@@ -182,15 +182,15 @@ test( "applyMatrix4", function() {
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} ) ;
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- test ( "distanceToSegment " , function ( ) {
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+ test ( "distanceSqToSegment " , function ( ) {
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var a = new THREE . Ray ( one3 . clone ( ) , new THREE . Vector3 ( 0 , 0 , 1 ) ) ;
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var ptOnLine = new THREE . Vector3 ( ) ;
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var ptOnSegment = new THREE . Vector3 ( ) ;
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//segment in front of the ray
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var v0 = new THREE . Vector3 ( 3 , 5 , 50 ) ;
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var v1 = new THREE . Vector3 ( 50 , 50 , 50 ) ; // just a far away point
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- var distSqr = a . distanceToSegment ( v0 , v1 , ptOnLine , ptOnSegment ) ;
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+ var distSqr = a . distanceSqToSegment ( v0 , v1 , ptOnLine , ptOnSegment ) ;
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ok ( ptOnSegment . distanceTo ( v0 ) < 0.0001 , "Passed!" ) ;
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ok ( ptOnLine . distanceTo ( new THREE . Vector3 ( 1 , 1 , 50 ) ) < 0.0001 , "Passed!" ) ;
@@ -200,7 +200,7 @@ test( "distanceToSegment", function() {
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//segment behind the ray
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v0 = new THREE . Vector3 ( - 50 , - 50 , - 50 ) ; // just a far away point
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v1 = new THREE . Vector3 ( - 3 , - 5 , - 4 ) ;
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- distSqr = a . distanceToSegment ( v0 , v1 , ptOnLine , ptOnSegment ) ;
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+ distSqr = a . distanceSqToSegment ( v0 , v1 , ptOnLine , ptOnSegment ) ;
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ok ( ptOnSegment . distanceTo ( v1 ) < 0.0001 , "Passed!" ) ;
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ok ( ptOnLine . distanceTo ( one3 ) < 0.0001 , "Passed!" ) ;
@@ -210,7 +210,7 @@ test( "distanceToSegment", function() {
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//exact intersection between the ray and the segment
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v0 = new THREE . Vector3 ( - 50 , - 50 , - 50 ) ;
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v1 = new THREE . Vector3 ( 50 , 50 , 50 ) ;
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- distSqr = a . distanceToSegment ( v0 , v1 , ptOnLine , ptOnSegment ) ;
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+ distSqr = a . distanceSqToSegment ( v0 , v1 , ptOnLine , ptOnSegment ) ;
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ok ( ptOnSegment . distanceTo ( one3 ) < 0.0001 , "Passed!" ) ;
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ok ( ptOnLine . distanceTo ( one3 ) < 0.0001 , "Passed!" ) ;
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