeName, new THREE.BufferAttribute( new Float32Array( [1, 2, 3], 1 ) ) );
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+
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+ ok ( geometry.attributes[attributeName] !== undefined , 'attribute is defined' );
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+
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+ geometry.removeAttribute( attributeName );
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+
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+ ok ( geometry.attributes[attributeName] === undefined , 'no attribute defined' );
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+});
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+
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+test( "applyMatrix", function() {
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+ var geometry = new THREE.BufferGeometry();
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+ geometry.addAttribute( "position", new THREE.BufferAttribute( new Float32Array(6), 3 ) );
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+
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+ var matrix = new THREE.Matrix4().set(
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+ 1, 0, 0, 1.5,
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+ 0, 1, 0, -2,
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+ 0, 0, 1, 3,
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+ 0, 0, 0, 1
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+ );
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+ geometry.applyMatrix(matrix);
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+
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+ var position = geometry.attributes.position.array;
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+ var m = matrix.elements;
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+ ok( position[0] === m[12] && position[1] === m[13] && position[2] === m[14], "position was extracted from matrix" );
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+ ok( position[3] === m[12] && position[4] === m[13] && position[5] === m[14], "position was extracted from matrix twice" );
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+ ok( geometry.attributes.position.version === 1, "version was increased during update" );
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+});
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+
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+test( "rotateX/Y/Z", function() {
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+ var geometry = new THREE.BufferGeometry();
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+ geometry.addAttribute( "position", new THREE.BufferAttribute( new Float32Array([1, 2, 3, 4, 5, 6]), 3 ) );
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+
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+ var pos = geometry.attributes.position.array;
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+
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+ geometry.rotateX( 180 * DegToRad );
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+
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+ // object was rotated around x so all items should be flipped but the x ones
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+ ok( pos[0] === 1 && pos[1] === -2 && pos[2] === -3 &&
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+ pos[3] === 4 && pos[4] === -5 && pos[5] === -6, "vertices were rotated around x by 180 degrees" );
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+
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+
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+ geometry.rotateY( 180 * DegToRad );
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+
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+ // vertices were rotated around y so all items should be flipped again but the y ones
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+ ok( pos[0] === -1 && pos[1] === -2 && pos[2] === 3 &&
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+ pos[3] === -4 && pos[4] === -5 && pos[5] === 6, "vertices were rotated around y by 180 degrees" );
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+
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+
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+ geometry.rotateZ( 180 * DegToRad );
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+
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+ // vertices were rotated around z so all items should be flipped again but the z ones
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+ ok( pos[0] === 1 && pos[1] === 2 && pos[2] === 3 &&
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+ pos[3] === 4 && pos[4] === 5 && pos[5] === 6, "vertices were rotated around z by 180 degrees" );
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+});
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+
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+
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+test( "translate", function() {
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+ var geometry = new THREE.BufferGeometry();
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+ geometry.addAttribute( "position", new THREE.BufferAttribute( new Float32Array([1, 2, 3, 4, 5, 6]), 3 ) );
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+
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+ var pos = geometry.attributes.position.array;
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+
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+ geometry.translate( 10, 20, 30 );
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+
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+ ok( pos[0] === 11 && pos[1] === 22 && pos[2] === 33 &&
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+ pos[3] === 14 && pos[4] === 25 && pos[5] === 36, "vertices were translated" );
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+});
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+
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+test( "scale", function() {
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+ var geometry = new THREE.BufferGeometry();
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+ geometry.addAttribute( "position", new THREE.BufferAttribute( new Float32Array([-1, -1, -1, 2, 2, 2]), 3 ) );
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+
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+ var pos = geometry.attributes.position.array;
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+
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+ geometry.scale( 1, 2, 3 );
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+
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+ ok( pos[0] === -1 && pos[1] === -2 && pos[2] === -3 &&
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+ pos[3] === 2 && pos[4] === 4 && pos[5] === 6, "vertices were scaled" );
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+});
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+
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+test( "center", function() {
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+ var geometry = new THREE.BufferGeometry();
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+ geometry.addAttribute( "position", new THREE.BufferAttribute( new Float32Array([
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+ -1, -1, -1,
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+ 1, 1, 1,
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+ 4, 4, 4
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+ ]), 3 ) );
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+
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+ geometry.center();
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+
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+ var pos = geometry.attributes.position.array;
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+ var bb = geometry.boundingBox;
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+
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+ // the boundingBox should go from (-1, -1, -1) to (4, 4, 4) so it has a size of (5, 5, 5)
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+ // after centering it the vertices should be placed between (-2.5, -2.5, -2.5) and (2.5, 2.5, 2.5)
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+ ok( pos[0] === -2.5 && pos[1] === -2.5 && pos[2] === -2.5 &&
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+ pos[3] === -0.5 && pos[4] === -0.5 && pos[5] === -0.5 &&
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+ pos[6] === 2.5 && pos[7] === 2.5 && pos[8] === 2.5, "vertices were replaced by boundingBox dimensions" );
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+});
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+
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+test( "setFromObject", function() {
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+ var lineGeo = new THREE.Geometry();
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+ lineGeo.vertices.push(
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+ new THREE.Vector3( -10, 0, 0 ),
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+ new THREE.Vector3( 0, 10, 0 ),
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+ new THREE.Vector3( 10, 0, 0 )
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+ );
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+
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+ lineGeo.colors.push(
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+ new THREE.Color(1, 0, 0 ),
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+ new THREE.Color(0, 1, 0 ),
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+ new THREE.Color(0, 0, 1 )
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+ );
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+
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+ var line = new THREE.Line( lineGeo, null );
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+ var geometry = new THREE.BufferGeometry().setFromObject( line );
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+
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+ var pos = geometry.attributes.position.array;
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+ var col = geometry.attributes.color.array;
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+ var v = lineGeo.vertices;
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+ var c = lineGeo.colors;
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+
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+ ok(
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+ // position exists
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+ pos !== undefined &&
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+
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+ // vertex arrays have the same size
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+ v.length * 3 === pos.length &&
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+
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+ // there are three complete vertices (each vertex contains three values)
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+ geometry.attributes.position.count === 3 &&
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+
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+ // check if both arrays contains the same data
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+ pos[0] === v[0].x && pos[1] === v[0].y && pos[2] === v[0].z &&
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+ pos[3] === v[1].x && pos[4] === v[1].y && pos[5] === v[1].z &&
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+ pos[6] === v[2].x && pos[7] === v[2].y && pos[8] === v[2].z
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+ , "positions are equal" );
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+
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+ ok(
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+ // color exists
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+ col !== undefined &&
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+
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+ // color arrays have the same size
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+ c.length * 3 === col.length &&
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+
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+ // there are three complete colors (each color contains three values)
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+ geometry.attributes.color.count === 3 &&
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+
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+ // check if both arrays contains the same data
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+ col[0] === c[0].r && col[1] === c[0].g && col[2] === c[0].b &&
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+ col[3] === c[1].r && col[4] === c[1].g && col[5] === c[1].b &&
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+ col[6] === c[2].r && col[7] === c[2].g && col[8] === c[2].b
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+ , "colors are equal" );
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+});
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+
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+test( "computeBoundingBox", function() {
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+ var bb = getBBForVertices( [-1, -2, -3, 13, -2, -3.5, -1, -20, 0, -4, 5, 6] );
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+
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+ ok( bb.min.x === -4 && bb.min.y === -20 && bb.min.z === -3.5, "min values are set correctly" );
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+ ok( bb.max.x === 13 && bb.max.y === 5 && bb.max.z === 6, "max values are set correctly" );
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+
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+
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+ bb = getBBForVertices( [] );
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+
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+ ok( bb.min.x === 0 && bb.min.y === 0 && bb.min.z === 0, "since there are no values given, the bb has size = 0" );
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+ ok( bb.max.x === 0 && bb.max.y === 0 && bb.max.z === 0, "since there are no values given, the bb has size = 0" );
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+
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+
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+ bb = getBBForVertices( [-1, -1, -1] );
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+
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+ ok( bb.min.x === bb.max.x && bb.min.y === bb.max.y && bb.min.z === bb.max.z, "since there is only one vertex, max and min are equal" );
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+ ok( bb.min.x === -1 && bb.min.y === -1 && bb.min.z === -1, "since there is only one vertex, min and max are this vertex" );
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+
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+ bb = getBBForVertices( [-1] );
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+});
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+
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+test( "computeBoundingSphere", function() {
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+ var bs = getBSForVertices( [-10, 0, 0, 10, 0, 0] );
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+
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+ ok( bs.radius === (10 + 10) / 2, "radius is equal to deltaMinMax / 2" )
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+ ok( bs.center.x === 0 && bs.center.y === 0 && bs.center.y === 0, "bounding sphere is at ( 0, 0, 0 )" )
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+
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+
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+ var bs = getBSForVertices( [-5, 11, -3, 5, -11, 3] );
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+ var radius = new THREE.Vector3(5, 11, 3).length();
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+
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+ ok( bs.radius === radius, "radius is equal to directionLength" )
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+ ok( bs.center.x === 0 && bs.center.y === 0 && bs.center.y === 0, "bounding sphere is at ( 0, 0, 0 )" )
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+});
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+
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+function getBBForVertices(vertices) {
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+ var geometry = new THREE.BufferGeometry();
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+
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+ geometry.addAttribute( "position", new THREE.BufferAttribute( new Float32Array(vertices), 3 ) );
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+ geometry.computeBoundingBox();
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+
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+ return geometry.boundingBox;
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+}
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+
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+function getBSForVertices(vertices) {
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+ var geometry = new THREE.BufferGeometry();
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+
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+ geometry.addAttribute( "position", new THREE.BufferAttribute( new Float32Array(vertices), 3 ) );
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+ geometry.computeBoundingSphere();
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+
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+ return geometry.boundingSphere;
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+}
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+
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+test( "computeVertexNormals", function() {
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+ // get normals for a counter clockwise created triangle
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+ var normals = getNormalsForVertices([-1, 0, 0, 1, 0, 0, 0, 1, 0]);
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+
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+ ok( normals[0] === 0 && normals[1] === 0 && normals[2] === 1,
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+ "first normal is pointing to screen since the the triangle was created counter clockwise" );
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+
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+ ok( normals[3] === 0 && normals[4] === 0 && normals[5] === 1,
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+ "second normal is pointing to screen since the the triangle was created counter clockwise" );
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+
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+ ok( normals[6] === 0 && normals[7] === 0 && normals[8] === 1,
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+ "third normal is pointing to screen since the the triangle was created counter clockwise" );
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+
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+
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+ // get normals for a clockwise created triangle
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+ var normals = getNormalsForVertices([1, 0, 0, -1, 0, 0, 0, 1, 0]);
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+
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+ ok( normals[0] === 0 && normals[1] === 0 && normals[2] === -1,
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+ "first normal is pointing to screen since the the triangle was created clockwise" );
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+
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+ ok( normals[3] === 0 && normals[4] === 0 && normals[5] === -1,
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+ "second normal is pointing to screen since the the triangle was created clockwise" );
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+
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+ ok( normals[6] === 0 && normals[7] === 0 && normals[8] === -1,
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+ "third normal is pointing to screen since the the triangle was created clockwise" );
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+
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+
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+ var normals = getNormalsForVertices([0, 0, 1, 0, 0, -1, 1, 1, 0]);
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+
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+ // the triangle is rotated by 45 degrees to the right so the normals of the three vertices
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+ // should point to (1, -1, 0).normalized(). The simplest solution is to check against a normalized
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+ // vector (1, -1, 0) but you will get calculation errors because of floating calculations so another
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+ // valid technique is to create a vector which stands in 90 degrees to the normals and calculate the
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+ // dot product which is the cos of the angle between them. This should be < floating calculation error
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+ // which can be taken from Number.EPSILON
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+ var direction = new THREE.Vector3(1, 1, 0).normalize(); // a vector which should have 90 degrees difference to normals
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+ var difference = direction.dot( new THREE.Vector3( normals[0], normals[1], normals[2] ) );
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+ ok( difference < Number.EPSILON, "normal is equal to reference vector");
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+
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+
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+ // get normals for a line should be NAN because you need min a triangle to calculate normals
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+ var normals = getNormalsForVertices([1, 0, 0, -1, 0, 0]);
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+ for (var i = 0; i < normals.length; i++) {
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+ ok ( !normals[i], "normals can't be calculated which is good");
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+ }
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+});
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+
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+function getNormalsForVertices(vertices) {
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+ var geometry = new THREE.BufferGeometry();
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+
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+ geometry.addAttribute( "position", new THREE.BufferAttribute( new Float32Array(vertices), 3 ) );
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+
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+ geometry.computeVertexNormals();
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+
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+ ok( geometry.attributes.normal !== undefined, "normal attribute was created" );
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+
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+ return geometry.attributes.normal.array;
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+}
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+
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+test( "merge", function() {
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+ var geometry1 = new THREE.BufferGeometry();
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+ geometry1.addAttribute( "attrName", new THREE.BufferAttribute( new Float32Array([1, 2, 3, 0, 0, 0]), 3 ) );
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+
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+ var geometry2 = new THREE.BufferGeometry();
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+ geometry2.addAttribute( "attrName", new THREE.BufferAttribute( new Float32Array([4, 5, 6]), 3 ) );
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+
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+ var attr = geometry1.attributes.attrName.array;
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+
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+ geometry1.merge(geometry2, 1);
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+
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+ // merged array should be 1, 2, 3, 4, 5, 6
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+ for (var i = 0; i < attr.length; i++) {
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+ ok( attr[i] === i + 1, "");
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+ }
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+
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+ geometry1.merge(geometry2);
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+ ok( attr[0] === 4 && attr[1] === 5 && attr[2] === 6, "copied the 3 attributes without offset" );
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+});
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+
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+test( "copy", function() {
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+ var geometry = new THREE.BufferGeometry();
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+ geometry.addAttribute( "attrName", new THREE.BufferAttribute( new Float32Array([1, 2, 3, 4, 5, 6]), 3 ) );
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+ geometry.addAttribute( "attrName2", new THREE.BufferAttribute( new Float32Array([0, 1, 3, 5, 6]), 1 ) );
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+
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+ var copy = new THREE.BufferGeometry().copy(geometry);
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+
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+ ok( copy !== geometry && geometry.id !== copy.id, "new object was created" );
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+
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+ Object.keys(geometry.attributes).forEach(function(key) {
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+ var attribute = geometry.attributes[key];
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+ ok( attribute !== undefined, "all attributes where copied");
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+
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+ for (var i = 0; i < attribute.array.length; i++) {
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+ ok( attribute.array[i] === copy.attributes[key].array[i], "values of the attribute are equal" );
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+ }
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+ });
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+});
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