Quaternion.js 5.7 KB

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