Skip to content

⬅️ Back to Table of Contents

📄 Object3D.tests.js

📊 Analysis Summary

Metric Count
🔧 Functions 2
📦 Imports 11
📊 Variables & Constants 112

📚 Table of Contents

🛠️ File Location:

📂 test/unit/src/core/Object3D.tests.js

📦 Imports

Name Source
Object3D ../../../../src/core/Object3D.js
Vector3 ../../../../src/math/Vector3.js
Euler ../../../../src/math/Euler.js
Quaternion ../../../../src/math/Quaternion.js
Matrix4 ../../../../src/math/Matrix4.js
x ../../utils/math-constants.js
y ../../utils/math-constants.js
z ../../utils/math-constants.js
w ../../utils/math-constants.js
eps ../../utils/math-constants.js
EventDispatcher ../../../../src/core/EventDispatcher.js

Variables & Constants

Name Type Kind Value Exported
RadToDeg number let/var 180 / Math.PI
object Object3D let/var new Object3D()
object Object3D let/var new Object3D()
object Object3D let/var new Object3D()
v Vector3 let/var new Vector3()
object Object3D let/var new Object3D()
object2 Object3D let/var new Object3D()
currentDefaultMatrixAutoUpdate boolean let/var Object3D.DEFAULT_MATRIX_AUTO_UPDATE
object Object3D let/var new Object3D()
object2 Object3D let/var new Object3D()
object Object3D let/var new Object3D()
object2 {} let/var {}
a Object3D let/var new Object3D()
m Matrix4 let/var new Matrix4()
expectedPos Vector3 let/var new Vector3( x, y, z )
expectedQuat Quaternion let/var new Quaternion( 0.5 * Math.sqrt( 2 ), 0, 0, 0.5 * Math.sqrt( 2 ) )
a Object3D let/var new Object3D()
sqrt number let/var 0.5 * Math.sqrt( 2 )
quat Quaternion let/var new Quaternion( 0, sqrt, 0, sqrt )
expected Quaternion let/var new Quaternion( sqrt / 2, sqrt / 2, 0, 0 )
a Object3D let/var new Object3D()
axis Vector3 let/var new Vector3( 0, 1, 0 )
angle number let/var Math.PI
expected Euler let/var new Euler( - Math.PI, 0, - Math.PI )
euler Euler let/var new Euler()
a Object3D let/var new Object3D()
rotation Euler let/var new Euler( ( 45 / RadToDeg ), 0, Math.PI )
euler Euler let/var new Euler()
a Object3D let/var new Object3D()
m Matrix4 let/var new Matrix4()
eye Vector3 let/var new Vector3( 0, 0, 0 )
target Vector3 let/var new Vector3( 0, 1, - 1 )
up Vector3 let/var new Vector3( 0, 1, 0 )
euler Euler let/var new Euler()
a Object3D let/var new Object3D()
euler Euler let/var new Euler()
obj Object3D let/var new Object3D()
angleInRad 1.562 let/var 1.562
obj Object3D let/var new Object3D()
angleInRad -0.346 let/var - 0.346
obj Object3D let/var new Object3D()
angleInRad 1 let/var 1
obj Object3D let/var new Object3D()
obj Object3D let/var new Object3D()
obj Object3D let/var new Object3D()
obj Object3D let/var new Object3D()
v Vector3 let/var new Vector3()
expectedPosition Vector3 let/var new Vector3( 5, - 1, - 4 )
parent Object3D let/var new Object3D()
child Object3D let/var new Object3D()
v Vector3 let/var new Vector3()
expectedPosition Vector3 let/var new Vector3( - 1, 0.5, - 1 )
parent Object3D let/var new Object3D()
child Object3D let/var new Object3D()
obj Object3D let/var new Object3D()
a Object3D let/var new Object3D()
child1 Object3D let/var new Object3D()
child2 Object3D let/var new Object3D()
object Object3D let/var new Object3D()
oldParent Object3D let/var new Object3D()
newParent Object3D let/var new Object3D()
expectedMatrixWorld Matrix4 let/var new Matrix4()
parent Object3D let/var new Object3D()
childName Object3D let/var new Object3D()
childId Object3D let/var new Object3D()
childNothing Object3D let/var new Object3D()
parent Object3D let/var new Object3D()
childName Object3D let/var new Object3D()
childNothing Object3D let/var new Object3D()
childName2 Object3D let/var new Object3D()
childName3 Object3D let/var new Object3D()
a Object3D let/var new Object3D()
b Object3D let/var new Object3D()
expectedSingle Vector3 let/var new Vector3( x, y, z )
expectedParent Vector3 let/var new Vector3( x, y, 0 )
expectedChild Vector3 let/var new Vector3( x, y, 7 )
position Vector3 let/var new Vector3()
a Object3D let/var new Object3D()
expected Vector3 let/var new Vector3( x, y, z )
a Object3D let/var new Object3D()
expected Vector3 let/var new Vector3( 0, - 0.5 * Math.sqrt( 2 ), 0.5 * Math.sqrt( 2 ) )
direction Vector3 let/var new Vector3()
a Object3D let/var new Object3D()
b Object3D let/var new Object3D()
c Object3D let/var new Object3D()
d Object3D let/var new Object3D()
a Object3D let/var new Object3D()
b Object3D let/var new Object3D()
c Object3D let/var new Object3D()
d Object3D let/var new Object3D()
names any[] let/var []
expectedNormal string[] let/var [ 'parent', 'child', 'childchild 1', 'childchild 2' ]
expectedVisible string[] let/var [ 'parent', 'child', 'childchild 2' ]
expectedAncestors string[] let/var [ 'child', 'parent' ]
a Object3D let/var new Object3D()
parent Object3D let/var new Object3D()
child Object3D let/var new Object3D()
object Object3D let/var new Object3D()
parent Object3D let/var new Object3D()
child Object3D let/var new Object3D()
m Matrix4 let/var new Matrix4()
v Vector3 let/var new Vector3()
a Object3D let/var new Object3D()
child Object3D let/var new Object3D()
childChild Object3D let/var new Object3D()
gold { metadata: { version: number; type: ... let/var { 'metadata': { 'version': 4.7, 'type': 'Object', 'generator': 'Object3D.toJS...
a any let/var *not shown*
b Object3D let/var new Object3D()
a Object3D let/var new Object3D()
b Object3D let/var new Object3D()
child Object3D let/var new Object3D()
childChild Object3D let/var new Object3D()

Functions

matrixEquals4(a: any, b: any): boolean

Parameters:

  • a any
  • b any

Returns: boolean

Calls:

  • Math.abs
Code
( a, b ) => {

    for ( let i = 0; i < 16; i ++ ) {

        if ( Math.abs( a.elements[ i ] - b.elements[ i ] ) >= eps ) {

            return false;

        }

    }

    return true;

}

eulerEquals(a: any, b: any, tolerance: any): boolean

Parameters:

  • a any
  • b any
  • tolerance any

Returns: boolean

Calls:

  • Math.abs
Code
function ( a, b, tolerance ) {

            tolerance = tolerance || 0.0001;

            if ( a.order != b.order ) {

                return false;

            }

            return (
                Math.abs( a.x - b.x ) <= tolerance &&
                Math.abs( a.y - b.y ) <= tolerance &&
                Math.abs( a.z - b.z ) <= tolerance
            );

        }