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- /**
- * @author bhouston / http://exocortex.com
- * @author tschw
- * @author TristanVALCKE / https://github.com/Itee
- */
- /* global QUnit */
- import { Quaternion } from '../../../../src/math/Quaternion';
- import { Vector3 } from '../../../../src/math/Vector3';
- import { Vector4 } from '../../../../src/math/Vector4';
- import { Euler } from '../../../../src/math/Euler';
- import { Matrix4 } from '../../../../src/math/Matrix4';
- import {
- x,
- y,
- z,
- w,
- eps
- } from './Constants.tests';
- const orders = [ 'XYZ', 'YXZ', 'ZXY', 'ZYX', 'YZX', 'XZY' ];
- const eulerAngles = new Euler( 0.1, - 0.3, 0.25 );
- function qSub( a, b ) {
- var result = new Quaternion();
- result.copy( a );
- result.x -= b.x;
- result.y -= b.y;
- result.z -= b.z;
- result.w -= b.w;
- return result;
- }
- function doSlerpObject( aArr, bArr, t ) {
- var a = new Quaternion().fromArray( aArr ),
- b = new Quaternion().fromArray( bArr ),
- c = new Quaternion().fromArray( aArr );
- c.slerp( b, t );
- return {
- equals: function ( x, y, z, w, maxError ) {
- if ( maxError === undefined ) maxError = Number.EPSILON;
- return Math.abs( x - c.x ) <= maxError &&
- Math.abs( y - c.y ) <= maxError &&
- Math.abs( z - c.z ) <= maxError &&
- Math.abs( w - c.w ) <= maxError;
- },
- length: c.length(),
- dotA: c.dot( a ),
- dotB: c.dot( b )
- };
- }
- function doSlerpArray( a, b, t ) {
- var result = [ 0, 0, 0, 0 ];
- Quaternion.slerpFlat( result, 0, a, 0, b, 0, t );
- function arrDot( a, b ) {
- return a[ 0 ] * b[ 0 ] + a[ 1 ] * b[ 1 ] +
- a[ 2 ] * b[ 2 ] + a[ 3 ] * b[ 3 ];
- }
- return {
- equals: function ( x, y, z, w, maxError ) {
- if ( maxError === undefined ) maxError = Number.EPSILON;
- return Math.abs( x - result[ 0 ] ) <= maxError &&
- Math.abs( y - result[ 1 ] ) <= maxError &&
- Math.abs( z - result[ 2 ] ) <= maxError &&
- Math.abs( w - result[ 3 ] ) <= maxError;
- },
- length: Math.sqrt( arrDot( result, result ) ),
- dotA: arrDot( result, a ),
- dotB: arrDot( result, b )
- };
- }
- function slerpTestSkeleton( doSlerp, maxError, assert ) {
- var a, b, result;
- a = [
- 0.6753410084407496,
- 0.4087830051091744,
- 0.32856700410659473,
- 0.5185120064806223
- ];
- b = [
- 0.6602792107657797,
- 0.43647413932562285,
- 0.35119011210236006,
- 0.5001871596632682
- ];
- var maxNormError = 0;
- function isNormal( result ) {
- var normError = Math.abs( 1 - result.length );
- maxNormError = Math.max( maxNormError, normError );
- return normError <= maxError;
- }
- result = doSlerp( a, b, 0 );
- assert.ok( result.equals(
- a[ 0 ], a[ 1 ], a[ 2 ], a[ 3 ], 0 ), "Exactly A @ t = 0" );
- result = doSlerp( a, b, 1 );
- assert.ok( result.equals(
- b[ 0 ], b[ 1 ], b[ 2 ], b[ 3 ], 0 ), "Exactly B @ t = 1" );
- result = doSlerp( a, b, 0.5 );
- assert.ok( Math.abs( result.dotA - result.dotB ) <= Number.EPSILON, "Symmetry at 0.5" );
- assert.ok( isNormal( result ), "Approximately normal (at 0.5)" );
- result = doSlerp( a, b, 0.25 );
- assert.ok( result.dotA > result.dotB, "Interpolating at 0.25" );
- assert.ok( isNormal( result ), "Approximately normal (at 0.25)" );
- result = doSlerp( a, b, 0.75 );
- assert.ok( result.dotA < result.dotB, "Interpolating at 0.75" );
- assert.ok( isNormal( result ), "Approximately normal (at 0.75)" );
- var D = Math.SQRT1_2;
- result = doSlerp( [ 1, 0, 0, 0 ], [ 0, 0, 1, 0 ], 0.5 );
- assert.ok( result.equals( D, 0, D, 0 ), "X/Z diagonal from axes" );
- assert.ok( isNormal( result ), "Approximately normal (X/Z diagonal)" );
- result = doSlerp( [ 0, D, 0, D ], [ 0, - D, 0, D ], 0.5 );
- assert.ok( result.equals( 0, 0, 0, 1 ), "W-Unit from diagonals" );
- assert.ok( isNormal( result ), "Approximately normal (W-Unit)" );
- }
- function changeEulerOrder( euler, order ) {
- return new Euler( euler.x, euler.y, euler.z, order );
- }
- export default QUnit.module( 'Maths', () => {
- QUnit.module( 'Quaternion', () => {
- // INSTANCING
- QUnit.test( "Instancing", ( assert ) => {
- var a = new Quaternion();
- assert.ok( a.x == 0, "Passed!" );
- assert.ok( a.y == 0, "Passed!" );
- assert.ok( a.z == 0, "Passed!" );
- assert.ok( a.w == 1, "Passed!" );
- var a = new Quaternion( x, y, z, w );
- assert.ok( a.x === x, "Passed!" );
- assert.ok( a.y === y, "Passed!" );
- assert.ok( a.z === z, "Passed!" );
- assert.ok( a.w === w, "Passed!" );
- } );
- // STATIC STUFF
- QUnit.test( "slerp", ( assert ) => {
- slerpTestSkeleton( doSlerpObject, Number.EPSILON, assert );
- } );
- QUnit.test( "slerpFlat", ( assert ) => {
- slerpTestSkeleton( doSlerpArray, Number.EPSILON, assert );
- } );
- // PROPERTIES
- QUnit.test( "properties", ( assert ) => {
- assert.expect( 8 );
- var a = new Quaternion();
- a._onChange( function () {
- assert.ok( true, "onChange called" );
- } );
- a.x = x;
- a.y = y;
- a.z = z;
- a.w = w;
- assert.strictEqual( a.x, x, "Check x" );
- assert.strictEqual( a.y, y, "Check y" );
- assert.strictEqual( a.z, z, "Check z" );
- assert.strictEqual( a.w, w, "Check w" );
- } );
- QUnit.todo( "x", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- QUnit.todo( "y", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- QUnit.todo( "z", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- QUnit.todo( "w", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- // PUBLIC STUFF
- QUnit.test( "set", ( assert ) => {
- var a = new Quaternion();
- assert.ok( a.x == 0, "Passed!" );
- assert.ok( a.y == 0, "Passed!" );
- assert.ok( a.z == 0, "Passed!" );
- assert.ok( a.w == 1, "Passed!" );
- a.set( x, y, z, w );
- assert.ok( a.x == x, "Passed!" );
- assert.ok( a.y == y, "Passed!" );
- assert.ok( a.z === z, "Passed!" );
- assert.ok( a.w === w, "Passed!" );
- } );
- QUnit.todo( "clone", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- QUnit.test( "copy", ( assert ) => {
- var a = new Quaternion( x, y, z, w );
- var b = new Quaternion().copy( a );
- assert.ok( b.x == x, "Passed!" );
- assert.ok( b.y == y, "Passed!" );
- assert.ok( b.z == z, "Passed!" );
- assert.ok( b.w == w, "Passed!" );
- // ensure that it is a true copy
- a.x = 0;
- a.y = - 1;
- a.z = 0;
- a.w = - 1;
- assert.ok( b.x == x, "Passed!" );
- assert.ok( b.y == y, "Passed!" );
- } );
- QUnit.test( "setFromEuler/setFromQuaternion", ( assert ) => {
- var angles = [ new Vector3( 1, 0, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ) ];
- // ensure euler conversion to/from Quaternion matches.
- for ( var i = 0; i < orders.length; i ++ ) {
- for ( var j = 0; j < angles.length; j ++ ) {
- var eulers2 = new Euler().setFromQuaternion( new Quaternion().setFromEuler( new Euler( angles[ j ].x, angles[ j ].y, angles[ j ].z, orders[ i ] ) ), orders[ i ] );
- var newAngle = new Vector3( eulers2.x, eulers2.y, eulers2.z );
- assert.ok( newAngle.distanceTo( angles[ j ] ) < 0.001, "Passed!" );
- }
- }
- } );
- QUnit.test( "setFromAxisAngle", ( assert ) => {
- // TODO: find cases to validate.
- // assert.ok( true, "Passed!" );
- var zero = new Quaternion();
- var a = new Quaternion().setFromAxisAngle( new Vector3( 1, 0, 0 ), 0 );
- assert.ok( a.equals( zero ), "Passed!" );
- a = new Quaternion().setFromAxisAngle( new Vector3( 0, 1, 0 ), 0 );
- assert.ok( a.equals( zero ), "Passed!" );
- a = new Quaternion().setFromAxisAngle( new Vector3( 0, 0, 1 ), 0 );
- assert.ok( a.equals( zero ), "Passed!" );
- var b1 = new Quaternion().setFromAxisAngle( new Vector3( 1, 0, 0 ), Math.PI );
- assert.ok( ! a.equals( b1 ), "Passed!" );
- var b2 = new Quaternion().setFromAxisAngle( new Vector3( 1, 0, 0 ), - Math.PI );
- assert.ok( ! a.equals( b2 ), "Passed!" );
- b1.multiply( b2 );
- assert.ok( a.equals( b1 ), "Passed!" );
- } );
- QUnit.test( "setFromEuler/setFromRotationMatrix", ( assert ) => {
- // ensure euler conversion for Quaternion matches that of Matrix4
- for ( var i = 0; i < orders.length; i ++ ) {
- var q = new Quaternion().setFromEuler( changeEulerOrder( eulerAngles, orders[ i ] ) );
- var m = new Matrix4().makeRotationFromEuler( changeEulerOrder( eulerAngles, orders[ i ] ) );
- var q2 = new Quaternion().setFromRotationMatrix( m );
- assert.ok( qSub( q, q2 ).length() < 0.001, "Passed!" );
- }
- } );
- QUnit.test( "setFromRotationMatrix", ( assert ) => {
- // contrived examples purely to please the god of code coverage...
- // match conditions in various 'else [if]' blocks
- var a = new Quaternion();
- var q = new Quaternion( - 9, - 2, 3, - 4 ).normalize();
- var m = new Matrix4().makeRotationFromQuaternion( q );
- var expected = new Vector4( 0.8581163303210332, 0.19069251784911848, - 0.2860387767736777, 0.38138503569823695 );
- a.setFromRotationMatrix( m );
- assert.ok( Math.abs( a.x - expected.x ) <= eps, "m11 > m22 && m11 > m33: check x" );
- assert.ok( Math.abs( a.y - expected.y ) <= eps, "m11 > m22 && m11 > m33: check y" );
- assert.ok( Math.abs( a.z - expected.z ) <= eps, "m11 > m22 && m11 > m33: check z" );
- assert.ok( Math.abs( a.w - expected.w ) <= eps, "m11 > m22 && m11 > m33: check w" );
- var q = new Quaternion( - 1, - 2, 1, - 1 ).normalize();
- m.makeRotationFromQuaternion( q );
- var expected = new Vector4( 0.37796447300922714, 0.7559289460184544, - 0.37796447300922714, 0.37796447300922714 );
- a.setFromRotationMatrix( m );
- assert.ok( Math.abs( a.x - expected.x ) <= eps, "m22 > m33: check x" );
- assert.ok( Math.abs( a.y - expected.y ) <= eps, "m22 > m33: check y" );
- assert.ok( Math.abs( a.z - expected.z ) <= eps, "m22 > m33: check z" );
- assert.ok( Math.abs( a.w - expected.w ) <= eps, "m22 > m33: check w" );
- } );
- QUnit.test( "setFromUnitVectors", ( assert ) => {
- var a = new Quaternion();
- var b = new Vector3( 1, 0, 0 );
- var c = new Vector3( 0, 1, 0 );
- var expected = new Quaternion( 0, 0, Math.sqrt( 2 ) / 2, Math.sqrt( 2 ) / 2 );
- a.setFromUnitVectors( b, c );
- assert.ok( Math.abs( a.x - expected.x ) <= eps, "Check x" );
- assert.ok( Math.abs( a.y - expected.y ) <= eps, "Check y" );
- assert.ok( Math.abs( a.z - expected.z ) <= eps, "Check z" );
- assert.ok( Math.abs( a.w - expected.w ) <= eps, "Check w" );
- } );
- QUnit.test( "angleTo", ( assert ) => {
- var a = new Quaternion();
- var b = new Quaternion().setFromEuler( new Euler( 0, Math.PI, 0 ) );
- var c = new Quaternion().setFromEuler( new Euler( 0, Math.PI * 2, 0 ) );
- assert.ok( a.angleTo( a ) === 0, "Passed!" );
- assert.ok( a.angleTo( b ) === Math.PI, "Passed!" );
- assert.ok( a.angleTo( c ) === 0, "Passed!" );
- } );
- QUnit.test( "rotateTowards", ( assert ) => {
- var a = new Quaternion();
- var b = new Quaternion().setFromEuler( new Euler( 0, Math.PI, 0 ) );
- var c = new Quaternion();
- var halfPI = Math.PI * 0.5;
- a.rotateTowards( b, 0 );
- assert.ok( a.equals( a ) === true, "Passed!" );
- a.rotateTowards( b, Math.PI * 2 ); // test overshoot
- assert.ok( a.equals( b ) === true, "Passed!" );
- a.set( 0, 0, 0, 1 );
- a.rotateTowards( b, halfPI );
- assert.ok( a.angleTo( c ) - halfPI <= eps, "Passed!" );
- } );
- QUnit.test( "inverse/conjugate", ( assert ) => {
- var a = new Quaternion( x, y, z, w );
- // TODO: add better validation here.
- var b = a.clone().conjugate();
- assert.ok( a.x == - b.x, "Passed!" );
- assert.ok( a.y == - b.y, "Passed!" );
- assert.ok( a.z == - b.z, "Passed!" );
- assert.ok( a.w == b.w, "Passed!" );
- } );
- QUnit.todo( "dot", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- QUnit.test( "normalize/length/lengthSq", ( assert ) => {
- var a = new Quaternion( x, y, z, w );
- assert.ok( a.length() != 1, "Passed!" );
- assert.ok( a.lengthSq() != 1, "Passed!" );
- a.normalize();
- assert.ok( a.length() == 1, "Passed!" );
- assert.ok( a.lengthSq() == 1, "Passed!" );
- a.set( 0, 0, 0, 0 );
- assert.ok( a.lengthSq() == 0, "Passed!" );
- assert.ok( a.length() == 0, "Passed!" );
- a.normalize();
- assert.ok( a.lengthSq() == 1, "Passed!" );
- assert.ok( a.length() == 1, "Passed!" );
- } );
- QUnit.test( "multiplyQuaternions/multiply", ( assert ) => {
- var angles = [ new Euler( 1, 0, 0 ), new Euler( 0, 1, 0 ), new Euler( 0, 0, 1 ) ];
- var q1 = new Quaternion().setFromEuler( changeEulerOrder( angles[ 0 ], "XYZ" ) );
- var q2 = new Quaternion().setFromEuler( changeEulerOrder( angles[ 1 ], "XYZ" ) );
- var q3 = new Quaternion().setFromEuler( changeEulerOrder( angles[ 2 ], "XYZ" ) );
- var q = new Quaternion().multiplyQuaternions( q1, q2 ).multiply( q3 );
- var m1 = new Matrix4().makeRotationFromEuler( changeEulerOrder( angles[ 0 ], "XYZ" ) );
- var m2 = new Matrix4().makeRotationFromEuler( changeEulerOrder( angles[ 1 ], "XYZ" ) );
- var m3 = new Matrix4().makeRotationFromEuler( changeEulerOrder( angles[ 2 ], "XYZ" ) );
- var m = new Matrix4().multiplyMatrices( m1, m2 ).multiply( m3 );
- var qFromM = new Quaternion().setFromRotationMatrix( m );
- assert.ok( qSub( q, qFromM ).length() < 0.001, "Passed!" );
- } );
- QUnit.test( "premultiply", ( assert ) => {
- var a = new Quaternion( x, y, z, w );
- var b = new Quaternion( 2 * x, - y, - 2 * z, w );
- var expected = new Quaternion( 42, - 32, - 2, 58 );
- a.premultiply( b );
- assert.ok( Math.abs( a.x - expected.x ) <= eps, "Check x" );
- assert.ok( Math.abs( a.y - expected.y ) <= eps, "Check y" );
- assert.ok( Math.abs( a.z - expected.z ) <= eps, "Check z" );
- assert.ok( Math.abs( a.w - expected.w ) <= eps, "Check w" );
- } );
- QUnit.todo( "slerp", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- QUnit.test( "equals", ( assert ) => {
- var a = new Quaternion( x, y, z, w );
- var b = new Quaternion( - x, - y, - z, - w );
- assert.ok( a.x != b.x, "Passed!" );
- assert.ok( a.y != b.y, "Passed!" );
- assert.ok( ! a.equals( b ), "Passed!" );
- assert.ok( ! b.equals( a ), "Passed!" );
- a.copy( b );
- assert.ok( a.x == b.x, "Passed!" );
- assert.ok( a.y == b.y, "Passed!" );
- assert.ok( a.equals( b ), "Passed!" );
- assert.ok( b.equals( a ), "Passed!" );
- } );
- QUnit.todo( "fromArray", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- QUnit.test( "toArray", ( assert ) => {
- var a = new Quaternion( x, y, z, w );
- var array = a.toArray();
- assert.strictEqual( array[ 0 ], x, "No array, no offset: check x" );
- assert.strictEqual( array[ 1 ], y, "No array, no offset: check y" );
- assert.strictEqual( array[ 2 ], z, "No array, no offset: check z" );
- assert.strictEqual( array[ 3 ], w, "No array, no offset: check w" );
- var array = [];
- a.toArray( array );
- assert.strictEqual( array[ 0 ], x, "With array, no offset: check x" );
- assert.strictEqual( array[ 1 ], y, "With array, no offset: check y" );
- assert.strictEqual( array[ 2 ], z, "With array, no offset: check z" );
- assert.strictEqual( array[ 3 ], w, "With array, no offset: check w" );
- var array = [];
- a.toArray( array, 1 );
- assert.strictEqual( array[ 0 ], undefined, "With array and offset: check [0]" );
- assert.strictEqual( array[ 1 ], x, "With array and offset: check x" );
- assert.strictEqual( array[ 2 ], y, "With array and offset: check y" );
- assert.strictEqual( array[ 3 ], z, "With array and offset: check z" );
- assert.strictEqual( array[ 4 ], w, "With array and offset: check w" );
- } );
- QUnit.todo( "_onChange", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- QUnit.todo( "_onChangeCallback", ( assert ) => {
- assert.ok( false, "everything's gonna be alright" );
- } );
- // OTHERS
- QUnit.test( "multiplyVector3", ( assert ) => {
- var angles = [ new Euler( 1, 0, 0 ), new Euler( 0, 1, 0 ), new Euler( 0, 0, 1 ) ];
- // ensure euler conversion for Quaternion matches that of Matrix4
- for ( var i = 0; i < orders.length; i ++ ) {
- for ( var j = 0; j < angles.length; j ++ ) {
- var q = new Quaternion().setFromEuler( changeEulerOrder( angles[ j ], orders[ i ] ) );
- var m = new Matrix4().makeRotationFromEuler( changeEulerOrder( angles[ j ], orders[ i ] ) );
- var v0 = new Vector3( 1, 0, 0 );
- var qv = v0.clone().applyQuaternion( q );
- var mv = v0.clone().applyMatrix4( m );
- assert.ok( qv.distanceTo( mv ) < 0.001, "Passed!" );
- }
- }
- } );
- } );
- } );
- QUnit.module( "Quaternion" );
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