Add transformation to objects.

This commit is contained in:
Godzil
2020-02-17 14:15:55 +00:00
parent b799e5f819
commit 00b283053e
5 changed files with 107 additions and 4 deletions

View File

@@ -12,13 +12,24 @@
class Object;
#include <ray.h>
#include <tuple.h>
#include <matrix.h>
#include <intersect.h>
/* Base class for all object that can be presented in the world */
class Object
{
public:
Matrix transformMatrix;
Matrix inverseTransform;
public:
Object();
virtual Intersect intersect(Ray r);
void setTransform(Matrix transform);
Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
};
#endif //DORAYME_OBJECT_H

View File

@@ -9,9 +9,23 @@
#include <ray.h>
#include <object.h>
#include <matrix.h>
#include <tuple.h>
#include <intersect.h>
Object::Object()
{
this->transformMatrix = Matrix4().identity();
this->inverseTransform = this->transformMatrix.inverse();
}
Intersect Object::intersect(Ray r)
{
return Intersect();
};
};
void Object::setTransform(Matrix transform)
{
this->transformMatrix = transform;
this->inverseTransform = transform.inverse();
}

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@@ -17,10 +17,13 @@ Intersect Sphere::intersect(Ray r)
{
Intersect ret;
double a, b, c, discriminant;
Tuple sphere_to_ray = r.origin - Point(0, 0, 0);
a = r.direction.dot(r.direction);
b = 2 * r.direction.dot(sphere_to_ray);
Ray transRay = this->invTransform(r);
Tuple sphere_to_ray = transRay.origin - Point(0, 0, 0);
a = transRay.direction.dot(transRay.direction);
b = 2 * transRay.direction.dot(sphere_to_ray);
c = sphere_to_ray.dot(sphere_to_ray) - 1;
discriminant = b * b - 4 * a * c;

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@@ -7,6 +7,8 @@
*
*/
#include <ray.h>
#include <transformation.h>
#include <object.h>
#include <gtest/gtest.h>
@@ -29,4 +31,34 @@ TEST(RayTest, Computing_a_point_from_a_distance)
ASSERT_EQ(r.position(1), Point(3, 3, 4));
ASSERT_EQ(r.position(-1), Point(1, 3, 4));
ASSERT_EQ(r.position(2.5), Point(4.5, 3, 4));
}
TEST(RayTest, Translating_a_ray)
{
Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
Matrix m = translation(3, 4, 5);
Object o = Object();
o.setTransform(m);
Ray r2 = o.transform(r);
ASSERT_EQ(r2.origin, Point(4, 6, 8));
ASSERT_EQ(r2.direction, Vector(0, 1, 0));
}
TEST(RayTest, Scaling_a_ray)
{
Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
Matrix m = scaling(2, 3, 4);
Object o = Object();
o.setTransform(m);
Ray r2 = o.transform(r);
ASSERT_EQ(r2.origin, Point(2, 6, 12));
ASSERT_EQ(r2.direction, Vector(0, 3, 0));
}

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@@ -8,6 +8,7 @@
*/
#include <ray.h>
#include <sphere.h>
#include <transformation.h>
#include <gtest/gtest.h>
@@ -62,4 +63,46 @@ TEST(SphereTest, A_sphere_is_behind_a_ray)
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].t, -6.0);
ASSERT_EQ(xs[1].t, -4.0);
}
TEST(SphereTest, A_sphere_default_transformation)
{
Sphere s = Sphere();
ASSERT_EQ(s.transformMatrix, Matrix4().identity());
}
TEST(SphereTest, Changing_a_sphere_transformation)
{
Sphere s = Sphere();
Matrix t = translation(2, 3, 4);
s.setTransform(t);
ASSERT_EQ(s.transformMatrix, t);
}
TEST(SphereTest, Intersecting_a_scaled_sphere_with_a_ray)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere s = Sphere();
s.setTransform(scaling(2, 2, 2));
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].t, 3.0);
ASSERT_EQ(xs[1].t, 7.0);
}
TEST(SphereTest, Intersecting_a_translated_sphere_with_a_ray)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere s = Sphere();
s.setTransform(translation(5, 0, 0));
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 0);
}