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- /**
- * @author bhouston / http://exocortex.com
- */
- module( "Ray" );
- test( "constructor/equals", function() {
- var a = new THREE.Ray();
- ok( a.origin.equals( zero3 ), "Passed!" );
- ok( a.direction.equals( zero3 ), "Passed!" );
- a = new THREE.Ray( two3.clone(), one3.clone() );
- ok( a.origin.equals( two3 ), "Passed!" );
- ok( a.direction.equals( one3 ), "Passed!" );
- });
- test( "copy/equals", function() {
- var a = new THREE.Ray( zero3.clone(), one3.clone() );
- 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.clone(), 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/clone", function() {
- var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) );
- ok( a.recast( 0 ).equals( a ), "Passed!" );
- var b = a.clone();
- ok( b.recast( -1 ).equals( new THREE.Ray( new THREE.Vector3( 1, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ) ), "Passed!" );
- var c = a.clone();
- ok( c.recast( 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.clone().recast( 1 );
- ok( d.equals( a ), "Passed!" );
- ok( ! e.equals( d ), "Passed!" );
- ok( e.equals( c ), "Passed!" );
- });
- test( "closestPointToPoint", function() {
- var a = new THREE.Ray( one3.clone(), 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.clone(), 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( "isIntersectionSphere", function() {
- var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) );
- var b = new THREE.Sphere( zero3, 0.5 );
- var c = new THREE.Sphere( zero3, 1.5 );
- var d = new THREE.Sphere( one3, 0.1 );
- var e = new THREE.Sphere( two3, 0.1 );
- var f = new THREE.Sphere( two3, 1 );
- ok( ! a.isIntersectionSphere( b ), "Passed!" );
- ok( a.isIntersectionSphere( c ), "Passed!" );
- ok( a.isIntersectionSphere( d ), "Passed!" );
- ok( ! a.isIntersectionSphere( e ), "Passed!" );
- ok( ! a.isIntersectionSphere( f ), "Passed!" );
- });
- test( "isIntersectionPlane", function() {
- var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) );
- // parallel plane behind
- var b = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), one3.clone().sub( new THREE.Vector3( 0, 0, -1 ) ) );
- ok( a.isIntersectionPlane( b ), "Passed!" );
- // parallel plane coincident with origin
- var c = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), one3.clone().sub( new THREE.Vector3( 0, 0, 0 ) ) );
- ok( a.isIntersectionPlane( c ), "Passed!" );
- // parallel plane infront
- var d = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), one3.clone().sub( new THREE.Vector3( 0, 0, 1 ) ) );
- ok( a.isIntersectionPlane( d ), "Passed!" );
- // perpendical ray that overlaps exactly
- var e = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 1, 0, 0 ), one3 );
- ok( a.isIntersectionPlane( e ), "Passed!" );
- // perpendical ray that doesn't overlap
- var f = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 1, 0, 0 ), zero3 );
- ok( ! a.isIntersectionPlane( f ), "Passed!" );
- });
- test( "intersectPlane", function() {
- var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) );
- // parallel plane behind
- var b = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 1, 1, -1 ) );
- ok( a.intersectPlane( b ).equals( new THREE.Vector3( 1, 1, -1 ) ), "Passed!" );
- // parallel plane coincident with origin
- var c = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 1, 1, 0 ) );
- ok( a.intersectPlane( c ).equals( new THREE.Vector3( 1, 1, 0 ) ), "Passed!" );
- // parallel plane infront
- var d = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 1, 1, 1 ) );
- ok( a.intersectPlane( d ).equals( new THREE.Vector3( 1, 1, 1 ) ), "Passed!" );
- // perpendical ray that overlaps exactly
- var e = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 1, 0, 0 ), one3 );
- ok( a.intersectPlane( e ).equals( a.origin ), "Passed!" );
- // perpendical ray that doesn't overlap
- var f = new THREE.Plane().setFromNormalAndCoplanarPoint( new THREE.Vector3( 1, 0, 0 ), zero3 );
- ok( a.intersectPlane( f ) === undefined, "Passed!" );
- });
- test( "applyMatrix4", function() {
- var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) );
- var m = new THREE.Matrix4();
- ok( a.clone().applyMatrix4( m ).equals( a ), "Passed!" );
- a = new THREE.Ray( zero3.clone(), new THREE.Vector3( 0, 0, 1 ) );
- m.makeRotationZ( Math.PI );
- 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 );
- ok( a2.origin.distanceTo( b.origin ) < 0.0001, "Passed!" );
- ok( a2.direction.distanceTo( b.direction ) < 0.0001, "Passed!" );
- a.origin = new THREE.Vector3( 0, 0, 1 );
- b.origin = new THREE.Vector3( 0, 0, -1 );
- var a2 = a.clone().applyMatrix4( m );
- ok( a2.origin.distanceTo( b.origin ) < 0.0001, "Passed!" );
- ok( a2.direction.distanceTo( b.direction ) < 0.0001, "Passed!" );
- });
- test( "distanceToSegment", function() {
- var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) );
- var ptOnLine = new THREE.Vector3();
- var ptOnSegment = new THREE.Vector3();
- //segment in front of the ray
- var v0 = new THREE.Vector3( 3, 5, 50 );
- var v1 = new THREE.Vector3( 50, 50, 50 ); // just a far away point
- var distSqr = a.distanceToSegment( v0, v1, ptOnLine, ptOnSegment );
- ok( ptOnSegment.distanceTo( v0 ) < 0.0001, "Passed!" );
- ok( ptOnLine.distanceTo( new THREE.Vector3(1, 1, 50) ) < 0.0001, "Passed!" );
- // ((3-1) * (3-1) + (5-1) * (5-1) = 4 + 16 = 20
- ok( Math.abs( distSqr - 20 ) < 0.0001, "Passed!" );
- //segment behind the ray
- v0 = new THREE.Vector3( -50, -50, -50 ); // just a far away point
- v1 = new THREE.Vector3( -3, -5, -4 );
- distSqr = a.distanceToSegment( v0, v1, ptOnLine, ptOnSegment );
- ok( ptOnSegment.distanceTo( v1 ) < 0.0001, "Passed!" );
- ok( ptOnLine.distanceTo( one3 ) < 0.0001, "Passed!" );
- // ((-3-1) * (-3-1) + (-5-1) * (-5-1) + (-4-1) + (-4-1) = 16 + 36 + 25 = 77
- ok( Math.abs( distSqr - 77 ) < 0.0001, "Passed!" );
- //exact intersection between the ray and the segment
- v0 = new THREE.Vector3( -50, -50, -50 );
- v1 = new THREE.Vector3( 50, 50, 50 );
- distSqr = a.distanceToSegment( v0, v1, ptOnLine, ptOnSegment );
- ok( ptOnSegment.distanceTo( one3 ) < 0.0001, "Passed!" );
- ok( ptOnLine.distanceTo( one3 ) < 0.0001, "Passed!" );
- ok( distSqr < 0.0001, "Passed!" );
- });
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