Finishing touch for patterns!
This commit is contained in:
@@ -33,3 +33,7 @@ From Chapter 08:
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From Chapter 09:
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From Chapter 09:
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From Chapter 10:
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BIN
output/ch10_test.png
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output/ch10_test.png
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@@ -3,12 +3,12 @@
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# First most is build as a library
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# First most is build as a library
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add_library(rayonnement STATIC)
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add_library(rayonnement STATIC)
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file(GLOB RAY_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/include/*.h)
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file(GLOB RAY_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/include/*.h ${CMAKE_CURRENT_SOURCE_DIR}/pattern/*.h)
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file(GLOB RAY_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/shapes/*.cpp
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file(GLOB RAY_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/shapes/*.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/worldbuilder/*.cpp)
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${CMAKE_CURRENT_SOURCE_DIR}/worldbuilder/*.cpp)
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target_include_directories(rayonnement PUBLIC include)
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target_include_directories(rayonnement PUBLIC include pattern)
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target_sources(rayonnement PRIVATE ${RAY_HEADERS} ${RAY_SOURCES})
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target_sources(rayonnement PRIVATE ${RAY_HEADERS} ${RAY_SOURCES})
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target_link_libraries(rayonnement LodePNG)
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target_link_libraries(rayonnement LodePNG)
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25
source/pattern/checkerspattern.h
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25
source/pattern/checkerspattern.h
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@@ -0,0 +1,25 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Checkers Pattern header
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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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#ifndef DORAYME_CHECKERSPATTERN_H
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#define DORAYME_CHECKERSPATTERN_H
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class CheckersPattern : public Pattern
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{
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public:
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CheckersPattern(Colour a, Colour b) : Pattern(a, b) { };
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Colour patternAt(Tuple point)
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{
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double value = floor(point.x) + floor(point.y) + floor(point.z);
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return (fmod(value, 2) == 0)?this->a:this->b;
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}
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};
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#endif /* DORAYME_CHECKERSPATTERN_H */
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@@ -27,4 +27,4 @@ public:
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}
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}
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};
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};
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#endif //DORAYME_GRADIENTPATTERN_H
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#endif /* DORAYME_GRADIENTPATTERN_H */
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@@ -18,14 +18,13 @@ public:
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Colour patternAt(Tuple point)
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Colour patternAt(Tuple point)
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{
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{
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Tuple distance = this->b - this->a;
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double squared = (point.x * point.x) + (point.z * point.z);
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double fraction = point.x - floor(point.x);
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Tuple ret = this->a + distance * fraction;
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double value = floor(sqrt(squared));
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return Colour(ret.x, ret.y, ret.z);
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return (fmod(value, 2) == 0)?this->a:this->b;
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}
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}
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};
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};
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#endif //DORAYME_RINGSUPPORT_H
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#endif /* DORAYME_RINGSUPPORT_H */
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@@ -24,4 +24,4 @@ public:
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}
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}
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};
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};
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#endif //DORAYME_TESTPATTERN_H
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#endif /* DORAYME_TESTPATTERN_H */
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@@ -18,6 +18,8 @@
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#include <pattern.h>
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#include <pattern.h>
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#include <strippattern.h>
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#include <strippattern.h>
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#include <gradientpattern.h>
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#include <gradientpattern.h>
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#include <checkerspattern.h>
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#include <ringpattern.h>
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#include <transformation.h>
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#include <transformation.h>
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@@ -26,7 +28,7 @@ int main()
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/* First we need to construct the world */
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/* First we need to construct the world */
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Plane floor = Plane();
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Plane floor = Plane();
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floor.material.specular = 0;
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floor.material.specular = 0;
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floor.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
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floor.material.pattern = new RingPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
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Plane wall = Plane();
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Plane wall = Plane();
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wall.material.specular = 0;
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wall.material.specular = 0;
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@@ -35,7 +37,7 @@ int main()
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wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
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wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
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Sphere middle = Sphere();
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Sphere middle = Sphere();
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middle.setTransform(translation(-0.5, 1, 0.5));
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middle.setTransform(translation(-0.7, 1, 0.6));
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middle.material.diffuse = 0.7;
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middle.material.diffuse = 0.7;
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middle.material.specular = 0.3;
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middle.material.specular = 0.3;
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middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
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middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
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@@ -55,6 +57,13 @@ int main()
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left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
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left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
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left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
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left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
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Sphere fourth = Sphere();
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fourth.setTransform(translation(.5, 0.25, 0.4) * scaling(0.3, 0.3, 0.3));
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fourth.material.diffuse = 0.7;
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fourth.material.specular = 0.3;
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fourth.material.pattern = new CheckersPattern(Colour(0.1, 0.8, 0.1), Colour(0.8, 1, 0.8));
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fourth.material.pattern->setTransform( scaling(0.2, 0.2, 0.2));
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World w = World();
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World w = World();
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w.addObject(&floor);
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w.addObject(&floor);
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@@ -62,6 +71,7 @@ int main()
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w.addObject(&middle);
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w.addObject(&middle);
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w.addObject(&left);
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w.addObject(&left);
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w.addObject(&right);
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w.addObject(&right);
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w.addObject(&fourth);
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/* Add light */
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
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Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
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@@ -69,7 +79,7 @@ int main()
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w.addLight(&light);
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w.addLight(&light);
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/* Set the camera */
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/* Set the camera */
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Camera camera = Camera(1920, 1080, M_PI / 3);
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Camera camera = Camera(100, 50, M_PI / 3);
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camera.setTransform(viewTransform(Point(0, 1.5, -5),
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camera.setTransform(viewTransform(Point(0, 1.5, -5),
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Point(0, 1, 0),
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Point(0, 1, 0),
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Vector(0, 1, 0)));
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Vector(0, 1, 0)));
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@@ -54,7 +54,7 @@ int main()
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w.addLight(&light);
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w.addLight(&light);
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/* Set the camera */
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/* Set the camera */
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Camera camera = Camera(1000, 500, M_PI / 3);
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Camera camera = Camera(100, 50, M_PI / 3);
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camera.setTransform(viewTransform(Point(0, 1.5, -5),
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camera.setTransform(viewTransform(Point(0, 1.5, -5),
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Point(0, 1, 0),
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Point(0, 1, 0),
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Vector(0, 1, 0)));
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Vector(0, 1, 0)));
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@@ -11,6 +11,7 @@
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#include <strippattern.h>
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#include <strippattern.h>
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#include <gradientpattern.h>
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#include <gradientpattern.h>
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#include <ringpattern.h>
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#include <ringpattern.h>
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#include <checkerspattern.h>
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#include <testpattern.h>
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#include <testpattern.h>
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#include <transformation.h>
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#include <transformation.h>
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#include <colour.h>
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#include <colour.h>
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@@ -174,4 +175,37 @@ TEST(PatternTest, A_ring_should_extend_in_both_x_and_z)
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{
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{
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RingPattern pattern = RingPattern(white, black);
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RingPattern pattern = RingPattern(white, black);
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ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
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ASSERT_EQ(pattern.patternAt(Point(1, 0, 0)), black);
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ASSERT_EQ(pattern.patternAt(Point(0, 0, 1)), black);
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/* 0.708 is just bit more than sqrt(2)/2 */
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ASSERT_EQ(pattern.patternAt(Point(0.708, 0, 0.708)), black);
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}
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TEST(PatternTest, Checkers_should_repeat_in_x)
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{
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CheckersPattern pattern = CheckersPattern(white, black);
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ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
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ASSERT_EQ(pattern.patternAt(Point(0.99, 0, 0)), white);
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ASSERT_EQ(pattern.patternAt(Point(1.01, 0, 0)), black);
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}
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TEST(PatternTest, Checkers_should_repeat_in_y)
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{
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CheckersPattern pattern = CheckersPattern(white, black);
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ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
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ASSERT_EQ(pattern.patternAt(Point(0, 0.99, 0)), white);
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ASSERT_EQ(pattern.patternAt(Point(0, 1.01, 0)), black);
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}
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TEST(PatternTest, Checkers_should_repeat_in_z)
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{
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CheckersPattern pattern = CheckersPattern(white, black);
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ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
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ASSERT_EQ(pattern.patternAt(Point(0, 0, 0.99)), white);
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ASSERT_EQ(pattern.patternAt(Point(0, 0, 1.01)), black);
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}
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}
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