/* global QUnit */ import { Ray } from '../../../../src/math/Ray'; import { Box3 } from '../../../../src/math/Box3'; import { Vector3 } from '../../../../src/math/Vector3'; import { Sphere } from '../../../../src/math/Sphere'; import { Plane } from '../../../../src/math/Plane'; import { Matrix4 } from '../../../../src/math/Matrix4'; import { zero3, one3, two3, eps, posInf3 } from './Constants.tests'; export default QUnit.module( 'Maths', () => { QUnit.module( 'Ray', () => { // INSTANCING QUnit.test( "Instancing", ( assert ) => { var a = new Ray(); assert.ok( a.origin.equals( zero3 ), "Passed!" ); assert.ok( a.direction.equals( new Vector3( 0, 0, - 1 ) ), "Passed!" ); var a = new Ray( two3.clone(), one3.clone() ); assert.ok( a.origin.equals( two3 ), "Passed!" ); assert.ok( a.direction.equals( one3 ), "Passed!" ); } ); // PUBLIC STUFF QUnit.todo( "isRay", ( assert ) => { assert.ok( false, "everything's gonna be alright" ); } ); QUnit.test( "set", ( assert ) => { var a = new Ray(); a.set( one3, one3 ); assert.ok( a.origin.equals( one3 ), "Passed!" ); assert.ok( a.direction.equals( one3 ), "Passed!" ); } ); QUnit.test( "recast/clone", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); assert.ok( a.recast( 0 ).equals( a ), "Passed!" ); var b = a.clone(); assert.ok( b.recast( - 1 ).equals( new Ray( new Vector3( 1, 1, 0 ), new Vector3( 0, 0, 1 ) ) ), "Passed!" ); var c = a.clone(); assert.ok( c.recast( 1 ).equals( new Ray( new Vector3( 1, 1, 2 ), new Vector3( 0, 0, 1 ) ) ), "Passed!" ); var d = a.clone(); var e = d.clone().recast( 1 ); assert.ok( d.equals( a ), "Passed!" ); assert.ok( ! e.equals( d ), "Passed!" ); assert.ok( e.equals( c ), "Passed!" ); } ); QUnit.test( "copy/equals", ( assert ) => { var a = new Ray( zero3.clone(), one3.clone() ); var b = new Ray().copy( a ); assert.ok( b.origin.equals( zero3 ), "Passed!" ); assert.ok( b.direction.equals( one3 ), "Passed!" ); // ensure that it is a true copy a.origin = zero3; a.direction = one3; assert.ok( b.origin.equals( zero3 ), "Passed!" ); assert.ok( b.direction.equals( one3 ), "Passed!" ); } ); QUnit.test( "at", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); var point = new Vector3(); a.at( 0, point ); assert.ok( point.equals( one3 ), "Passed!" ); a.at( - 1, point ); assert.ok( point.equals( new Vector3( 1, 1, 0 ) ), "Passed!" ); a.at( 1, point ); assert.ok( point.equals( new Vector3( 1, 1, 2 ) ), "Passed!" ); } ); QUnit.test( "lookAt", ( assert ) => { var a = new Ray( two3.clone(), one3.clone() ); var target = one3.clone(); var expected = target.sub( two3 ).normalize(); a.lookAt( target ); assert.ok( a.direction.equals( expected ), "Check if we're looking in the right direction" ); } ); QUnit.test( "closestPointToPoint", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); var point = new Vector3(); // behind the ray a.closestPointToPoint( zero3, point ); assert.ok( point.equals( one3 ), "Passed!" ); // front of the ray a.closestPointToPoint( new Vector3( 0, 0, 50 ), point ); assert.ok( point.equals( new Vector3( 1, 1, 50 ) ), "Passed!" ); // exactly on the ray a.closestPointToPoint( one3, point ); assert.ok( point.equals( one3 ), "Passed!" ); } ); QUnit.test( "distanceToPoint", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); // behind the ray var b = a.distanceToPoint( zero3 ); assert.ok( b === Math.sqrt( 3 ), "Passed!" ); // front of the ray var c = a.distanceToPoint( new Vector3( 0, 0, 50 ) ); assert.ok( c === Math.sqrt( 2 ), "Passed!" ); // exactly on the ray var d = a.distanceToPoint( one3 ); assert.ok( d === 0, "Passed!" ); } ); QUnit.test( "distanceSqToPoint", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); // behind the ray var b = a.distanceSqToPoint( zero3 ); assert.ok( b === 3, "Passed!" ); // front of the ray var c = a.distanceSqToPoint( new Vector3( 0, 0, 50 ) ); assert.ok( c === 2, "Passed!" ); // exactly on the ray var d = a.distanceSqToPoint( one3 ); assert.ok( d === 0, "Passed!" ); } ); QUnit.test( "distanceSqToSegment", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); var ptOnLine = new Vector3(); var ptOnSegment = new Vector3(); //segment in front of the ray var v0 = new Vector3( 3, 5, 50 ); var v1 = new Vector3( 50, 50, 50 ); // just a far away point var distSqr = a.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment ); assert.ok( ptOnSegment.distanceTo( v0 ) < 0.0001, "Passed!" ); assert.ok( ptOnLine.distanceTo( new Vector3( 1, 1, 50 ) ) < 0.0001, "Passed!" ); // ((3-1) * (3-1) + (5-1) * (5-1) = 4 + 16 = 20 assert.ok( Math.abs( distSqr - 20 ) < 0.0001, "Passed!" ); //segment behind the ray var v0 = new Vector3( - 50, - 50, - 50 ); // just a far away point var v1 = new Vector3( - 3, - 5, - 4 ); var distSqr = a.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment ); assert.ok( ptOnSegment.distanceTo( v1 ) < 0.0001, "Passed!" ); assert.ok( ptOnLine.distanceTo( one3 ) < 0.0001, "Passed!" ); // ((-3-1) * (-3-1) + (-5-1) * (-5-1) + (-4-1) + (-4-1) = 16 + 36 + 25 = 77 assert.ok( Math.abs( distSqr - 77 ) < 0.0001, "Passed!" ); //exact intersection between the ray and the segment var v0 = new Vector3( - 50, - 50, - 50 ); var v1 = new Vector3( 50, 50, 50 ); var distSqr = a.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment ); assert.ok( ptOnSegment.distanceTo( one3 ) < 0.0001, "Passed!" ); assert.ok( ptOnLine.distanceTo( one3 ) < 0.0001, "Passed!" ); assert.ok( distSqr < 0.0001, "Passed!" ); } ); QUnit.test( "intersectSphere", ( assert ) => { var TOL = 0.0001; var point = new Vector3(); // ray a0 origin located at ( 0, 0, 0 ) and points outward in negative-z direction var a0 = new Ray( zero3.clone(), new Vector3( 0, 0, - 1 ) ); // ray a1 origin located at ( 1, 1, 1 ) and points left in negative-x direction var a1 = new Ray( one3.clone(), new Vector3( - 1, 0, 0 ) ); // sphere (radius of 2) located behind ray a0, should result in null var b = new Sphere( new Vector3( 0, 0, 3 ), 2 ); a0.intersectSphere( b, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "Passed!" ); // sphere (radius of 2) located in front of, but too far right of ray a0, should result in null var b = new Sphere( new Vector3( 3, 0, - 1 ), 2 ); a0.intersectSphere( b, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "Passed!" ); // sphere (radius of 2) located below ray a1, should result in null var b = new Sphere( new Vector3( 1, - 2, 1 ), 2 ); a1.intersectSphere( b, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "Passed!" ); // sphere (radius of 1) located to the left of ray a1, should result in intersection at 0, 1, 1 var b = new Sphere( new Vector3( - 1, 1, 1 ), 1 ); a1.intersectSphere( b, point ); assert.ok( point.distanceTo( new Vector3( 0, 1, 1 ) ) < TOL, "Passed!" ); // sphere (radius of 1) located in front of ray a0, should result in intersection at 0, 0, -1 var b = new Sphere( new Vector3( 0, 0, - 2 ), 1 ); a0.intersectSphere( b, point ); assert.ok( point.distanceTo( new Vector3( 0, 0, - 1 ) ) < TOL, "Passed!" ); // 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 var b = new Sphere( new Vector3( 2, 0, - 1 ), 2 ); a0.intersectSphere( b, point ); assert.ok( point.distanceTo( new Vector3( 0, 0, - 1 ) ) < TOL, "Passed!" ); // same situation as above, but move the sphere a fraction more to the right, and ray a0 should now just miss var b = new Sphere( new Vector3( 2.01, 0, - 1 ), 2 ); a0.intersectSphere( b, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "Passed!" ); // following QUnit.tests are for situations where the ray origin is inside the sphere // sphere (radius of 1) center located at ray a0 origin / sphere surrounds the ray origin, so the first intersect point 0, 0, 1, // is behind ray a0. Therefore, second exit point on back of sphere will be returned: 0, 0, -1 // thus keeping the intersection point always in front of the ray. var b = new Sphere( zero3.clone(), 1 ); a0.intersectSphere( b, point ); assert.ok( point.distanceTo( new Vector3( 0, 0, - 1 ) ) < TOL, "Passed!" ); // sphere (radius of 4) center located behind ray a0 origin / sphere surrounds the ray origin, so the first intersect point 0, 0, 5, // is behind ray a0. Therefore, second exit point on back of sphere will be returned: 0, 0, -3 // thus keeping the intersection point always in front of the ray. var b = new Sphere( new Vector3( 0, 0, 1 ), 4 ); a0.intersectSphere( b, point ); assert.ok( point.distanceTo( new Vector3( 0, 0, - 3 ) ) < TOL, "Passed!" ); // 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, // is behind ray a0. Therefore, second exit point on back of sphere will be returned: 0, 0, -5 // thus keeping the intersection point always in front of the ray. var b = new Sphere( new Vector3( 0, 0, - 1 ), 4 ); a0.intersectSphere( b, point ); assert.ok( point.distanceTo( new Vector3( 0, 0, - 5 ) ) < TOL, "Passed!" ); } ); QUnit.test( "intersectsSphere", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); var b = new Sphere( zero3, 0.5 ); var c = new Sphere( zero3, 1.5 ); var d = new Sphere( one3, 0.1 ); var e = new Sphere( two3, 0.1 ); var f = new Sphere( two3, 1 ); assert.ok( ! a.intersectsSphere( b ), "Passed!" ); assert.ok( ! a.intersectsSphere( c ), "Passed!" ); assert.ok( a.intersectsSphere( d ), "Passed!" ); assert.ok( ! a.intersectsSphere( e ), "Passed!" ); assert.ok( ! a.intersectsSphere( f ), "Passed!" ); } ); QUnit.todo( "distanceToPlane", ( assert ) => { assert.ok( false, "everything's gonna be alright" ); } ); QUnit.test( "intersectPlane", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); var point = new Vector3(); // parallel plane behind var b = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), new Vector3( 1, 1, - 1 ) ); a.intersectPlane( b, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "Passed!" ); // parallel plane coincident with origin var c = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), new Vector3( 1, 1, 0 ) ); a.intersectPlane( c, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "Passed!" ); // parallel plane infront var d = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), new Vector3( 1, 1, 1 ) ); a.intersectPlane( d, point.copy( posInf3 ) ); assert.ok( point.equals( a.origin ), "Passed!" ); // perpendical ray that overlaps exactly var e = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), one3 ); a.intersectPlane( e, point.copy( posInf3 ) ); assert.ok( point.equals( a.origin ), "Passed!" ); // perpendical ray that doesn't overlap var f = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), zero3 ); a.intersectPlane( f, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "Passed!" ); } ); QUnit.test( "intersectsPlane", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); // parallel plane in front of the ray var b = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), one3.clone().sub( new Vector3( 0, 0, - 1 ) ) ); assert.ok( a.intersectsPlane( b ), "Passed!" ); // parallel plane coincident with origin var c = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), one3.clone().sub( new Vector3( 0, 0, 0 ) ) ); assert.ok( a.intersectsPlane( c ), "Passed!" ); // parallel plane behind the ray var d = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 0, 0, 1 ), one3.clone().sub( new Vector3( 0, 0, 1 ) ) ); assert.ok( ! a.intersectsPlane( d ), "Passed!" ); // perpendical ray that overlaps exactly var e = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), one3 ); assert.ok( a.intersectsPlane( e ), "Passed!" ); // perpendical ray that doesn't overlap var f = new Plane().setFromNormalAndCoplanarPoint( new Vector3( 1, 0, 0 ), zero3 ); assert.ok( ! a.intersectsPlane( f ), "Passed!" ); } ); QUnit.test( "intersectBox", ( assert ) => { var TOL = 0.0001; var box = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ); var point = new Vector3(); var a = new Ray( new Vector3( - 2, 0, 0 ), new Vector3( 1, 0, 0 ) ); //ray should intersect box at -1,0,0 assert.ok( a.intersectsBox( box ) === true, "Passed!" ); a.intersectBox( box, point ); assert.ok( point.distanceTo( new Vector3( - 1, 0, 0 ) ) < TOL, "Passed!" ); var b = new Ray( new Vector3( - 2, 0, 0 ), new Vector3( - 1, 0, 0 ) ); //ray is point away from box, it should not intersect assert.ok( b.intersectsBox( box ) === false, "Passed!" ); b.intersectBox( box, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "Passed!" ); var c = new Ray( new Vector3( 0, 0, 0 ), new Vector3( 1, 0, 0 ) ); // ray is inside box, should return exit point assert.ok( c.intersectsBox( box ) === true, "Passed!" ); c.intersectBox( box, point ); assert.ok( point.distanceTo( new Vector3( 1, 0, 0 ) ) < TOL, "Passed!" ); var d = new Ray( new Vector3( 0, 2, 1 ), new Vector3( 0, - 1, - 1 ).normalize() ); //tilted ray should intersect box at 0,1,0 assert.ok( d.intersectsBox( box ) === true, "Passed!" ); d.intersectBox( box, point ); assert.ok( point.distanceTo( new Vector3( 0, 1, 0 ) ) < TOL, "Passed!" ); var e = new Ray( new Vector3( 1, - 2, 1 ), new Vector3( 0, 1, 0 ).normalize() ); //handle case where ray is coplanar with one of the boxes side - box in front of ray assert.ok( e.intersectsBox( box ) === true, "Passed!" ); e.intersectBox( box, point ); assert.ok( point.distanceTo( new Vector3( 1, - 1, 1 ) ) < TOL, "Passed!" ); var f = new Ray( new Vector3( 1, - 2, 0 ), new Vector3( 0, - 1, 0 ).normalize() ); //handle case where ray is coplanar with one of the boxes side - box behind ray assert.ok( f.intersectsBox( box ) === false, "Passed!" ); f.intersectBox( box, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "Passed!" ); } ); QUnit.todo( "intersectsBox", ( assert ) => { assert.ok( false, "everything's gonna be alright" ); } ); QUnit.test( "intersectTriangle", ( assert ) => { var ray = new Ray(); var a = new Vector3( 1, 1, 0 ); var b = new Vector3( 0, 1, 1 ); var c = new Vector3( 1, 0, 1 ); var point = new Vector3(); // DdN == 0 ray.set( ray.origin, zero3.clone() ); ray.intersectTriangle( a, b, c, false, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "No intersection if direction == zero" ); // DdN > 0, backfaceCulling = true ray.set( ray.origin, one3.clone() ); ray.intersectTriangle( a, b, c, true, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "No intersection with backside faces if backfaceCulling is true" ); // DdN > 0 ray.set( ray.origin, one3.clone() ); ray.intersectTriangle( a, b, c, false, point ); assert.ok( Math.abs( point.x - 2 / 3 ) <= eps, "Successful intersection: check x" ); assert.ok( Math.abs( point.y - 2 / 3 ) <= eps, "Successful intersection: check y" ); assert.ok( Math.abs( point.z - 2 / 3 ) <= eps, "Successful intersection: check z" ); // DdN > 0, DdQxE2 < 0 b.multiplyScalar( - 1 ); ray.intersectTriangle( a, b, c, false, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "No intersection" ); // DdN > 0, DdE1xQ < 0 a.multiplyScalar( - 1 ); ray.intersectTriangle( a, b, c, false, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "No intersection" ); // DdN > 0, DdQxE2 + DdE1xQ > DdN b.multiplyScalar( - 1 ); ray.intersectTriangle( a, b, c, false, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "No intersection" ); // DdN < 0, QdN < 0 a.multiplyScalar( - 1 ); b.multiplyScalar( - 1 ); ray.direction.multiplyScalar( - 1 ); ray.intersectTriangle( a, b, c, false, point.copy( posInf3 ) ); assert.ok( point.equals( posInf3 ), "No intersection when looking in the wrong direction" ); } ); QUnit.test( "applyMatrix4", ( assert ) => { var a = new Ray( one3.clone(), new Vector3( 0, 0, 1 ) ); var m = new Matrix4(); assert.ok( a.clone().applyMatrix4( m ).equals( a ), "Passed!" ); var a = new Ray( zero3.clone(), new Vector3( 0, 0, 1 ) ); m.makeRotationZ( Math.PI ); assert.ok( a.clone().applyMatrix4( m ).equals( a ), "Passed!" ); m.makeRotationX( Math.PI ); var b = a.clone(); b.direction.negate(); var a2 = a.clone().applyMatrix4( m ); assert.ok( a2.origin.distanceTo( b.origin ) < 0.0001, "Passed!" ); assert.ok( a2.direction.distanceTo( b.direction ) < 0.0001, "Passed!" ); a.origin = new Vector3( 0, 0, 1 ); b.origin = new Vector3( 0, 0, - 1 ); var a2 = a.clone().applyMatrix4( m ); assert.ok( a2.origin.distanceTo( b.origin ) < 0.0001, "Passed!" ); assert.ok( a2.direction.distanceTo( b.direction ) < 0.0001, "Passed!" ); } ); QUnit.todo( "equals", ( assert ) => { assert.ok( false, "everything's gonna be alright" ); } ); } ); } );