World is on the verge of working!
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@@ -58,3 +58,57 @@ TEST(WorldTest, Intersect_a_world_with_a_ray)
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ASSERT_EQ(xs[3].t, 6);
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}
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TEST(WorldTest, Shading_an_intersection)
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{
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World w = DefaultWorld();
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Shape *s = w.getObject(0);
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Intersection i = Intersection(4, s);
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Computation comps = i.prepareComputation(r);
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Tuple c = w.shadeHit(comps);
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/* Temporary lower the precision */
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set_equal_precision(0.00001);
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ASSERT_EQ(c, Colour(0.38066, 0.47583, 0.2855));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(WorldTest, The_when_ray_miss)
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{
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World w = DefaultWorld();
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Ray r = Ray(Point(0, 0, -5), Vector(0, 1, 0));
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Tuple c = w.colourAt(r);
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ASSERT_EQ(c, Colour(0, 0, 0));
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}
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TEST(WorldTest, The_when_ray_hit)
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{
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World w = DefaultWorld();
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Tuple c = w.colourAt(r);
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/* Temporary lower the precision */
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set_equal_precision(0.00001);
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ASSERT_EQ(c, Colour(0.38066, 0.47583, 0.2855));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(WorldTest, The_colour_with_an_intersection_behind_the_ray)
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{
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World w = DefaultWorld();
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Shape *outer = w.getObject(0);
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outer->material.ambient = 1;
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Shape *inner = w.getObject(1);
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inner->material.ambient = 1;
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Ray r = Ray(Point(0, 0, 0.75), Vector(0, 0, -1));
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Tuple c = w.colourAt(r);
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ASSERT_EQ(c, inner->material.colour);
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}
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