Quaternion.js 6.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229
  1. /**
  2. * @author bhouston / http://exocortex.com
  3. */
  4. module( "Quaternion" );
  5. var orders = [ 'XYZ', 'YXZ', 'ZXY', 'ZYX', 'YZX', 'XZY' ];
  6. var eulerAngles = new THREE.Vector3( 0.1, -0.3, 0.25 );
  7. test( "constructor", function() {
  8. var a = new THREE.Quaternion();
  9. ok( a.x == 0, "Passed!" );
  10. ok( a.y == 0, "Passed!" );
  11. ok( a.z == 0, "Passed!" );
  12. ok( a.w == 1, "Passed!" );
  13. a = new THREE.Quaternion( x, y, z, w );
  14. ok( a.x === x, "Passed!" );
  15. ok( a.y === y, "Passed!" );
  16. ok( a.z === z, "Passed!" );
  17. ok( a.w === w, "Passed!" );
  18. });
  19. test( "copy", function() {
  20. var a = new THREE.Quaternion( x, y, z, w );
  21. var b = new THREE.Quaternion().copy( a );
  22. ok( b.x == x, "Passed!" );
  23. ok( b.y == y, "Passed!" );
  24. ok( b.z == z, "Passed!" );
  25. ok( b.w == w, "Passed!" );
  26. // ensure that it is a true copy
  27. a.x = 0;
  28. a.y = -1;
  29. a.z = 0;
  30. a.w = -1;
  31. ok( b.x == x, "Passed!" );
  32. ok( b.y == y, "Passed!" );
  33. });
  34. test( "set", function() {
  35. var a = new THREE.Quaternion();
  36. ok( a.x == 0, "Passed!" );
  37. ok( a.y == 0, "Passed!" );
  38. ok( a.z == 0, "Passed!" );
  39. ok( a.w == 1, "Passed!" );
  40. a.set( x, y, z, w );
  41. ok( a.x == x, "Passed!" );
  42. ok( a.y == y, "Passed!" );
  43. ok( a.z === z, "Passed!" );
  44. ok( a.w === w, "Passed!" );
  45. });
  46. test( "setFromAxisAngle", function() {
  47. // TODO: find cases to validate.
  48. ok( true, "Passed!" );
  49. var zero = new THREE.Quaternion();
  50. var a = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 1, 0, 0 ), 0 );
  51. ok( a.equals( zero ), "Passed!" );
  52. a = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), 0 );
  53. ok( a.equals( zero ), "Passed!" );
  54. a = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 0, 0, 1 ), 0 );
  55. ok( a.equals( zero ), "Passed!" );
  56. var b1 = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 1, 0, 0 ), Math.PI );
  57. ok( ! a.equals( b1 ), "Passed!" );
  58. var b2 = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 1, 0, 0 ), -Math.PI );
  59. ok( ! a.equals( b2 ), "Passed!" );
  60. b1.multiplySelf( b2 );
  61. ok( a.equals( b1 ), "Passed!" );
  62. });
  63. test( "setFromEuler/toEuler", function() {
  64. var angles = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
  65. for( var i = 0; i < angles.length; i ++ ) {
  66. // check only supported toEuler format
  67. var eulers2 = new THREE.Quaternion().setFromEuler( angles[i], "XYZ" ).toEuler( "XYZ" );
  68. console.log( eulerAngles)
  69. ok( eulers2.distanceTo( angles[i] ) < 0.001, "Passed!" );
  70. }
  71. });
  72. test( "setFromEuler/setFromRotationMatrix", function() {
  73. // ensure euler conversion for Quaternion matches that of Matrix4
  74. for( var i = 0; i < orders.length; i ++ ) {
  75. var q = new THREE.Quaternion().setFromEuler( eulerAngles, orders[i] );
  76. var m = new THREE.Matrix4().setRotationFromEuler( eulerAngles, orders[i] );
  77. var q2 = new THREE.Quaternion().setFromRotationMatrix( m );
  78. ok( q.subSelf( q2 ).length() < 0.001, "Passed!" );
  79. }
  80. });
  81. test( "add/addSelf", function() {
  82. var a = new THREE.Quaternion( x, y, z, w );
  83. var b = new THREE.Quaternion( -x, -y, -z, -w );
  84. a.addSelf( b );
  85. ok( a.x == 0, "Passed!" );
  86. ok( a.y == 0, "Passed!" );
  87. ok( a.z == 0, "Passed!" );
  88. ok( a.w == 0, "Passed!" );
  89. var c = new THREE.Quaternion().add( b, b );
  90. ok( c.x == -2*x, "Passed!" );
  91. ok( c.y == -2*y, "Passed!" );
  92. ok( c.z == -2*z, "Passed!" );
  93. ok( c.w == -2*w, "Passed!" );
  94. });
  95. test( "sub/subSelf", function() {
  96. var a = new THREE.Quaternion( x, y, z, w );
  97. var b = new THREE.Quaternion( -x, -y, -z, -w );
  98. a.subSelf( b );
  99. ok( a.x == 2*x, "Passed!" );
  100. ok( a.y == 2*y, "Passed!" );
  101. ok( a.z == 2*z, "Passed!" );
  102. ok( a.w == 2*w, "Passed!" );
  103. var c = new THREE.Quaternion().sub( b, b );
  104. ok( c.x == 0, "Passed!" );
  105. ok( c.y == 0, "Passed!" );
  106. ok( c.z == 0, "Passed!" );
  107. ok( c.w == 0, "Passed!" );
  108. });
  109. test( "normalize/length/lengthSq", function() {
  110. var a = new THREE.Quaternion( x, y, z, w );
  111. var b = new THREE.Quaternion( -x, -y, -z, -w );
  112. ok( a.length() != 1, "Passed!");
  113. ok( a.lengthSq() != 1, "Passed!");
  114. a.normalize();
  115. ok( a.length() == 1, "Passed!");
  116. ok( a.lengthSq() == 1, "Passed!");
  117. a.set( 0, 0, 0, 0 );
  118. ok( a.lengthSq() == 0, "Passed!");
  119. ok( a.length() == 0, "Passed!");
  120. a.normalize();
  121. ok( a.lengthSq() == 1, "Passed!");
  122. ok( a.length() == 1, "Passed!");
  123. });
  124. test( "inverse/conjugate", function() {
  125. var a = new THREE.Quaternion( x, y, z, w );
  126. // TODO: add better validation here.
  127. var b = a.clone().conjugate();
  128. ok( a.x == -b.x, "Passed!" );
  129. ok( a.y == -b.y, "Passed!" );
  130. ok( a.z == -b.z, "Passed!" );
  131. ok( a.w == b.w, "Passed!" );
  132. });
  133. test( "multiply/multiplySelf", function() {
  134. var angles = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
  135. var q1 = new THREE.Quaternion().setFromEuler( angles[0], "XYZ" );
  136. var q2 = new THREE.Quaternion().setFromEuler( angles[1], "XYZ" );
  137. var q3 = new THREE.Quaternion().setFromEuler( angles[2], "XYZ" );
  138. var q = new THREE.Quaternion().multiply( q1, q2 ).multiplySelf( q3 );
  139. var m1 = new THREE.Matrix4().setRotationFromEuler( angles[0], "XYZ" );
  140. var m2 = new THREE.Matrix4().setRotationFromEuler( angles[1], "XYZ" );
  141. var m3 = new THREE.Matrix4().setRotationFromEuler( angles[2], "XYZ" );
  142. var m = new THREE.Matrix4().multiply( m1, m2 ).multiplySelf( m3 );
  143. var qFromM = new THREE.Quaternion().setFromRotationMatrix( m );
  144. ok( q.subSelf( qFromM ).length() < 0.001, "Passed!" );
  145. });
  146. test( "multiplyVector3", function() {
  147. var angles = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
  148. // ensure euler conversion for Quaternion matches that of Matrix4
  149. for( var i = 0; i < orders.length; i ++ ) {
  150. for( var j = 0; j < angles.length; j ++ ) {
  151. var q = new THREE.Quaternion().setFromEuler( angles[j], orders[i] );
  152. var m = new THREE.Matrix4().setRotationFromEuler( angles[j], orders[i] );
  153. var v0 = new THREE.Vector3(1, 0, 0);
  154. var qv = q.multiplyVector3( v0.clone() );
  155. var mv = m.multiplyVector3( v0.clone() );
  156. ok( qv.distanceTo( mv ) < 0.001, "Passed!" );
  157. }
  158. }
  159. });
  160. test( "equals", function() {
  161. var a = new THREE.Quaternion( x, y, z, w );
  162. var b = new THREE.Quaternion( -x, -y, -z, -w );
  163. ok( a.x != b.x, "Passed!" );
  164. ok( a.y != b.y, "Passed!" );
  165. ok( ! a.equals( b ), "Passed!" );
  166. ok( ! b.equals( a ), "Passed!" );
  167. a.copy( b );
  168. ok( a.x == b.x, "Passed!" );
  169. ok( a.y == b.y, "Passed!" );
  170. ok( a.equals( b ), "Passed!" );
  171. ok( b.equals( a ), "Passed!" );
  172. });