How to use assert_ray_approx_equals method in wpt

Best JavaScript code snippet using wpt

xr-test-asserts.js

Source: xr-test-asserts.js Github

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1/​/​ Utility assert functions.2/​/​ Relies on resources/​testharness.js to be included before this file.3/​/​ |p1|, |p2| - objects with x, y, z, w components that are floating point numbers4/​/​ |epsilon| - float specifying precision5/​/​ |prefix| - string used as a prefix for logging6let assert_point_approx_equals = function(p1, p2, epsilon, prefix = "") {7 assert_approx_equals(p1.x, p2.x, epsilon, prefix + "xs must match");8 assert_approx_equals(p1.y, p2.y, epsilon, prefix + "ys must match");9 assert_approx_equals(p1.z, p2.z, epsilon, prefix + "zs must match");10 assert_approx_equals(p1.w, p2.w, epsilon, prefix + "ws must match");11};12/​/​ |m1|, |m2| - arrays of floating point numbers13/​/​ |epsilon| - float specifying precision14/​/​ |prefix| - string used as a prefix for logging15let assert_matrix_approx_equals = function(m1, m2, epsilon, prefix = "") {16 assert_equals(m1.length, m2.length, prefix + "Matrix lengths should match");17 for(var i = 0; i < m1.length; ++i) {18 assert_approx_equals(m1[i], m2[i], epsilon, prefix + "Component number " + i + " should match");19 }20}21/​/​ |r1|, |r2| - XRRay objects22/​/​ |epsilon| - float specifying precision23/​/​ |prefix| - string used as a prefix for logging24let assert_ray_approx_equals = function(r1, r2, epsilon, prefix = "") {25 assert_point_approx_equals(r1.origin, r2.origin, epsilon, prefix + "origin:");26 assert_point_approx_equals(r1.direction, r2.direction, epsilon, prefix + "direction:");27 assert_matrix_approx_equals(r1.matrix, r2.matrix, epsilon, prefix + "matrix:");...

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webxr_test_asserts.js

Source: webxr_test_asserts.js Github

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1/​/​ Utility assert functions.2/​/​ Relies on resources/​testharness.js to be included before this file.3/​/​ |p1|, |p2| - objects with x, y, z, w components that are floating point numbers4/​/​ |epsilon| - float specifying precision5/​/​ |prefix| - string used as a prefix for logging6let assert_point_approx_equals = function(p1, p2, epsilon, prefix = "") {7 assert_approx_equals(p1.x, p2.x, epsilon, prefix + "xs must match");8 assert_approx_equals(p1.y, p2.y, epsilon, prefix + "ys must match");9 assert_approx_equals(p1.z, p2.z, epsilon, prefix + "zs must match");10 assert_approx_equals(p1.w, p2.w, epsilon, prefix + "ws must match");11};12/​/​ |m1|, |m2| - arrays of floating point numbers13/​/​ |epsilon| - float specifying precision14/​/​ |prefix| - string used as a prefix for logging15let assert_matrix_approx_equals = function(m1, m2, epsilon, prefix = "") {16 assert_equals(m1.length, m2.length, prefix + "Matrix lengths should match");17 for(var i = 0; i < m1.length; ++i) {18 assert_approx_equals(m1[i], m2[i], epsilon, prefix + "Component number " + i + " should match");19 }20}21/​/​ |r1|, |r2| - XRRay objects22/​/​ |epsilon| - float specifying precision23/​/​ |prefix| - string used as a prefix for logging24let assert_ray_approx_equals = function(r1, r2, epsilon, prefix = "") {25 assert_point_approx_equals(r1.origin, r2.origin, epsilon, prefix + "origin:");26 assert_point_approx_equals(r1.direction, r2.direction, epsilon, prefix + "direction:");27 assert_matrix_approx_equals(r1.matrix, r2.matrix, epsilon, prefix + "matrix:");...

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Using AI Code Generation

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1var ray = new Ray(new Vector(0, 0, 0), new Vector(1, 0, 0));2assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 0)));3assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 0.00001)));4assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 0.0001)));5assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 0.001)));6assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 0.01)));7assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 0.1)));8assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 1)));9assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 10)));10assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 100)));11assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 1000)));12assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 10000)));13assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 100000)));14assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 1000000)));15assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 10000000)));16assert_ray_approx_equals(ray, new Ray(new Vector(0, 0, 0), new Vector(1, 0, 100000000

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Using AI Code Generation

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1var wpt_test_utils = require('./​wpt_test_utils.js');2var assert_ray_approx_equals = wpt_test_utils.assert_ray_approx_equals;3var ray = new Ray(0, 0, 0, 1, 0, 0);4assert_ray_approx_equals(ray, [0, 0, 0, 1, 0, 0], 'Ray is equal');5assert_ray_approx_equals(ray, [0, 0, 0, 1, 0, 0.0000001], 'Ray is equal');6assert_ray_approx_equals(ray, [0, 0, 0, 1, 0, 0.0000002], 'Ray is not equal');7var assert_ray_approx_equals = function (ray, expected, message) {8 var epsilon = 0.0000001;9 ray.direction.x, ray.direction.y, ray.direction.z];10 for (var i = 0; i < 6; i++) {11 if (Math.abs(actual[i] - expected[i]) > epsilon) {12 throw new Error('Assertion failed: ' + message + ' (expected: ' +13 expected + ', actual: ' + actual + ')');14 }15 }16};17assert_ray_approx_equals(ray, [0, 0, 0, 1, 0, 0.0000002], 'Ray is not equal');

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Using AI Code Generation

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1var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;2assert_ray_approx_equals(ray1, ray2);3var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;4assert_ray_approx_equals(ray1, ray2);5var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;6assert_ray_approx_equals(ray1, ray2);7var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;8assert_ray_approx_equals(ray1, ray2);9var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;10assert_ray_approx_equals(ray1, ray2);11var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;12assert_ray_approx_equals(ray1, ray2);13var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;14assert_ray_approx_equals(ray1, ray2);15var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;16assert_ray_approx_equals(ray1, ray2);17var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;18assert_ray_approx_equals(ray1, ray2);19var assert_ray_approx_equals = require('wpt').assert_ray_approx_equals;20assert_ray_approx_equals(ray1, ray2);

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Using AI Code Generation

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1function assert_ray_approx_equals(ray1, ray2, epsilon) {2 if (ray1.origin.x - ray2.origin.x > epsilon ||3 ray1.direction.z - ray2.direction.z > epsilon) {4 throw 'Ray is not equal to expected value';5 }6}

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Using AI Code Generation

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1var ray1 = new Ray(new Point(1, 2, 3), new Vector(1, 2, 3));2var ray2 = new Ray(new Point(1, 2, 3), new Vector(1, 2, 3));3assert_ray_approx_equals(ray1, ray2, 0.00001);4var ray1 = new Ray(new Point(1, 2, 3), new Vector(1, 2, 3));5var ray2 = new Ray(new Point(1, 2, 3), new Vector(1, 2, 3));6assert_ray_approx_equals(ray1, ray2, 0.00001);7function assert_ray_approx_equals(ray1, ray2, delta) {8 assert_point_approx_equals(ray1.origin, ray2.origin, delta);9 assert_vector_approx_equals(ray1.direction, ray2.direction, delta);10}11function assert_point_approx_equals(point1, point2, delta) {12 assert_approx_equals(point1.x, point2.x, delta);13 assert_approx_equals(point1.y, point2.y, delta);14 assert_approx_equals(point1.z, point2.z, delta);15}16function assert_vector_approx_equals(vector1, vector2, delta) {17 assert_approx_equals(vector1.x, vector2.x, delta);18 assert_approx_equals(vector1.y, vector2.y, delta);19 assert_approx_equals(vector1.z, vector2.z, delta);20}21function assert_approx_equals(actual, expected, delta) {22 var diff = Math.abs(expected - actual);23 assert_true(diff <= delta, "assert_approx_equals failed: expected " + expected + " but got " + actual);24}25function assert_true(actual, message) {26 if (!actual) {27 if (message) {28 throw new Error(message);29 } else {30 throw new Error("assert_true failed");31 }32 }33}

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Using AI Code Generation

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1var wptutils = require('./​wptutils.js');2var ray1 = {origin: [0,0,0], direction: [1,0,0]};3var ray2 = {origin: [0,0,0], direction: [1,0,0]};4wptutils.assert_ray_approx_equals(ray1, ray2);5var ray3 = {origin: [0,0,0], direction: [1,0,1]};6wptutils.assert_ray_approx_equals(ray1, ray3);7var ray4 = {origin: [0,0,0], direction: [1,0,1]};8wptutils.assert_ray_approx_equals(ray3, ray4);9var ray5 = {origin: [0,0,0], direction: [1,0,0]};10var ray6 = {origin: [0,0,0], direction: [1,0,1]};11wptutils.assert_ray_approx_equals(ray5, ray6);12var ray7 = {origin: [0,0,0], direction: [1,0,0]};13var ray8 = {origin: [0,0,0], direction: [1,0,

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Using AI Code Generation

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1import {assert_ray_approx_equals} from '/​resources/​testharness.js';2import {Ray} from '/​resources/​three.js/​build/​three.module.js';3let ray1 = new Ray(new THREE.Vector3(1, 1, 1), new THREE.Vector3(0, 0, 1));4let ray2 = new Ray(new THREE.Vector3(1, 1, 1), new THREE.Vector3(0, 0, 1));5assert_ray_approx_equals(ray1, ray2);6import {assert_ray_approx_equals} from '/​resources/​testharness.js';7import {Ray} from '/​resources/​three.js/​build/​three.module.js';8let ray1 = new Ray(new THREE.Vector3(1, 1, 1), new THREE.Vector3(0, 0, 1));9let ray2 = new Ray(new THREE.Vector3(1, 1, 1), new THREE.Vector3(0, 0, 1));10assert_ray_approx_equals(ray1, ray2);11import {assert_ray_approx_equals} from '/​resources/​testharness.js';12import {Ray} from '/​resources/​three.js/​build/​three.module.js';13let ray1 = new Ray(new THREE.Vector3(1, 1, 1), new THREE.Vector3(0, 0, 1));14let ray2 = new Ray(new THREE.Vector3(1, 1, 1), new THREE.Vector3(0, 0, 1));15assert_ray_approx_equals(ray1, ray2);

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Using AI Code Generation

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1import {assert_ray_approx_equals} from '../​resources/​point-in-shape-utils.js';2import {Ray} from '../​resources/​three.js';3import {RayHelper} from '../​resources/​three.js';4var ray = new Ray(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, 1));5var rayHelper = new RayHelper(ray);6rayHelper.update();7assert_ray_approx_equals(ray, new Ray(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, 1)), 0.0001);8assert_ray_approx_equals(ray, new Ray(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, 1)), 0.0001);

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Using AI Code Generation

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1import {assert_ray_approx_equals} from '../​util/​assert_ray_approx_equals.mjs';2import {Ray} from '../​util/​ray.mjs';3import {Vector} from '../​util/​vector.mjs';4let camera_ray = new Ray(new Vector(0, 0, 0), new Vector(0, 0, 1));5let light_ray = new Ray(new Vector(0, 0, 0), new Vector(0, 0, 1));6assert_ray_approx_equals(camera_ray, light_ray, 0.0001);

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