Add 3 new type of object: Sphere, Object and Intersect.
Add Intersect object as a way to report where a ray intersect another object and which one it is. Add an Object base class for all object that can be rendered. Add the Sphere object.
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65
tests/sphere_test.cpp
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65
tests/sphere_test.cpp
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Sphere unit tests
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <ray.h>
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#include <sphere.h>
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#include <gtest/gtest.h>
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TEST(SphereTest, A_ray_intersect_a_sphere_at_two_points)
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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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Intersect xs = s.intersect(r);
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ASSERT_EQ(xs.count(), 2);
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ASSERT_EQ(xs[0]->t, 4.0);
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ASSERT_EQ(xs[1]->t, 6.0);
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}
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TEST(SphereTest, A_ray_intersect_a_sphere_at_a_tangent)
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{
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Ray r = Ray(Point(0, 1, -5), Vector(0, 0, 1));
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Sphere s = Sphere();
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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, 5.0);
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ASSERT_EQ(xs[1]->t, 5.0);
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}
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TEST(SphereTest, A_ray_miss_a_sphere)
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{
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Ray r = Ray(Point(0, 2, -5), Vector(0, 0, 1));
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Sphere s = Sphere();
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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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TEST(SphereTest, A_ray_originate_inside_a_sphere)
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{
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Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
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Sphere s = Sphere();
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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, -1.0);
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ASSERT_EQ(xs[1]->t, 1.0);
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}
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TEST(SphereTest, A_sphere_is_behind_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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Intersect xs = s.intersect(r);
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ASSERT_EQ(xs.count(), 2);
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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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