Added CUBES!
This commit is contained in:
28
source/include/cube.h
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28
source/include/cube.h
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@@ -0,0 +1,28 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cube 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_CUBE_H
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#define DORAYME_CUBE_H
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#include <shape.h>
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#include <ray.h>
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#include <intersect.h>
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class Cube : public Shape {
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private:
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void checkAxis(double axeOrigine, double axeDirection, double *axeMin, double *axeMax);
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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public:
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Cube() : Shape(SHAPE_CUBE) {};
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};
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#endif /* DORAYME_CUBE_H */
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@@ -18,4 +18,7 @@ bool double_equal(double a, double b);
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double deg_to_rad(double deg);
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double min3(double a, double b, double c);
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double max3(double a, double b, double c);
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#endif /* DORAYME_MATH_HELPER_H */
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@@ -22,6 +22,8 @@ enum ShapeType
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SHAPE_NONE,
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SHAPE_SPHERE,
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SHAPE_PLANE,
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SHAPE_CUBE,
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SHAPE_CONE,
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};
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/* Base class for all object that can be presented in the world */
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@@ -32,3 +32,41 @@ double deg_to_rad(double deg)
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{
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return deg * M_PI / 180.;
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}
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double min3(double a, double b, double c)
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{
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if (a <= b)
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{
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if (c < a) return c;
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return a;
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}
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if (b <= a)
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{
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if (c < b) return c;
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return b;
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}
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if (c <= a)
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{
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if (b < c) return b;
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}
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return c;
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}
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double max3(double a, double b, double c)
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{
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if (a >= b)
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{
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if (c > a) return c;
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return a;
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}
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if (b >= a)
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{
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if (c > b) return c;
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return b;
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}
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if (c >= a)
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{
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if (b > c) return b;
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}
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return c;
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}
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76
source/shapes/cube.cpp
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76
source/shapes/cube.cpp
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@@ -0,0 +1,76 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cube implementation
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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 <tuple.h>
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#include <ray.h>
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#include <shape.h>
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#include <cube.h>
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#include <math_helper.h>
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void Cube::checkAxis(double axeOrigin, double axeDirection, double *axeMin, double *axeMax)
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{
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double tMinNumerator = (-1 - axeOrigin);
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double tMaxNumerator = (1 - axeOrigin);
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if (fabs(axeDirection) >= getEpsilon())
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{
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*axeMin = tMinNumerator / axeDirection;
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*axeMax = tMaxNumerator / axeDirection;
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}
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else
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{
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*axeMin = tMinNumerator * INFINITY;
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*axeMax = tMaxNumerator * INFINITY;
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}
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if (*axeMin > *axeMax)
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{
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double swap = *axeMax;
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*axeMax = *axeMin;
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*axeMin = swap;
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}
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}
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Intersect Cube::localIntersect(Ray r)
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{
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Intersect ret;
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double xtMin, xtMax, ytMin, ytMax, ztMin, ztMax;
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double tMin, tMax;
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this->checkAxis(r.origin.x, r.direction.x, &xtMin, &xtMax);
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this->checkAxis(r.origin.y, r.direction.y, &ytMin, &ytMax);
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this->checkAxis(r.origin.z, r.direction.z, &ztMin, &ztMax);
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tMin = max3(xtMin, ytMin, ztMin);
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tMax = min3(xtMax, ytMax, ztMax);
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if (tMin <= tMax)
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{
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ret.add(Intersection(tMin, this));
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ret.add(Intersection(tMax, this));
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}
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return ret;
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}
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Tuple Cube::localNormalAt(Tuple point)
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{
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double maxC = max3(fabs(point.x), fabs(point.y), fabs(point.z));
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if (maxC == fabs(point.x))
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{
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return Vector(point.x, 0, 0);
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}
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else if (maxC == fabs(point.y))
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{
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return Vector(0, point.y, 0);
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}
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return Vector(0, 0, point.z);
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}
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@@ -3,9 +3,9 @@ project(DoRayTested)
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set(THREADS_PREFER_PTHREAD_FLAG ON)
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find_package(Threads REQUIRED)
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set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp
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intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
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shape_test.cpp plane_test.cpp pattern_test.cpp)
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set(TESTS_SRC math_test.cpp tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp
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ray_test.cpp intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
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shape_test.cpp plane_test.cpp pattern_test.cpp cube_test.cpp)
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add_executable(testMyRays)
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target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
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@@ -64,6 +64,11 @@ target_include_directories(ch11_test PUBLIC ../source/include)
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target_sources(ch11_test PRIVATE ch11_test.cpp)
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target_link_libraries(ch11_test rayonnement)
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add_executable(ch12_test)
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target_include_directories(ch12_test PUBLIC ../source/include)
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target_sources(ch12_test PRIVATE ch12_test.cpp)
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target_link_libraries(ch12_test rayonnement)
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add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
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add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>)
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add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
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@@ -72,3 +77,4 @@ add_test(NAME Chapter10_Test COMMAND $<TARGET_FILE:ch10_test>)
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add_test(NAME Chapter11_Reflection COMMAND $<TARGET_FILE:ch11_reflection>)
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add_test(NAME Chapter11_Refraction COMMAND $<TARGET_FILE:ch11_refraction>)
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add_test(NAME Chapter11_Test COMMAND $<TARGET_FILE:ch11_test>)
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add_test(NAME Chapter12_Test COMMAND $<TARGET_FILE:ch12_test>)
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@@ -79,7 +79,7 @@ int main()
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w.addLight(&light);
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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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Point(0, 1, 0),
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Vector(0, 1, 0)));
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213
tests/ch12_test.cpp
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213
tests/ch12_test.cpp
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@@ -0,0 +1,213 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 12.
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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 <world.h>
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#include <light.h>
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#include <sphere.h>
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#include <plane.h>
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#include <cube.h>
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#include <material.h>
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#include <colour.h>
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#include <canvas.h>
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#include <camera.h>
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#include <pattern.h>
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#include <strippattern.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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int main()
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{
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World w = World();
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(0, 6.9, -5), Colour(1, 1, 0.9));
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w.addLight(&light);
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/* ----------------------------- */
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/* The floor / ceiling */
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Cube floor = Cube();
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floor.setTransform( scaling(20, 7, 20) * translation(0, 1, 0));
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floor.material.pattern = new CheckersPattern(Colour(0, 0, 0), Colour(0.25, 0.25, 0.25));
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floor.material.pattern->setTransform(scaling(0.07, 0.07, 0.07));
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floor.material.ambient = 0.25;
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floor.material.diffuse = 0.7;
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floor.material.specular = 0.9;
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floor.material.shininess = 300;
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floor.material.reflective = 0.1;
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w.addObject(&floor);
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/* Walls */
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Cube walls = Cube();
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walls.setTransform(scaling(10, 10, 10));
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walls.material.pattern = new CheckersPattern(Colour( 0.4863, 0.3765, 0.2941), Colour(0.3725, 0.2902, 0.2275 ));
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walls.material.pattern->setTransform(scaling(0.05, 20, 0.05));
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walls.material.ambient = 0.1;
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walls.material.diffuse = 0.7;
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walls.material.specular = 0.9;
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walls.material.shininess = 300;
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walls.material.reflective = 0.1;
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w.addObject(&walls);
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/* Table top */
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Cube tableTop = Cube();
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tableTop.setTransform(translation(0, 3.1, 0) * scaling(3, 0.1, 2));
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tableTop.material.pattern = new StripPattern(Colour(0.5529, 0.4235, 0.3255), Colour(0.6588, 0.5098, 0.4000 ));
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tableTop.material.pattern->setTransform(scaling(0.05, 0.05, 0.05) * rotationY(0.1));
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tableTop.material.ambient = 0.1;
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tableTop.material.diffuse = 0.7;
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tableTop.material.specular = 0.9;
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tableTop.material.shininess = 300;
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tableTop.material.reflective = 0.2;
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w.addObject(&tableTop);
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/* Leg 1 */
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Cube leg1 = Cube();
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leg1.setTransform(translation(2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1));
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leg1.material.colour = Colour(0.5529, 0.4235, 0.3255);
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leg1.material.ambient = 0.2;
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leg1.material.diffuse = 0.7;
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w.addObject(&leg1);
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/* Leg 2 */
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Cube leg2 = Cube();
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leg2.setTransform(translation(2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1));
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leg2.material.colour = Colour(0.5529, 0.4235, 0.3255);
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leg2.material.ambient = 0.2;
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leg2.material.diffuse = 0.7;
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w.addObject(&leg2);
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/* Leg 3 */
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Cube leg3 = Cube();
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leg3.setTransform(translation(-2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1));
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leg3.material.colour = Colour(0.5529, 0.4235, 0.3255);
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leg3.material.ambient = 0.2;
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leg3.material.diffuse = 0.7;
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w.addObject(&leg3);
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/* Leg 4 */
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Cube leg4 = Cube();
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leg4.setTransform(translation(-2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1));
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leg4.material.colour = Colour(0.5529, 0.4235, 0.3255);
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leg4.material.ambient = 0.2;
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leg4.material.diffuse = 0.7;
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w.addObject(&leg4);
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/* ----------------------------- */
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/* Glass cube */
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Cube glassCube = Cube();
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glassCube.setTransform(translation(0, 3.45001, 0) * rotationY(0.2) * scaling(0.25, 0.25, 0.25));
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glassCube.dropShadow = false;
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glassCube.material.colour = Colour(1, 1, 0.8);
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glassCube.material.ambient = 0;
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glassCube.material.diffuse = 0.3;
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glassCube.material.specular = 0.9;
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glassCube.material.shininess = 300;
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glassCube.material.reflective = 0.7;
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glassCube.material.transparency = 0.7;
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glassCube.material.refractiveIndex = 1.5;
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w.addObject(&glassCube);
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/* Little cube 1 */
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Cube lilCube1 = Cube();
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lilCube1.setTransform(translation(1, 3.25, -0.9) *
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rotationY(-0.4) *
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scaling(0.15, 0.15, 0.15));
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lilCube1.material.colour = Colour(1, 0.5, 0.5);
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lilCube1.material.reflective = 0.6;
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lilCube1.material.diffuse = 0.4;
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w.addObject(&lilCube1);
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/* Little cube 2 */
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Cube lilCube2 = Cube();
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lilCube2.setTransform(translation(-1.5, 3.27, 0.3) *
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rotationY(0.4) *
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scaling(0.15, 0.07, 0.15));
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lilCube2.material.colour = Colour(1, 1, 0.5);
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w.addObject(&lilCube2);
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/* Little cube 3 */
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Cube lilCube3 = Cube();
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lilCube3.setTransform(translation(0, 3.25, 1) *
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rotationY(0.4) *
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scaling(0.2, 0.05, 0.05));
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lilCube3.material.colour = Colour(0.5, 1, 0.5);
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w.addObject(&lilCube3);
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/* Little cube 4 */
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Cube lilCube4 = Cube();
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lilCube4.setTransform(translation(-0.6, 3.4, -1) *
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rotationY(0.8) *
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scaling(0.05, 0.2, 0.05));
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lilCube4.material.colour = Colour(0.5, 0.5, 1);
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w.addObject(&lilCube4);
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/* Little cube 5 */
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Cube lilCube5 = Cube();
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lilCube5.setTransform(translation(2, 3.4, 1) *
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rotationY(0.8) *
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scaling(0.05, 0.2, 0.05));
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lilCube5.material.colour = Colour(0.5, 1, 1);
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w.addObject(&lilCube5);
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/* ----------------------------- */
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/* Frame 1 */
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Cube frame1 = Cube();
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frame1.setTransform(translation(-10, 4, 1) * scaling(0.05, 1, 1));
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frame1.material.colour = Colour(0.7098, 0.2471, 0.2196);
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frame1.material.diffuse = 0.6;
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w.addObject(&frame1);
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/* Frame 2 */
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Cube frame2 = Cube();
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frame2.setTransform(translation(-10, 3.4, 2.7) * scaling(0.05, 0.4, 0.4));
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frame2.material.colour = Colour(0.2667, 0.2706, 0.6902);
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frame2.material.diffuse = 0.6;
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w.addObject(&frame2);
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/* Frame 3 */
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Cube frame3 = Cube();
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frame3.setTransform(translation(-10, 4.6, 2.7) * scaling(0.05, 0.4, 0.4));
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frame3.material.colour = Colour(0.3098, 0.5961, 0.3098);
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frame3.material.diffuse = 0.6;
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w.addObject(&frame3);
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/* ----------------------------- */
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/* Mirror */
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Cube mirror = Cube();
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mirror.setTransform(translation(-2, 3.5, 9.95) * scaling(4.8, 1.4, 0.06));
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mirror.material.colour = Colour(0, 0, 0);
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mirror.material.diffuse = 0;
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mirror.material.ambient = 0;
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mirror.material.specular = 1;
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mirror.material.shininess = 300;
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mirror.material.reflective = 1;
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w.addObject(&mirror);
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/* ----------------------------- */
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/* Set the camera */
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Camera camera = Camera(400, 200, 0.785);
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camera.setTransform(viewTransform(Point(8, 6, -8),
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Point(0, 3, 0),
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Vector(0, 1, 0)));
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/* Now render it */
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Canvas image = camera.render(w, 4);
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image.SaveAsPNG("ch12_test.png");
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return 0;
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}
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117
tests/cube_test.cpp
Normal file
117
tests/cube_test.cpp
Normal file
@@ -0,0 +1,117 @@
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/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Cube unit tests
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <intersect.h>
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#include <intersection.h>
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#include <cube.h>
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#include <transformation.h>
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#include <gtest/gtest.h>
|
||||
|
||||
TEST(CubeTest, A_ray_intersects_a_cube)
|
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{
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||||
Cube c = Cube();
|
||||
|
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Point Origins[] = {
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||||
Point(5, 0.5, 0),
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Point(-5, 0.5, 0),
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||||
Point(0.5, 5, 0),
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||||
Point(0.5, -5, 0),
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||||
Point(0.5, 0, 5),
|
||||
Point(0.5, 0, -5),
|
||||
Point(0, 0.5, 0),
|
||||
};
|
||||
|
||||
Vector Directions[] = {
|
||||
Vector(-1, 0, 0),
|
||||
Vector(1, 0, 0),
|
||||
Vector(0, -1, 0),
|
||||
Vector(0, 1, 0),
|
||||
Vector(0, 0, -1),
|
||||
Vector(0, 0, 1),
|
||||
Vector(0, 0, 1),
|
||||
};
|
||||
|
||||
double t1[] = { 4, 4, 4, 4, 4, 4, -1 };
|
||||
double t2[] = { 6, 6, 6, 6, 6, 6, 1 };
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 7; i++)
|
||||
{
|
||||
Ray r = Ray(Origins[i], Directions[i]);
|
||||
Intersect xs = c.intersect(r);
|
||||
|
||||
ASSERT_EQ(xs.count(), 2);
|
||||
EXPECT_EQ(xs[0].t, t1[i]);
|
||||
EXPECT_EQ(xs[1].t, t2[i]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(CubeTest, A_ray_miss_a_cube)
|
||||
{
|
||||
Cube c = Cube();
|
||||
|
||||
Point Origins[] = {
|
||||
Point(-2, 0, 0),
|
||||
Point(0, -2, 0),
|
||||
Point(0, 0, -2),
|
||||
Point(2, 0, 2),
|
||||
Point(0, 2, 2),
|
||||
Point(2, 2, 0),
|
||||
};
|
||||
|
||||
Vector Directions[] = {
|
||||
Vector(0.2673, 0.5345, 0.8018),
|
||||
Vector(0.8018, 0.2673, 0.5345),
|
||||
Vector(0.5345, 0.8018, 0.2673),
|
||||
Vector(0, 0, -1),
|
||||
Vector(0, -1, 0),
|
||||
Vector(-1, 0, 0),
|
||||
};
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 6; i++)
|
||||
{
|
||||
Ray r = Ray(Origins[i], Directions[i]);
|
||||
Intersect xs = c.intersect(r);
|
||||
|
||||
ASSERT_EQ(xs.count(), 0);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(CubeTest, The_normal_on_the_surface_of_a_cube)
|
||||
{
|
||||
Cube c = Cube();
|
||||
|
||||
Point HitPoints[] = {
|
||||
Point(1, 0.5, -0.8),
|
||||
Point(-1, -0.2, 0.9),
|
||||
Point(-0.4, 1, -0.1),
|
||||
Point(0.3, -1, -0.7),
|
||||
Point(-0.6, 0.3, 1),
|
||||
Point(0.4, 0.4, -1),
|
||||
Point(1, 1, 1),
|
||||
Point(-1, -1, -1),
|
||||
};
|
||||
|
||||
Vector ExpectedNormals[] = {
|
||||
Vector(1, 0, 0),
|
||||
Vector(-1, 0, 0),
|
||||
Vector(0, 1, 0),
|
||||
Vector(0, -1, 0),
|
||||
Vector(0, 0, 1),
|
||||
Vector(0, 0, -1),
|
||||
Vector(1, 0, 0),
|
||||
Vector(-1, 0, 0),
|
||||
};
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 8; i++)
|
||||
{
|
||||
ASSERT_EQ(c.normalAt(HitPoints[i]), ExpectedNormals[i]);
|
||||
}
|
||||
}
|
||||
97
tests/math_test.cpp
Normal file
97
tests/math_test.cpp
Normal file
@@ -0,0 +1,97 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Math helper unit tests
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <math_helper.h>
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
TEST(MathTest, Default_epsilon)
|
||||
{
|
||||
ASSERT_EQ(getEpsilon(), FLT_EPSILON);
|
||||
}
|
||||
|
||||
TEST(MathTest, Check_setting_epsilon)
|
||||
{
|
||||
set_equal_precision(0.00001);
|
||||
|
||||
ASSERT_EQ(getEpsilon(), 0.00001);
|
||||
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
|
||||
TEST(MathTest, Check_double_equal_is_working)
|
||||
{
|
||||
ASSERT_TRUE(double_equal(0 - DBL_EPSILON, 0));
|
||||
|
||||
ASSERT_FALSE(double_equal(0 - FLT_EPSILON, 0));
|
||||
ASSERT_TRUE(double_equal(0 - FLT_EPSILON/2.0, 0));
|
||||
|
||||
ASSERT_FALSE(double_equal(0 - 0.001, 0));
|
||||
ASSERT_FALSE(double_equal(0 - 0.00001, 0));
|
||||
ASSERT_FALSE(double_equal(0 - 0.000001, 0));
|
||||
|
||||
set_equal_precision(0.00001);
|
||||
ASSERT_TRUE(double_equal(0 - FLT_EPSILON*2, 0));
|
||||
ASSERT_FALSE(double_equal(0 - 0.001, 0));
|
||||
ASSERT_FALSE(double_equal(0 - 0.00001, 0));
|
||||
ASSERT_TRUE(double_equal(0 - 0.000001, 0));
|
||||
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
|
||||
|
||||
|
||||
TEST(MathTest, Check_that_deg_to_rad_is_working)
|
||||
{
|
||||
double angle180 = deg_to_rad(180);
|
||||
double angle90 = deg_to_rad(90);
|
||||
double angle270 = deg_to_rad(270);
|
||||
|
||||
ASSERT_EQ(angle180, M_PI);
|
||||
ASSERT_EQ(angle90, M_PI / 2.);
|
||||
ASSERT_EQ(angle270, M_PI * 1.5);
|
||||
}
|
||||
|
||||
TEST(MathTest, Min_is_working)
|
||||
{
|
||||
ASSERT_EQ(min3(1, 2, 3), 1);
|
||||
ASSERT_EQ(min3(1, 3, 2), 1);
|
||||
ASSERT_EQ(min3(2, 1, 3), 1);
|
||||
ASSERT_EQ(min3(2, 3, 1), 1);
|
||||
ASSERT_EQ(min3(3, 1, 2), 1);
|
||||
ASSERT_EQ(min3(3, 2, 1), 1);
|
||||
|
||||
ASSERT_EQ(min3(1, 2, 2), 1);
|
||||
ASSERT_EQ(min3(2, 1, 2), 1);
|
||||
ASSERT_EQ(min3(2, 2, 1), 1);
|
||||
|
||||
ASSERT_EQ(min3(3, 2, 2), 2);
|
||||
ASSERT_EQ(min3(2, 3, 2), 2);
|
||||
ASSERT_EQ(min3(2, 2, 3), 2);
|
||||
|
||||
ASSERT_EQ(min3(2, 2, 2), 2);
|
||||
}
|
||||
|
||||
TEST(MathTest, Max_is_working)
|
||||
{
|
||||
ASSERT_EQ(max3(1, 2, 3), 3);
|
||||
ASSERT_EQ(max3(1, 3, 2), 3);
|
||||
ASSERT_EQ(max3(2, 1, 3), 3);
|
||||
ASSERT_EQ(max3(2, 3, 1), 3);
|
||||
ASSERT_EQ(max3(3, 1, 2), 3);
|
||||
ASSERT_EQ(max3(3, 2, 1), 3);
|
||||
|
||||
ASSERT_EQ(max3(1, 2, 2), 2);
|
||||
ASSERT_EQ(max3(2, 1, 2), 2);
|
||||
ASSERT_EQ(max3(2, 2, 1), 2);
|
||||
|
||||
ASSERT_EQ(max3(3, 2, 2), 3);
|
||||
ASSERT_EQ(max3(2, 3, 2), 3);
|
||||
ASSERT_EQ(max3(2, 2, 3), 3);
|
||||
|
||||
ASSERT_EQ(max3(2, 2, 2), 2);
|
||||
}
|
||||
@@ -245,14 +245,4 @@ TEST(TransformationTest, An_arbitrary_view_transformation)
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
|
||||
TEST(TransformationTest, Check_that_deg_to_rad_is_working)
|
||||
{
|
||||
double angle180 = deg_to_rad(180);
|
||||
double angle90 = deg_to_rad(90);
|
||||
double angle270 = deg_to_rad(270);
|
||||
|
||||
ASSERT_EQ(angle180, M_PI);
|
||||
ASSERT_EQ(angle90, M_PI / 2.);
|
||||
ASSERT_EQ(angle270, M_PI * 1.5);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user