Raycaster.tests.js 6.4 KB

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