提交 fd8b70cf 编写于 作者: W WestLangley

Update unit tests

上级 957051a0
......@@ -231,7 +231,7 @@ export default QUnit.module( 'Core', () => {
} );
QUnit.test( "applyMatrix", ( assert ) => {
QUnit.test( "applyMatrix4", ( assert ) => {
var geometry = new BufferGeometry();
geometry.setAttribute( "position", new BufferAttribute( new Float32Array( 6 ), 3 ) );
......@@ -242,7 +242,7 @@ export default QUnit.module( 'Core', () => {
0, 0, 1, 3,
0, 0, 0, 1
);
geometry.applyMatrix( matrix );
geometry.applyMatrix4( matrix );
var position = geometry.attributes.position.array;
var m = matrix.elements;
......
......@@ -64,7 +64,7 @@ export default QUnit.module( 'Core', () => {
} );
QUnit.test( "applyMatrix", ( assert ) => {
QUnit.test( "applyMatrix4", ( assert ) => {
var geometry = getGeometry();
geometry.faces.push( new Face3( 0, 1, 2 ) );
......@@ -79,7 +79,7 @@ export default QUnit.module( 'Core', () => {
m.makeRotationX( Math.PI / 2 );
m.setPosition( new Vector3( x, y, z ) );
geometry.applyMatrix( m );
geometry.applyMatrix4( m );
v0 = geometry.vertices[ 0 ];
v1 = geometry.vertices[ 1 ];
......@@ -112,7 +112,7 @@ export default QUnit.module( 'Core', () => {
var matrix = new Matrix4();
matrix.makeRotationX( Math.PI / 2 ); // 90 degree
geometry.applyMatrix( matrix );
geometry.applyMatrix4( matrix );
var v0 = geometry.vertices[ 0 ], v1 = geometry.vertices[ 1 ], v2 = geometry.vertices[ 2 ];
assert.ok( v0.x === - 0.5 && v0.y === 0 && v0.z === 0, "first vertex was rotated" );
......@@ -128,7 +128,7 @@ export default QUnit.module( 'Core', () => {
var matrix = new Matrix4();
matrix.makeRotationY( Math.PI ); // 180 degrees
geometry.applyMatrix( matrix );
geometry.applyMatrix4( matrix );
var v0 = geometry.vertices[ 0 ], v1 = geometry.vertices[ 1 ], v2 = geometry.vertices[ 2 ];
assert.ok( v0.x === 0.5 && v0.y === 0 && v0.z < Number.EPSILON, "first vertex was rotated" );
......@@ -144,7 +144,7 @@ export default QUnit.module( 'Core', () => {
var matrix = new Matrix4();
matrix.makeRotationZ( Math.PI / 2 * 3 ); // 270 degrees
geometry.applyMatrix( matrix );
geometry.applyMatrix4( matrix );
var v0 = geometry.vertices[ 0 ], v1 = geometry.vertices[ 1 ], v2 = geometry.vertices[ 2 ];
assert.ok( v0.x < Number.EPSILON && v0.y === 0.5 && v0.z === 0, "first vertex was rotated" );
......
......@@ -87,7 +87,7 @@ export default QUnit.module( 'Core', () => {
} );
QUnit.test( "applyMatrix", ( assert ) => {
QUnit.test( "applyMatrix4", ( assert ) => {
var a = new Object3D();
var m = new Matrix4();
......@@ -97,7 +97,7 @@ export default QUnit.module( 'Core', () => {
m.makeRotationX( Math.PI / 2 );
m.setPosition( new Vector3( x, y, z ) );
a.applyMatrix( m );
a.applyMatrix4( m );
assert.deepEqual( a.position, expectedPos, "Position has the expected values" );
assert.ok(
......@@ -392,7 +392,7 @@ export default QUnit.module( 'Core', () => {
var m = new Matrix4().makeScale( x, y, z );
var expected = new Vector3( x, y, z );
a.applyMatrix( m );
a.applyMatrix4( m );
assert.deepEqual( a.getWorldScale( new Vector3() ), expected, "WorldScale as expected" );
......
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