Working on groups

This commit is contained in:
Godzil
2020-02-24 09:25:52 +00:00
parent 80f59efa43
commit 7c794f0496
8 changed files with 272 additions and 9 deletions

38
source/include/group.h Normal file
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@@ -0,0 +1,38 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Group header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_GROUP_H
#define DORAYME_GROUP_H
#include <shape.h>
class Group : public Shape
{
private:
uint32_t allocatedObjectCount;
Shape* *objectList;
uint32_t objectCount;
protected:
Intersect localIntersect(Ray r);
Tuple localNormalAt(Tuple point);
public:
bool isEmpty();
void addObject(Shape *s);
Shape *operator[](const int p) { return this->objectList[p]; }
Intersect intersect(Ray r);
Group();
};
#endif /* DORAYME_GROUP_H */

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@@ -25,6 +25,8 @@ enum ShapeType
SHAPE_CUBE,
SHAPE_CYLINDER,
SHAPE_CONE,
SHAPE_GROUP,
};
/* Base class for all object that can be presented in the world */
@@ -32,16 +34,19 @@ class Shape
{
private:
ShapeType type;
private:
Matrix localTransformMatrix;
protected:
virtual Intersect localIntersect(Ray r) = 0;
virtual Tuple localNormalAt(Tuple point) = 0;
public:
Matrix transformMatrix;
Matrix inverseTransform;
Matrix transposedInverseTransform;
Material material;
bool dropShadow;
Shape *parent;
public:
Shape(ShapeType = SHAPE_NONE);
@@ -49,6 +54,12 @@ public:
Intersect intersect(Ray r);
Tuple normalAt(Tuple point);
//virtual Bounds getBounds();
void updateTransform();
Tuple worldToObject(Tuple point) { return this->inverseTransform * point; };
Tuple normalToWorld(Tuple normalVector) { return (this->transposedInverseTransform * normalVector).normalise(); };
void setTransform(Matrix transform);
void setMaterial(Material material) { this->material = material; };
Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };

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@@ -15,7 +15,7 @@
class Sphere : public Shape
{
private:
protected:
Intersect localIntersect(Ray r);
Tuple localNormalAt(Tuple point);

73
source/shapes/group.cpp Normal file
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@@ -0,0 +1,73 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Group implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuple.h>
#include <ray.h>
#include <group.h>
#include <cone.h>
#include <math_helper.h>
#define MIN_ALLOC (2)
Group::Group() : Shape(SHAPE_GROUP)
{
this->allocatedObjectCount = MIN_ALLOC;
this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
this->objectCount = 0;
}
Intersect Group::intersect(Ray r)
{
Intersect ret;
int i, j;
if (this->objectCount > 0)
{
for(i = 0; i < this->objectCount; i++)
{
Intersect xs = this->objectList[i]->intersect(r);
if (xs.count() > 0)
{
for(j = 0; j < xs.count(); j++)
{
ret.add(xs[j]);
}
}
}
}
return ret;
}
Intersect Group::localIntersect(Ray r)
{
return Intersect();
}
Tuple Group::localNormalAt(Tuple point)
{
return Vector(1, 0, 0);
}
void Group::addObject(Shape *s)
{
if ((this->objectCount + 1) > this->allocatedObjectCount)
{
this->allocatedObjectCount *= 2;
this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
}
s->parent = this;
s->updateTransform();
this->objectList[this->objectCount++] = s;
}
bool Group::isEmpty()
{
return (this->objectCount == 0);
}

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@@ -15,10 +15,11 @@
Shape::Shape(ShapeType type)
{
this->parent = nullptr;
this->dropShadow = true;
this->type = type;
this->transformMatrix = Matrix4().identity();
this->inverseTransform = this->transformMatrix.inverse();
this->localTransformMatrix = Matrix4().identity();
this->updateTransform();
}
Intersect Shape::intersect(Ray r)
@@ -32,7 +33,7 @@ Tuple Shape::normalAt(Tuple point)
Tuple local_normal = this->localNormalAt(local_point);
Tuple world_normal = this->inverseTransform.transpose() * local_normal;
Tuple world_normal = this->transposedInverseTransform * local_normal;
/* W may get wrong, so hack it. This is perfectly normal as we are using a 4x4 matrix instead of a 3x3 */
world_normal.w = 0;
@@ -40,8 +41,20 @@ Tuple Shape::normalAt(Tuple point)
return world_normal.normalise();
}
void Shape::updateTransform()
{
this->transformMatrix = this->localTransformMatrix;
if (this->parent != nullptr)
{
this->transformMatrix = this->parent->transformMatrix * this->transformMatrix;
}
this->inverseTransform = this->transformMatrix.inverse();
this->transposedInverseTransform = this->inverseTransform.transpose();
}
void Shape::setTransform(Matrix transform)
{
this->transformMatrix = transform;
this->inverseTransform = transform.inverse();
this->localTransformMatrix = transform;
this->updateTransform();
}

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@@ -5,7 +5,7 @@ find_package(Threads REQUIRED)
set(TESTS_SRC math_test.cpp tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp
ray_test.cpp intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
shape_test.cpp plane_test.cpp pattern_test.cpp cube_test.cpp cylinder_test.cpp cone_test.cpp)
shape_test.cpp plane_test.cpp pattern_test.cpp cube_test.cpp cylinder_test.cpp cone_test.cpp group_test.cpp)
add_executable(testMyRays)
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})

82
tests/group_test.cpp Normal file
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@@ -0,0 +1,82 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Group unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <intersect.h>
#include <intersection.h>
#include <group.h>
#include <testshape.h>
#include <sphere.h>
#include <transformation.h>
#include <gtest/gtest.h>
TEST(GroupTest, Creating_a_new_group)
{
Group g = Group();
ASSERT_EQ(g.transformMatrix, Matrix4().identity());
ASSERT_TRUE(g.isEmpty());
}
TEST(GroupTest, Adding_a_child_to_a_group)
{
Group g = Group();
TestShape s = TestShape();
g.addObject(&s);
ASSERT_FALSE(g.isEmpty());
ASSERT_EQ(s.parent, &g);
ASSERT_EQ(g[0], &s);
}
TEST(GroupTest, Intersecting_a_ray_with_an_empty_group)
{
Group g = Group();
Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
Intersect xs = g.intersect(r);
ASSERT_EQ(xs.count(), 0);
}
TEST(GroupTest, Intersecting_a_ray_with_an_nonempty_group)
{
Group g = Group();
Sphere s1 = Sphere();
Sphere s2 = Sphere();
Sphere s3 = Sphere();
s2.setTransform(translation(0, 0, -3));
s3.setTransform(translation(5, 0, 0));
g.addObject(&s1);
g.addObject(&s2);
g.addObject(&s3);
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Intersect xs = g.intersect(r);
ASSERT_EQ(xs.count(), 4);
EXPECT_EQ(xs[0].object, &s2);
EXPECT_EQ(xs[1].object, &s2);
EXPECT_EQ(xs[2].object, &s1);
EXPECT_EQ(xs[3].object, &s1);
}
TEST(GroupTest, Intersecting_a_transformer_group)
{
Group g = Group();
Sphere s = Sphere();
g.setTransform(scaling(2, 2, 2));
s.setTransform(translation(5, 0, 0));
g.addObject(&s);
Ray r = Ray(Point(10, 0, -50), Vector(0, 0, 1));
Intersect xs = g.intersect(r);
ASSERT_EQ(xs.count(), 2);
}

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@@ -9,6 +9,8 @@
#include <shape.h>
#include <testshape.h>
#include <matrix.h>
#include <group.h>
#include <sphere.h>
#include <transformation.h>
#include <gtest/gtest.h>
@@ -96,3 +98,47 @@ TEST(ShapeTest, Computing_the_normal_on_a_tranformed_shape)
set_equal_precision(FLT_EPSILON);
}
TEST(ShapeTest, A_shape_has_a_parent_attribute)
{
TestShape s = TestShape();
ASSERT_EQ(s.parent, nullptr);
}
TEST(TestShape, Converting_a_point_from_world_to_object_space)
{
Group g1 = Group();
g1.setTransform(rotationY(M_PI / 2));
Group g2 = Group();
g2.setTransform(scaling(2, 2, 2));
g1.addObject(&g2);
Sphere s = Sphere();
s.setTransform(translation(5, 0, 0));
g2.addObject(&s);
Tuple p = s.worldToObject(Point(-2, 0, -10));
ASSERT_EQ(p, Point(0, 0, -1));
}
TEST(TestShape, Converting_a_normal_form_object_to_world_space)
{
Group g1 = Group();
g1.setTransform(rotationY(M_PI / 2));
Group g2 = Group();
g2.setTransform(scaling(1, 2, 3));
g1.addObject(&g2);
Sphere s = Sphere();
s.setTransform(translation(5, 0, 0));
g2.addObject(&s);
Tuple p = s.normalToWorld(Point(sqrt(3)/3, sqrt(3)/3, sqrt(3)/3));
/* Temporary lower the precision */
set_equal_precision(0.0001);
ASSERT_EQ(p, Point(0.2857, 0.4286, -0.8571));
set_equal_precision(FLT_EPSILON);
}