/** * @author simonThiele / https://github.com/simonThiele */ module( "Geometry" ); test( "rotateX", function() { var geometry = getGeometry(); var matrix = new THREE.Matrix4(); matrix.makeRotationX( Math.PI / 2 ); // 90 degree geometry.applyMatrix( matrix ); var v0 = geometry.vertices[0], v1 = geometry.vertices[1], v2 = geometry.vertices[2]; ok ( v0.x === -0.5 && v0.y === 0 && v0.z === 0, "first vertex was rotated" ); ok ( v1.x === 0.5 && v1.y === 0 && v1.z === 0, "second vertex was rotated" ); ok ( v2.x === 0 && v2.y < Number.EPSILON && v2.z === 1, "third vertex was rotated" ); }); test( "rotateY", function() { var geometry = getGeometry(); var matrix = new THREE.Matrix4(); matrix.makeRotationY( Math.PI ); // 180 degrees geometry.applyMatrix( matrix ); var v0 = geometry.vertices[0], v1 = geometry.vertices[1], v2 = geometry.vertices[2]; ok ( v0.x === 0.5 && v0.y === 0 && v0.z < Number.EPSILON, "first vertex was rotated" ); ok ( v1.x === -0.5 && v1.y === 0 && v1.z < Number.EPSILON, "second vertex was rotated" ); ok ( v2.x === 0 && v2.y === 1 && v2.z === 0, "third vertex was rotated" ); }); test( "rotateZ", function() { var geometry = getGeometry(); var matrix = new THREE.Matrix4(); matrix.makeRotationZ( Math.PI / 2 * 3 ); // 270 degrees geometry.applyMatrix( matrix ); var v0 = geometry.vertices[0], v1 = geometry.vertices[1], v2 = geometry.vertices[2]; ok ( v0.x < Number.EPSILON && v0.y === 0.5 && v0.z === 0, "first vertex was rotated" ); ok ( v1.x < Number.EPSILON && v1.y === -0.5 && v1.z === 0, "second vertex was rotated" ); ok ( v2.x === 1 && v2.y < Number.EPSILON && v2.z === 0, "third vertex was rotated" ); }); test( "fromBufferGeometry", function() { var bufferGeometry = new THREE.BufferGeometry(); bufferGeometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array( [1, 2, 3, 4, 5, 6, 7, 8, 9] ), 3 ) ); bufferGeometry.addAttribute('color', new THREE.BufferAttribute(new Float32Array( [0, 0, 0, 0.5, 0.5, 0.5, 1, 1, 1] ), 3 ) ); bufferGeometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array( [0, 1, 0, 1, 0, 1, 1, 1, 0] ), 3 ) ); bufferGeometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array( [0, 0, 0, 1, 1, 1] ), 2 ) ); bufferGeometry.addAttribute('uv2', new THREE.BufferAttribute(new Float32Array( [0, 0, 0, 1, 1, 1] ), 2 ) ); var geometry = new THREE.Geometry().fromBufferGeometry( bufferGeometry ); var colors = geometry.colors; ok ( colors[0].r === 0 && colors[0].g === 0 && colors[0].b === 0 && colors[1].r === 0.5 && colors[1].g === 0.5 && colors[1].b === 0.5 && colors[2].r === 1 && colors[2].g === 1 && colors[2].b === 1 , "colors were created well" ); var vertices = geometry.vertices; ok ( vertices[0].x === 1 && vertices[0].y === 2 && vertices[0].z === 3 && vertices[1].x === 4 && vertices[1].y === 5 && vertices[1].z === 6 && vertices[2].x === 7 && vertices[2].y === 8 && vertices[2].z === 9 , "vertices were created well" ); var vNormals = geometry.faces[0].vertexNormals; ok ( vNormals[0].x === 0 && vNormals[0].y === 1 && vNormals[0].z === 0 && vNormals[1].x === 1 && vNormals[1].y === 0 && vNormals[1].z === 1 && vNormals[2].x === 1 && vNormals[2].y === 1 && vNormals[2].z === 0 , "vertex normals were created well" ); }); test( "normalize", function() { var geometry = getGeometry(); geometry.computeLineDistances(); var distances = geometry.lineDistances; ok( distances[0] === 0, "distance to the 1st point is 0" ); ok( distances[1] === 1 + distances[0], "distance from the 1st to the 2nd is sqrt(2nd - 1st) + distance - 1" ); ok( distances[2] === Math.sqrt( 0.5 * 0.5 + 1 ) + distances[1], "distance from the 1st to the 3nd is sqrt(3rd - 2nd) + distance - 1" ); }); function getGeometryByParams( x1, y1, z1, x2, y2, z2, x3, y3, z3 ) { var geometry = new THREE.Geometry(); // a triangle geometry.vertices = [ new THREE.Vector3( x1, y1, z1 ), new THREE.Vector3( x2, y2, z2 ), new THREE.Vector3( x3, y3, z3 ) ]; return geometry; } function getGeometry() { return getGeometryByParams( -0.5, 0, 0, 0.5, 0, 0, 0, 1, 0 ); }