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@@ -108,6 +108,65 @@ test( "isIntersectionSphere", function() {
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ok( ! a.isIntersectionSphere( f ), "Passed!" );
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});
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+test( "intersectSphere", function() {
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+
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+ var TOL = 0.0001;
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+
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+ // ray a0 origin located at ( 0, 0, 0 ) and points outward in negative-z direction
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+ var a0 = new THREE.Ray( zero3.clone(), new THREE.Vector3( 0, 0, -1 ) );
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+ // ray a1 origin located at ( 1, 1, 1 ) and points left in negative-x direction
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+ var a1 = new THREE.Ray( one3.clone(), new THREE.Vector3( -1, 0, 0 ) );
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+
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+ // sphere (radius of 2) located behind ray a0, should result in null
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+ var b = new THREE.Sphere( new THREE.Vector3( 0, 0, 3 ), 2 );
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+ ok( a0.intersectSphere( b ) === null, "Passed!" );
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+
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+ // sphere (radius of 2) located in front of, but too far right of ray a0, should result in null
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+ var b = new THREE.Sphere( new THREE.Vector3( 3, 0, -1 ), 2 );
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+ ok( a0.intersectSphere( b ) === null, "Passed!" );
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+
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+ // sphere (radius of 2) located below ray a1, should result in null
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+ var b = new THREE.Sphere( new THREE.Vector3( 1, -2, 1 ), 2 );
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+ ok( a1.intersectSphere( b ) === null, "Passed!" );
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+
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+ // sphere (radius of 1) located to the left of ray a1, should result in intersection at 0, 1, 1
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+ var b = new THREE.Sphere( new THREE.Vector3( -1, 1, 1 ), 1 );
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+ ok( a1.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 1, 1 ) ) < TOL, "Passed!" );
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+
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+ // sphere (radius of 1) located in front of ray a0, should result in intersection at 0, 0, -1
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+ var b = new THREE.Sphere( new THREE.Vector3( 0, 0, -2 ), 1 );
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+ ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -1 ) ) < TOL, "Passed!" );
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+
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+ // sphere (radius of 2) located in front & right of ray a0, should result in intersection at 0, 0, -1, or left-most edge of sphere
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+ var b = new THREE.Sphere( new THREE.Vector3( 2, 0, -1 ), 2 );
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+ ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -1 ) ) < TOL, "Passed!" );
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+
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+ // same situation as above, but move the sphere a fraction more to the right, and ray a0 should now just miss
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+ var b = new THREE.Sphere( new THREE.Vector3( 2.01, 0, -1 ), 2 );
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+ ok( a0.intersectSphere( b ) === null, "Passed!" );
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+
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+ // following tests are for situations where the ray origin is inside the sphere
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+
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+ // sphere (radius of 1) center located at ray a0 origin / sphere surrounds the ray origin, so the first intersect point 0, 0, 1,
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+ // is behind ray a0. Therefore, second exit point on back of sphere will be returned: 0, 0, -1
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+ // thus keeping the intersection point always in front of the ray.
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+ var b = new THREE.Sphere( zero3.clone(), 1 );
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+ ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -1 ) ) < TOL, "Passed!" );
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+
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+ // sphere (radius of 4) center located behind ray a0 origin / sphere surrounds the ray origin, so the first intersect point 0, 0, 5,
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+ // is behind ray a0. Therefore, second exit point on back of sphere will be returned: 0, 0, -3
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+ // thus keeping the intersection point always in front of the ray.
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+ var b = new THREE.Sphere( new THREE.Vector3( 0, 0, 1 ), 4 );
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+ ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -3 ) ) < TOL, "Passed!" );
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+
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+ // sphere (radius of 4) center located in front of ray a0 origin / sphere surrounds the ray origin, so the first intersect point 0, 0, 3,
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+ // is behind ray a0. Therefore, second exit point on back of sphere will be returned: 0, 0, -5
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+ // thus keeping the intersection point always in front of the ray.
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+ var b = new THREE.Sphere( new THREE.Vector3( 0, 0, -1 ), 4 );
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+ ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -5 ) ) < TOL, "Passed!" );
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+
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+});
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+
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test( "isIntersectionPlane", function() {
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var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) );
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