/** * @author bhouston / http://exocortex.com */ module( "Ray" ); test( "constructor", function() { var a = new THREE.Ray(); ok( a.origin.equals( zero3 ), "Passed!" ); ok( a.direction.equals( zero3 ), "Passed!" ); a = new THREE.Ray( two3, one3 ); ok( a.origin.equals( two3 ), "Passed!" ); ok( a.direction.equals( one3 ), "Passed!" ); }); test( "copy", function() { var a = new THREE.Ray( zero3, one3 ); var b = new THREE.Ray().copy( a ); ok( b.origin.equals( zero3 ), "Passed!" ); ok( b.direction.equals( one3 ), "Passed!" ); // ensure that it is a true copy a.origin = zero3; a.direction = one3; ok( b.origin.equals( zero3 ), "Passed!" ); ok( b.direction.equals( one3 ), "Passed!" ); }); test( "set", function() { var a = new THREE.Ray(); a.set( one3, one3 ) ok( a.origin.equals( one3 ), "Passed!" ); ok( a.direction.equals( one3 ), "Passed!" ); }); test( "at", function() { var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) ); ok( a.at( 0 ).equals( one3 ), "Passed!" ); ok( a.at( -1 ).equals( new THREE.Vector3( 1, 1, 0 ) ), "Passed!" ); ok( a.at( 1 ).equals( new THREE.Vector3( 1, 1, 2 ) ), "Passed!" ); }); test( "recast/recastSelf", function() { var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) ); ok( a.recastSelf( 0 ).equals( a ), "Passed!" ); var b = a.clone(); ok( b.recastSelf( -1 ).equals( new THREE.Ray( new THREE.Vector3( 1, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ) ), "Passed!" ); var c = a.clone(); ok( c.recastSelf( 1 ).equals( new THREE.Ray( new THREE.Vector3( 1, 1, 2 ), new THREE.Vector3( 0, 0, 1 ) ) ), "Passed!" ); var d = a.clone(); var e = d.recast( 1 ); ok( d.equals( a ), "Passed!" ); ok( ! e.equals( d ), "Passed!" ); ok( e.equals( c ), "Passed!" ); }); test( "flip", function() { var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) ); var b = a.clone(); b.flip(); ok( b.direction.equals( new THREE.Vector3( 0, 0, -1 ) ), "Passed!" ); ok( ! b.equals( a ), "Passed!" ); // and let's flip back to original direction b.flip(); ok( b.equals( a ), "Passed!" ); }); test( "closestPointToPoint", function() { var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) ); // nearby the ray var b = a.closestPointToPoint( zero3 ); ok( b.equals( new THREE.Vector3( 1, 1, 0 ) ), "Passed!" ); // exactly on the ray var c = a.closestPointToPoint( one3 ); ok( c.equals( one3 ), "Passed!" ); }); test( "distanceToPoint", function() { var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) ); // nearby the ray var b = a.distanceToPoint( zero3 ); ok( b == Math.sqrt( 2 ), "Passed!" ); // exactly on the ray var c = a.distanceToPoint( one3 ); ok( c == 0, "Passed!" ); }); test( "distanceToRay", function() { var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) ); // parallel ray var b = new THREE.Ray( zero3, new THREE.Vector3( 0, 0, 1 ) ); ok( a.distanceToRay( b ) == Math.sqrt( 3 ), "Passed!" ); // perpendical ray that intersects var c = new THREE.Ray( one3, new THREE.Vector3( 1, 0, 0 ) ); ok( a.distanceToRay( c ) == 0, "Passed!" ); // perpendical ray that doesn't intersects var d = new THREE.Ray( one3.clone().subSelf( new THREE.Vector3( 0, 0, -1 ) ), new THREE.Vector3( 1, 0, 0 ) ); ok( a.distanceToRay( d ) == 1, "Passed!" ); }); test( "closestPointToRay", function() { var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) ); // parallel ray var b = new THREE.Ray( zero3, new THREE.Vector3( 0, 0, 1 ) ); ok( a.closestPointToRay( b ).equals( one3 ), "Passed!" ); // perpendical ray that intersects var c = new THREE.Ray( one3, new THREE.Vector3( 1, 0, 0 ) ); ok( a.closestPointToRay( c ).equals( zero3 ), "Passed!" ); // perpendical ray that doesn't intersects var d = new THREE.Ray( one3.clone().subSelf( new THREE.Vector3( 0, 0, -1 ) ), new THREE.Vector3( 1, 0, 0 ) ); ok( a.closestPointToRay( d ).equals( new THREE.Vector3( 0, 0, 1 ) ), "Passed!" ); }); test( "isIntersectionPlane", function() { var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) ); // parallel plane behind var b = new THREE.Plane( one3.clone().subSelf( new THREE.Vector3( 0, 0, -1 ) ), new THREE.Vector3( 0, 0, 1 ) ); ok( a.isIntersectionPlane( b ), "Passed!" ); // parallel plane coincident with origin var c = new THREE.Plane( one3.clone().subSelf( new THREE.Vector3( 0, 0, 0 ) ), new THREE.Vector3( 0, 0, 1 ) ); ok( a.isIntersectionPlane( c ), "Passed!" ); // parallel plane infront var d = new THREE.Plane( one3.clone().subSelf( new THREE.Vector3( 0, 0, 1 ) ), new THREE.Vector3( 0, 0, 1 ) ); ok( a.isIntersectionPlane( d ), "Passed!" ); // perpendical ray that overlaps exactly var e = new THREE.Plane( one3, new THREE.Vector3( 1, 0, 0 ) ); ok( a.isIntersectionPlane( e ), "Passed!" ); // perpendical ray that doesn't overlap var f = new THREE.Plane( zero3, new THREE.Vector3( 1, 0, 0 ) ); ok( ! a.isIntersectionPlane( f ), "Passed!" ); }); test( "intersectPlane", function() { var a = new THREE.Ray( one3, new THREE.Vector3( 0, 0, 1 ) ); // parallel plane behind var b = new THREE.Plane( one3.clone().subSelf( new THREE.Vector3( 0, 0, -1 ) ), new THREE.Vector3( 0, 0, 1 ) ); ok( a.intersectPlane( b ).equals( one3.clone().subSelf( new THREE.Vector3( 0, 0, -1 ) ) ), "Passed!" ); // parallel plane coincident with origin var c = new THREE.Plane( one3.clone().subSelf( new THREE.Vector3( 0, 0, 0 ) ), new THREE.Vector3( 0, 0, 1 ) ); ok( a.intersectPlane( c ).equals( one3.clone().subSelf( new THREE.Vector3( 0, 0, 0 ) ) ), "Passed!" ); // parallel plane infront var d = new THREE.Plane( one3.clone().subSelf( new THREE.Vector3( 0, 0, 1 ) ), new THREE.Vector3( 0, 0, 1 ) ); ok( a.intersectPlane( d ).equals( one3.clone().subSelf( new THREE.Vector3( 0, 0, 1 ) ) ), "Passed!" ); // perpendical ray that overlaps exactly var e = new THREE.Plane( one3, new THREE.Vector3( 1, 0, 0 ) ); ok( a.intersectPlane( e ) === e.origin, "Passed!" ); // perpendical ray that doesn't overlap var f = new THREE.Plane( zero3, new THREE.Vector3( 1, 0, 0 ) ); ok( ! a.intersectPlane( f ) === undefined, "Passed!" ); });