Raycaster.tests.js 6.5 KB

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  1. /**
  2. * @author simonThiele / https://github.com/simonThiele
  3. */
  4. /* global QUnit */
  5. import { Raycaster } from '../../../../src/core/Raycaster';
  6. import { Vector3 } from '../../../../src/math/Vector3';
  7. import { Mesh } from '../../../../src/objects/Mesh';
  8. import { SphereGeometry } from '../../../../src/geometries/SphereGeometry';
  9. import { BufferGeometry } from '../../../../src/core/BufferGeometry';
  10. import { Line } from '../../../../src/objects/Line.js';
  11. import { Points } from '../../../../src/objects/Points.js';
  12. import { PerspectiveCamera } from '../../../../src/cameras/PerspectiveCamera';
  13. import { OrthographicCamera } from '../../../../src/cameras/OrthographicCamera';
  14. function checkRayDirectionAgainstReferenceVector( rayDirection, refVector, assert ) {
  15. assert.ok( refVector.x - rayDirection.x <= Number.EPSILON && refVector.y - rayDirection.y <= Number.EPSILON && refVector.z - rayDirection.z <= Number.EPSILON, "camera is pointing to" +
  16. " the same direction as expected" );
  17. }
  18. function getRaycaster() {
  19. return new Raycaster(
  20. new Vector3( 0, 0, 0 ),
  21. new Vector3( 0, 0, - 1 ),
  22. 1,
  23. 100
  24. );
  25. }
  26. function getObjectsToCheck() {
  27. var objects = [];
  28. var sphere1 = getSphere();
  29. sphere1.position.set( 0, 0, - 10 );
  30. sphere1.name = 1;
  31. objects.push( sphere1 );
  32. var sphere11 = getSphere();
  33. sphere11.position.set( 0, 0, 1 );
  34. sphere11.name = 11;
  35. sphere1.add( sphere11 );
  36. var sphere12 = getSphere();
  37. sphere12.position.set( 0, 0, - 1 );
  38. sphere12.name = 12;
  39. sphere1.add( sphere12 );
  40. var sphere2 = getSphere();
  41. sphere2.position.set( - 5, 0, - 5 );
  42. sphere2.name = 2;
  43. objects.push( sphere2 );
  44. for ( var i = 0; i < objects.length; i ++ ) {
  45. objects[ i ].updateMatrixWorld();
  46. }
  47. return objects;
  48. }
  49. function getSphere() {
  50. return new Mesh( new SphereGeometry( 1, 100, 100 ) );
  51. }
  52. export default QUnit.module( 'Core', () => {
  53. QUnit.module( 'Raycaster', () => {
  54. // INSTANCING
  55. QUnit.todo( "Instancing", ( assert ) => {
  56. assert.ok( false, "everything's gonna be alright" );
  57. } );
  58. // PUBLIC STUFF
  59. QUnit.test( "set", ( assert ) => {
  60. var origin = new Vector3( 0, 0, 0 );
  61. var direction = new Vector3( 0, 0, - 1 );
  62. var a = new Raycaster( origin.clone(), direction.clone() );
  63. assert.deepEqual( a.ray.origin, origin, "Origin is correct" );
  64. assert.deepEqual( a.ray.direction, direction, "Direction is correct" );
  65. origin.set( 1, 1, 1 );
  66. direction.set( - 1, 0, 0 );
  67. a.set( origin, direction );
  68. assert.deepEqual( a.ray.origin, origin, "Origin was set correctly" );
  69. assert.deepEqual( a.ray.direction, direction, "Direction was set correctly" );
  70. } );
  71. QUnit.test( "setFromCamera (Perspective)", ( assert ) => {
  72. var raycaster = new Raycaster();
  73. var rayDirection = raycaster.ray.direction;
  74. var camera = new PerspectiveCamera( 90, 1, 1, 1000 );
  75. raycaster.setFromCamera( {
  76. x: 0,
  77. y: 0
  78. }, camera );
  79. assert.ok( rayDirection.x === 0 && rayDirection.y === 0 && rayDirection.z === - 1,
  80. "camera is looking straight to -z and so does the ray in the middle of the screen" );
  81. var step = 0.1;
  82. for ( var x = - 1; x <= 1; x += step ) {
  83. for ( var y = - 1; y <= 1; y += step ) {
  84. raycaster.setFromCamera( {
  85. x,
  86. y
  87. }, camera );
  88. var refVector = new Vector3( x, y, - 1 ).normalize();
  89. checkRayDirectionAgainstReferenceVector( rayDirection, refVector, assert );
  90. }
  91. }
  92. } );
  93. QUnit.test( "setFromCamera (Orthographic)", ( assert ) => {
  94. var raycaster = new Raycaster();
  95. var rayOrigin = raycaster.ray.origin;
  96. var rayDirection = raycaster.ray.direction;
  97. var camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1000 );
  98. var expectedOrigin = new Vector3( 0, 0, 0 );
  99. var expectedDirection = new Vector3( 0, 0, - 1 );
  100. raycaster.setFromCamera( {
  101. x: 0,
  102. y: 0
  103. }, camera );
  104. assert.deepEqual( rayOrigin, expectedOrigin, "Ray origin has the right coordinates" );
  105. assert.deepEqual( rayDirection, expectedDirection, "Camera and Ray are pointing towards -z" );
  106. } );
  107. QUnit.test( "intersectObject", ( assert ) => {
  108. var raycaster = getRaycaster();
  109. var objectsToCheck = getObjectsToCheck();
  110. assert.ok( raycaster.intersectObject( objectsToCheck[ 0 ] ).length === 1,
  111. "no recursive search should lead to one hit" );
  112. assert.ok( raycaster.intersectObject( objectsToCheck[ 0 ], true ).length === 3,
  113. "recursive search should lead to three hits" );
  114. var intersections = raycaster.intersectObject( objectsToCheck[ 0 ], true );
  115. for ( var i = 0; i < intersections.length - 1; i ++ ) {
  116. assert.ok( intersections[ i ].distance <= intersections[ i + 1 ].distance, "intersections are sorted" );
  117. }
  118. } );
  119. QUnit.test( "intersectObjects", ( assert ) => {
  120. var raycaster = getRaycaster();
  121. var objectsToCheck = getObjectsToCheck();
  122. assert.ok( raycaster.intersectObjects( objectsToCheck ).length === 1,
  123. "no recursive search should lead to one hit" );
  124. assert.ok( raycaster.intersectObjects( objectsToCheck, true ).length === 3,
  125. "recursive search should lead to three hits" );
  126. var intersections = raycaster.intersectObjects( objectsToCheck, true );
  127. for ( var i = 0; i < intersections.length - 1; i ++ ) {
  128. assert.ok( intersections[ i ].distance <= intersections[ i + 1 ].distance, "intersections are sorted" );
  129. }
  130. } );
  131. QUnit.test( "Line intersection threshold", ( assert ) => {
  132. var raycaster = getRaycaster();
  133. var points = [ new Vector3( -2, -10, -5 ), new Vector3( -2, 10, -5 ) ];
  134. var geometry = new BufferGeometry().setFromPoints( points );
  135. var line = new Line( geometry, null );
  136. raycaster.params.Line.threshold = 1.999;
  137. assert.ok( raycaster.intersectObject( line ).length === 0,
  138. "no Line intersection with a not-large-enough threshold" );
  139. raycaster.params.Line.threshold = 2.001;
  140. assert.ok( raycaster.intersectObject( line ).length === 1,
  141. "successful Line intersection with a large-enough threshold" );
  142. } );
  143. QUnit.test( "Points intersection threshold", ( assert ) => {
  144. var raycaster = getRaycaster();
  145. var coordinates = [ new Vector3( -2, 0, -5 ) ];
  146. var geometry = new BufferGeometry().setFromPoints( coordinates );
  147. var points = new Points( geometry, null );
  148. raycaster.params.Points.threshold = 1.999;
  149. assert.ok( raycaster.intersectObject( points ).length === 0,
  150. "no Points intersection with a not-large-enough threshold" );
  151. raycaster.params.Points.threshold = 2.001;
  152. assert.ok( raycaster.intersectObject( points ).length === 1,
  153. "successful Points intersection with a large-enough threshold" );
  154. } );
  155. } );
  156. } );
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