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- /**
- * @author bhouston / http://exocortex.com
- */
- module( "Quaternion" );
- var orders = [ 'XYZ', 'YXZ', 'ZXY', 'ZYX', 'YZX', 'XZY' ];
- var eulerAngles = new THREE.Vector3( 0.1, -0.3, 0.25 );
- var qSub = function ( a, b ) {
- var result = new THREE.Quaternion();
- result.copy( a );
- result.x -= b.x;
- result.y -= b.y;
- result.z -= b.z;
- result.w -= b.w;
- return result;
- };
- test( "constructor", function() {
- var a = new THREE.Quaternion();
- ok( a.x == 0, "Passed!" );
- ok( a.y == 0, "Passed!" );
- ok( a.z == 0, "Passed!" );
- ok( a.w == 1, "Passed!" );
- a = new THREE.Quaternion( x, y, z, w );
- ok( a.x === x, "Passed!" );
- ok( a.y === y, "Passed!" );
- ok( a.z === z, "Passed!" );
- ok( a.w === w, "Passed!" );
- });
- test( "copy", function() {
- var a = new THREE.Quaternion( x, y, z, w );
- var b = new THREE.Quaternion().copy( a );
- ok( b.x == x, "Passed!" );
- ok( b.y == y, "Passed!" );
- ok( b.z == z, "Passed!" );
- ok( b.w == w, "Passed!" );
- // ensure that it is a true copy
- a.x = 0;
- a.y = -1;
- a.z = 0;
- a.w = -1;
- ok( b.x == x, "Passed!" );
- ok( b.y == y, "Passed!" );
- });
- test( "set", function() {
- var a = new THREE.Quaternion();
- ok( a.x == 0, "Passed!" );
- ok( a.y == 0, "Passed!" );
- ok( a.z == 0, "Passed!" );
- ok( a.w == 1, "Passed!" );
- a.set( x, y, z, w );
- ok( a.x == x, "Passed!" );
- ok( a.y == y, "Passed!" );
- ok( a.z === z, "Passed!" );
- ok( a.w === w, "Passed!" );
- });
- test( "setFromAxisAngle", function() {
- // TODO: find cases to validate.
- ok( true, "Passed!" );
- var zero = new THREE.Quaternion();
- var a = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 1, 0, 0 ), 0 );
- ok( a.equals( zero ), "Passed!" );
- a = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), 0 );
- ok( a.equals( zero ), "Passed!" );
- a = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 0, 0, 1 ), 0 );
- ok( a.equals( zero ), "Passed!" );
- var b1 = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 1, 0, 0 ), Math.PI );
- ok( ! a.equals( b1 ), "Passed!" );
- var b2 = new THREE.Quaternion().setFromAxisAngle( new THREE.Vector3( 1, 0, 0 ), -Math.PI );
- ok( ! a.equals( b2 ), "Passed!" );
- b1.multiplySelf( b2 );
- ok( a.equals( b1 ), "Passed!" );
- });
- test( "setFromEuler/setEulerFromQuaternion", function() {
- var angles = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.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 THREE.Vector3().setEulerFromQuaternion( new THREE.Quaternion().setFromEuler( angles[j], orders[i] ), orders[i] );
-
- ok( eulers2.distanceTo( angles[j] ) < 0.001, "Passed!" );
- }
- }
- });
- test( "setFromEuler/setFromRotationMatrix", function() {
- // ensure euler conversion for Quaternion matches that of Matrix4
- for( var i = 0; i < orders.length; i ++ ) {
- var q = new THREE.Quaternion().setFromEuler( eulerAngles, orders[i] );
- var m = new THREE.Matrix4().setRotationFromEuler( eulerAngles, orders[i] );
- var q2 = new THREE.Quaternion().setFromRotationMatrix( m );
- ok( qSub( q, q2 ).length() < 0.001, "Passed!" );
- }
- });
- test( "normalize/length/lengthSq", function() {
- var a = new THREE.Quaternion( x, y, z, w );
- var b = new THREE.Quaternion( -x, -y, -z, -w );
- ok( a.length() != 1, "Passed!");
- ok( a.lengthSq() != 1, "Passed!");
- a.normalize();
- ok( a.length() == 1, "Passed!");
- ok( a.lengthSq() == 1, "Passed!");
- a.set( 0, 0, 0, 0 );
- ok( a.lengthSq() == 0, "Passed!");
- ok( a.length() == 0, "Passed!");
- a.normalize();
- ok( a.lengthSq() == 1, "Passed!");
- ok( a.length() == 1, "Passed!");
- });
- test( "inverse/conjugate", function() {
- var a = new THREE.Quaternion( x, y, z, w );
- // TODO: add better validation here.
- var b = a.clone().conjugate();
- ok( a.x == -b.x, "Passed!" );
- ok( a.y == -b.y, "Passed!" );
- ok( a.z == -b.z, "Passed!" );
- ok( a.w == b.w, "Passed!" );
- });
- test( "multiply/multiplySelf", function() {
-
- var angles = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
- var q1 = new THREE.Quaternion().setFromEuler( angles[0], "XYZ" );
- var q2 = new THREE.Quaternion().setFromEuler( angles[1], "XYZ" );
- var q3 = new THREE.Quaternion().setFromEuler( angles[2], "XYZ" );
- var q = new THREE.Quaternion().multiply( q1, q2 ).multiplySelf( q3 );
- var m1 = new THREE.Matrix4().setRotationFromEuler( angles[0], "XYZ" );
- var m2 = new THREE.Matrix4().setRotationFromEuler( angles[1], "XYZ" );
- var m3 = new THREE.Matrix4().setRotationFromEuler( angles[2], "XYZ" );
- var m = new THREE.Matrix4().multiply( m1, m2 ).multiplySelf( m3 );
- var qFromM = new THREE.Quaternion().setFromRotationMatrix( m );
- ok( qSub( q, qFromM ).length() < 0.001, "Passed!" );
- });
- test( "multiplyVector3", function() {
-
- var angles = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 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 THREE.Quaternion().setFromEuler( angles[j], orders[i] );
- var m = new THREE.Matrix4().setRotationFromEuler( angles[j], orders[i] );
- var v0 = new THREE.Vector3(1, 0, 0);
- var qv = q.multiplyVector3( v0.clone() );
- var mv = m.multiplyVector3( v0.clone() );
-
- ok( qv.distanceTo( mv ) < 0.001, "Passed!" );
- }
- }
- });
- test( "equals", function() {
- var a = new THREE.Quaternion( x, y, z, w );
- var b = new THREE.Quaternion( -x, -y, -z, -w );
-
- ok( a.x != b.x, "Passed!" );
- ok( a.y != b.y, "Passed!" );
- ok( ! a.equals( b ), "Passed!" );
- ok( ! b.equals( a ), "Passed!" );
- a.copy( b );
- ok( a.x == b.x, "Passed!" );
- ok( a.y == b.y, "Passed!" );
- ok( a.equals( b ), "Passed!" );
- ok( b.equals( a ), "Passed!" );
- });
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