Add transformation to objects.
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@@ -12,13 +12,24 @@
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class Object;
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#include <ray.h>
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#include <tuple.h>
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#include <matrix.h>
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#include <intersect.h>
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/* Base class for all object that can be presented in the world */
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class Object
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{
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public:
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Matrix transformMatrix;
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Matrix inverseTransform;
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public:
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Object();
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virtual Intersect intersect(Ray r);
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void setTransform(Matrix transform);
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Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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};
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#endif //DORAYME_OBJECT_H
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@@ -9,9 +9,23 @@
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#include <ray.h>
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#include <object.h>
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#include <matrix.h>
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#include <tuple.h>
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#include <intersect.h>
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Object::Object()
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{
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this->transformMatrix = Matrix4().identity();
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this->inverseTransform = this->transformMatrix.inverse();
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}
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Intersect Object::intersect(Ray r)
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{
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return Intersect();
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};
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void Object::setTransform(Matrix transform)
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{
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this->transformMatrix = transform;
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this->inverseTransform = transform.inverse();
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}
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@@ -17,10 +17,13 @@ Intersect Sphere::intersect(Ray r)
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{
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Intersect ret;
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double a, b, c, discriminant;
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Tuple sphere_to_ray = r.origin - Point(0, 0, 0);
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a = r.direction.dot(r.direction);
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b = 2 * r.direction.dot(sphere_to_ray);
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Ray transRay = this->invTransform(r);
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Tuple sphere_to_ray = transRay.origin - Point(0, 0, 0);
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a = transRay.direction.dot(transRay.direction);
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b = 2 * transRay.direction.dot(sphere_to_ray);
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c = sphere_to_ray.dot(sphere_to_ray) - 1;
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discriminant = b * b - 4 * a * c;
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@@ -7,6 +7,8 @@
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*
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*/
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#include <ray.h>
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#include <transformation.h>
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#include <object.h>
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#include <gtest/gtest.h>
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@@ -30,3 +32,33 @@ TEST(RayTest, Computing_a_point_from_a_distance)
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ASSERT_EQ(r.position(-1), Point(1, 3, 4));
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ASSERT_EQ(r.position(2.5), Point(4.5, 3, 4));
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}
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TEST(RayTest, Translating_a_ray)
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{
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Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
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Matrix m = translation(3, 4, 5);
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Object o = Object();
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o.setTransform(m);
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Ray r2 = o.transform(r);
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ASSERT_EQ(r2.origin, Point(4, 6, 8));
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ASSERT_EQ(r2.direction, Vector(0, 1, 0));
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}
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TEST(RayTest, Scaling_a_ray)
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{
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Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
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Matrix m = scaling(2, 3, 4);
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Object o = Object();
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o.setTransform(m);
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Ray r2 = o.transform(r);
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ASSERT_EQ(r2.origin, Point(2, 6, 12));
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ASSERT_EQ(r2.direction, Vector(0, 3, 0));
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}
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@@ -8,6 +8,7 @@
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*/
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#include <ray.h>
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#include <sphere.h>
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#include <transformation.h>
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#include <gtest/gtest.h>
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@@ -63,3 +64,45 @@ TEST(SphereTest, A_sphere_is_behind_a_ray)
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ASSERT_EQ(xs[0].t, -6.0);
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ASSERT_EQ(xs[1].t, -4.0);
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}
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TEST(SphereTest, A_sphere_default_transformation)
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{
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Sphere s = Sphere();
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ASSERT_EQ(s.transformMatrix, Matrix4().identity());
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}
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TEST(SphereTest, Changing_a_sphere_transformation)
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{
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Sphere s = Sphere();
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Matrix t = translation(2, 3, 4);
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s.setTransform(t);
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ASSERT_EQ(s.transformMatrix, t);
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}
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TEST(SphereTest, Intersecting_a_scaled_sphere_with_a_ray)
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{
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Sphere s = Sphere();
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s.setTransform(scaling(2, 2, 2));
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Intersect xs = s.intersect(r);
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ASSERT_EQ(xs.count(), 2);
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ASSERT_EQ(xs[0].t, 3.0);
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ASSERT_EQ(xs[1].t, 7.0);
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}
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TEST(SphereTest, Intersecting_a_translated_sphere_with_a_ray)
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{
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Sphere s = Sphere();
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s.setTransform(translation(5, 0, 0));
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Intersect xs = s.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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