text: /**
   * @author bhouston / http://exocortex.com
   */
  
  module( "Triangle" );
  
  test( "constructor", function() {
  	var a = new THREE.Triangle();
  	ok( a.a.equals( zero3 ), "Passed!" );
  	ok( a.b.equals( zero3 ), "Passed!" );
  	ok( a.c.equals( zero3 ), "Passed!" );
  
  	a = new THREE.Triangle( one3.clone().negate(), one3.clone(), two3.clone() );
  	ok( a.a.equals( one3.clone().negate() ), "Passed!" );
  	ok( a.b.equals( one3 ), "Passed!" );
  	ok( a.c.equals( two3 ), "Passed!" );
  });
  
  test( "copy", function() {
  	var a = new THREE.Triangle( one3.clone().negate(), one3.clone(), two3.clone() );
  	var b = new THREE.Triangle().copy( a );
  	ok( b.a.equals( one3.clone().negate() ), "Passed!" );
  	ok( b.b.equals( one3 ), "Passed!" );
  	ok( b.c.equals( two3 ), "Passed!" );
  
  	// ensure that it is a true copy
  	a.a = one3;
  	a.b = zero3;
  	a.c = zero3;
  	ok( b.a.equals( one3.clone().negate() ), "Passed!" );
  	ok( b.b.equals( one3 ), "Passed!" );
  	ok( b.c.equals( two3 ), "Passed!" );
  });
  
  test( "setFromPointsAndIndices", function() {
  	var a = new THREE.Triangle();
  
  	var points = [ one3, one3.clone().negate(), two3 ];
  	a.setFromPointsAndIndices( points, 1, 0, 2 );
  	ok( a.a.equals( one3.clone().negate() ), "Passed!" );
  	ok( a.b.equals( one3 ), "Passed!" );
  	ok( a.c.equals( two3 ), "Passed!" );
  
  });
  
  test( "set", function() {
  	var a = new THREE.Triangle();
  
  	a.set( one3.clone().negate(), one3, two3 );
  	ok( a.a.equals( one3.clone().negate() ), "Passed!" );
  	ok( a.b.equals( one3 ), "Passed!" );
  	ok( a.c.equals( two3 ), "Passed!" );
  
  });
  
  test( "area", function() {
  	var a = new THREE.Triangle();
  
  	ok( a.area() == 0, "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  	ok( a.area() == 0.5, "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 2, 0, 0 ), new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, 2 ) );
  	ok( a.area() == 2, "Passed!" );
  
  	// colinear triangle.
  	a = new THREE.Triangle( new THREE.Vector3( 2, 0, 0 ), new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 3, 0, 0 ) );
  	ok( a.area() == 0, "Passed!" );
  });
  
  test( "midpoint", function() {
  	var a = new THREE.Triangle();
  
  	ok( a.midpoint().equals( new THREE.Vector3( 0, 0, 0 ) ), "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  	ok( a.midpoint().equals( new THREE.Vector3( 1/3, 1/3, 0 ) ), "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 2, 0, 0 ), new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, 2 ) );
  	ok( a.midpoint().equals( new THREE.Vector3( 2/3, 0, 2/3 ) ), "Passed!" );
  });
  
  test( "normal", function() {
  	var a = new THREE.Triangle();
  
  	ok( a.normal().equals( new THREE.Vector3( 0, 0, 0 ) ), "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  	ok( a.normal().equals( new THREE.Vector3( 0, 0, 1 ) ), "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 2, 0, 0 ), new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, 2 ) );
  	ok( a.normal().equals( new THREE.Vector3( 0, 1, 0 ) ), "Passed!" );
  });
  
  test( "plane", function() {
  	var a = new THREE.Triangle();
  
  	// artificial normal is created in this case.
  	ok( a.plane().distanceToPoint( a.a ) == 0, "Passed!" );
  	ok( a.plane().distanceToPoint( a.b ) == 0, "Passed!" );
  	ok( a.plane().distanceToPoint( a.c ) == 0, "Passed!" );
  	ok( a.plane().normal.equals( a.normal() ), "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  	ok( a.plane().distanceToPoint( a.a ) == 0, "Passed!" );
  	ok( a.plane().distanceToPoint( a.b ) == 0, "Passed!" );
  	ok( a.plane().distanceToPoint( a.c ) == 0, "Passed!" );
  	ok( a.plane().normal.equals( a.normal() ), "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 2, 0, 0 ), new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, 2 ) );
  	ok( a.plane().distanceToPoint( a.a ) == 0, "Passed!" );
  	ok( a.plane().distanceToPoint( a.b ) == 0, "Passed!" );
  	ok( a.plane().distanceToPoint( a.c ) == 0, "Passed!" );
  	ok( a.plane().normal.clone().normalize().equals( a.normal() ), "Passed!" );
  });
  
  test( "barycoordFromPoint", function() {
  	var a = new THREE.Triangle();
  
  	var bad = new THREE.Vector3( -2, -1, -1 );
  
  	ok( a.barycoordFromPoint( a.a ).equals( bad ), "Passed!" );
  	ok( a.barycoordFromPoint( a.b ).equals( bad ), "Passed!" );
  	ok( a.barycoordFromPoint( a.c ).equals( bad ), "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  	ok( a.barycoordFromPoint( a.a ).equals( new THREE.Vector3( 1, 0, 0 ) ), "Passed!" );
  	ok( a.barycoordFromPoint( a.b ).equals( new THREE.Vector3( 0, 1, 0 ) ), "Passed!" );
  	ok( a.barycoordFromPoint( a.c ).equals( new THREE.Vector3( 0, 0, 1 ) ), "Passed!" );
  	ok( a.barycoordFromPoint( a.midpoint() ).distanceTo( new THREE.Vector3( 1/3, 1/3, 1/3 ) ) < 0.0001, "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 2, 0, 0 ), new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, 2 ) );
  	ok( a.barycoordFromPoint( a.a ).equals( new THREE.Vector3( 1, 0, 0 ) ), "Passed!" );
  	ok( a.barycoordFromPoint( a.b ).equals( new THREE.Vector3( 0, 1, 0 ) ), "Passed!" );
  	ok( a.barycoordFromPoint( a.c ).equals( new THREE.Vector3( 0, 0, 1 ) ), "Passed!" );
  	ok( a.barycoordFromPoint( a.midpoint() ).distanceTo( new THREE.Vector3( 1/3, 1/3, 1/3 ) ) < 0.0001, "Passed!" );
  });
  
  test( "containsPoint", function() {
  	var a = new THREE.Triangle();
  
  	ok( ! a.containsPoint( a.a ), "Passed!" );
  	ok( ! a.containsPoint( a.b ), "Passed!" );
  	ok( ! a.containsPoint( a.c ), "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  	ok( a.containsPoint( a.a ), "Passed!" );
  	ok( a.containsPoint( a.b ), "Passed!" );
  	ok( a.containsPoint( a.c ), "Passed!" );
  	ok( a.containsPoint( a.midpoint() ), "Passed!" );
  	ok( ! a.containsPoint( new THREE.Vector3( -1, -1, -1 ) ), "Passed!" );
  
  	a = new THREE.Triangle( new THREE.Vector3( 2, 0, 0 ), new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, 2 ) );
  	ok( a.containsPoint( a.a ), "Passed!" );
  	ok( a.containsPoint( a.b ), "Passed!" );
  	ok( a.containsPoint( a.c ), "Passed!" );
  	ok( a.containsPoint( a.midpoint() ), "Passed!" );
  	ok( ! a.containsPoint( new THREE.Vector3( -1, -1, -1 ) ), "Passed!" );
  });
  
  test( "closestPointToPoint", function() {
  
  	var a = new THREE.Triangle( new THREE.Vector3( -1, 0, 0 ), new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  
  	// point lies inside the triangle
  	var b0 = a.closestPointToPoint( new THREE.Vector3( 0, 0.5, 0 ) );
  	ok( b0.equals( new THREE.Vector3( 0, 0.5, 0 ) ), "Passed!" );
  
  	// point lies on a vertex
  	b0 = a.closestPointToPoint( a.a );
  	ok( b0.equals( a.a ), "Passed!" );
  	b0 = a.closestPointToPoint( a.b );
  	ok( b0.equals( a.b ), "Passed!" );
  	b0 = a.closestPointToPoint( a.c );
  	ok( b0.equals( a.c ), "Passed!" );
  
  	// point lies on an edge
  	b0 = a.closestPointToPoint( zero3.clone() );
  	ok( b0.equals( zero3.clone() ), "Passed!" );
  
  	// point lies outside the triangle
  	b0 = a.closestPointToPoint( new THREE.Vector3( -2, 0, 0 ) );
  	ok( b0.equals( new THREE.Vector3( -1, 0, 0 ) ), "Passed!" );
  	b0 = a.closestPointToPoint( new THREE.Vector3( 2, 0, 0 ) );
  	ok( b0.equals( new THREE.Vector3( 1, 0, 0 ) ), "Passed!" );
  	b0 = a.closestPointToPoint( new THREE.Vector3( 0, 2, 0 ) );
  	ok( b0.equals( new THREE.Vector3( 0, 1, 0 ) ), "Passed!" );
  	b0 = a.closestPointToPoint( new THREE.Vector3( 0, -2, 0 ) );
  	ok( b0.equals( new THREE.Vector3( 0, 0, 0 ) ), "Passed!" );
  });
  