/** * @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 ) ); // behind the ray var b = a.closestPointToPoint( zero3 ); ok( b.equals( one3 ), "Passed!" ); // front of the ray var c = a.closestPointToPoint( new THREE.Vector3( 0, 0, 50 ) ); ok( c.equals( new THREE.Vector3( 1, 1, 50 ) ), "Passed!" ); // exactly on the ray var d = a.closestPointToPoint( one3 ); ok( d.equals( one3 ), "Passed!" ); }); test( "distanceToPoint", function() { var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) ); // behind the ray var b = a.distanceToPoint( zero3 ); ok( b === Math.sqrt( 3 ), "Passed!" ); // front of the ray var c = a.distanceToPoint( new THREE.Vector3( 0, 0, 50 ) ); ok( c === Math.sqrt( 2 ), "Passed!" ); // exactly on the ray var d = a.distanceToPoint( one3 ); ok( d === 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( "intersectSphere", function() { var TOL = 0.0001; // ray a0 origin located at ( 0, 0, 0 ) and points outward in negative-z direction var a0 = new THREE.Ray( zero3.clone(), new THREE.Vector3( 0, 0, -1 ) ); // ray a1 origin located at ( 1, 1, 1 ) and points left in negative-x direction var a1 = new THREE.Ray( one3.clone(), new THREE.Vector3( -1, 0, 0 ) ); // sphere (radius of 2) located behind ray a0, should result in null var b = new THREE.Sphere( new THREE.Vector3( 0, 0, 3 ), 2 ); ok( a0.intersectSphere( b ) === null, "Passed!" ); // sphere (radius of 2) located in front of, but too far right of ray a0, should result in null var b = new THREE.Sphere( new THREE.Vector3( 3, 0, -1 ), 2 ); ok( a0.intersectSphere( b ) === null, "Passed!" ); // sphere (radius of 2) located below ray a1, should result in null var b = new THREE.Sphere( new THREE.Vector3( 1, -2, 1 ), 2 ); ok( a1.intersectSphere( b ) === null, "Passed!" ); // sphere (radius of 1) located to the left of ray a1, should result in intersection at 0, 1, 1 var b = new THREE.Sphere( new THREE.Vector3( -1, 1, 1 ), 1 ); ok( a1.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 1, 1 ) ) < TOL, "Passed!" ); // sphere (radius of 1) located in front of ray a0, should result in intersection at 0, 0, -1 var b = new THREE.Sphere( new THREE.Vector3( 0, 0, -2 ), 1 ); ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -1 ) ) < TOL, "Passed!" ); // sphere (radius of 2) located in front & right of ray a0, should result in intersection at 0, 0, -1, or left-most edge of sphere var b = new THREE.Sphere( new THREE.Vector3( 2, 0, -1 ), 2 ); ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -1 ) ) < TOL, "Passed!" ); // same situation as above, but move the sphere a fraction more to the right, and ray a0 should now just miss var b = new THREE.Sphere( new THREE.Vector3( 2.01, 0, -1 ), 2 ); ok( a0.intersectSphere( b ) === null, "Passed!" ); // following tests are for situations where the ray origin is inside the sphere // sphere (radius of 1) center located at ray a0 origin / sphere surrounds the ray origin, so the first intersect point 0, 0, 1, // is behind ray a0. Therefore, second exit point on back of sphere will be returned: 0, 0, -1 // thus keeping the intersection point always in front of the ray. var b = new THREE.Sphere( zero3.clone(), 1 ); ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -1 ) ) < TOL, "Passed!" ); // sphere (radius of 4) center located behind ray a0 origin / sphere surrounds the ray origin, so the first intersect point 0, 0, 5, // is behind ray a0. Therefore, second exit point on back of sphere will be returned: 0, 0, -3 // thus keeping the intersection point always in front of the ray. var b = new THREE.Sphere( new THREE.Vector3( 0, 0, 1 ), 4 ); ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -3 ) ) < TOL, "Passed!" ); // sphere (radius of 4) center located in front of ray a0 origin / sphere surrounds the ray origin, so the first intersect point 0, 0, 3, // is behind ray a0. Therefore, second exit point on back of sphere will be returned: 0, 0, -5 // thus keeping the intersection point always in front of the ray. var b = new THREE.Sphere( new THREE.Vector3( 0, 0, -1 ), 4 ); ok( a0.intersectSphere( b ).distanceTo( new THREE.Vector3( 0, 0, -5 ) ) < TOL, "Passed!" ); }); test( "isIntersectionPlane", function() { var a = new THREE.Ray( one3.clone(), new THREE.Vector3( 0, 0, 1 ) ); // parallel plane in front of the ray 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 behind the ray 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 ) === null, "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 ) === null, "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( a.origin ), "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 ) === null, "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( "distanceSqToSegment", 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.distanceSqToSegment( 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.distanceSqToSegment( 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.distanceSqToSegment( v0, v1, ptOnLine, ptOnSegment ); ok( ptOnSegment.distanceTo( one3 ) < 0.0001, "Passed!" ); ok( ptOnLine.distanceTo( one3 ) < 0.0001, "Passed!" ); ok( distSqr < 0.0001, "Passed!" ); }); test( "intersectBox", function() { var TOL = 0.0001; var box = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ); var a = new THREE.Ray( new THREE.Vector3( -2, 0, 0 ), new THREE.Vector3( 1, 0, 0) ); //ray should intersect box at -1,0,0 ok( a.isIntersectionBox(box) === true, "Passed!" ); ok( a.intersectBox(box).distanceTo( new THREE.Vector3( -1, 0, 0 ) ) < TOL, "Passed!" ); var b = new THREE.Ray( new THREE.Vector3( -2, 0, 0 ), new THREE.Vector3( -1, 0, 0) ); //ray is point away from box, it should not intersect ok( b.isIntersectionBox(box) === false, "Passed!" ); ok( b.intersectBox(box) === null, "Passed!" ); var c = new THREE.Ray( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 1, 0, 0) ); // ray is inside box, should return exit point ok( c.isIntersectionBox(box) === true, "Passed!" ); ok( c.intersectBox(box).distanceTo( new THREE.Vector3( 1, 0, 0 ) ) < TOL, "Passed!" ); var d = new THREE.Ray( new THREE.Vector3( 0, 2, 1 ), new THREE.Vector3( 0, -1, -1).normalize() ); //tilted ray should intersect box at 0,1,0 ok( d.isIntersectionBox(box) === true, "Passed!" ); ok( d.intersectBox(box).distanceTo( new THREE.Vector3( 0, 1, 0 ) ) < TOL, "Passed!" ); var e = new THREE.Ray( new THREE.Vector3( 1, -2, 1 ), new THREE.Vector3( 0, 1, 0).normalize() ); //handle case where ray is coplanar with one of the boxes side - box in front of ray ok( e.isIntersectionBox(box) === true, "Passed!" ); ok( e.intersectBox(box).distanceTo( new THREE.Vector3( 1, -1, 1 ) ) < TOL, "Passed!" ); var f = new THREE.Ray( new THREE.Vector3( 1, -2, 0 ), new THREE.Vector3( 0, -1, 0).normalize() ); //handle case where ray is coplanar with one of the boxes side - box behind ray ok( f.isIntersectionBox(box) === false, "Passed!" ); ok( f.intersectBox(box) == null, "Passed!" ); });