Added planes!
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@@ -29,3 +29,7 @@ From Chapter 07:
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From Chapter 08:
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From Chapter 09:
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BIN
output/ch9_test.png
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output/ch9_test.png
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22
source/include/plane.h
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22
source/include/plane.h
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Plane 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_PLANE_H
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#define DORAYME_PLANE_H
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class Plane : public Shape
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{
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private:
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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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Plane() : Shape(SHAPE_PLANE) { };
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};
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#endif //DORAYME_PLANE_H
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@@ -21,6 +21,7 @@ enum ShapeType
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{
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SHAPE_NONE,
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SHAPE_SPHERE,
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SHAPE_PLANE,
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};
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/* Base class for all object that can be presented in the world */
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36
source/shapes/plane.cpp
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36
source/shapes/plane.cpp
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Plane 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 <plane.h>
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#include <math_helper.h>
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Intersect Plane::localIntersect(Ray r)
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{
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double t;
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Intersect ret = Intersect();
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if (fabs(r.direction.y) < getEpsilon())
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{
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/* With a direction == 0, the ray can't intersect the plane */
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return ret;
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}
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t = -r.origin.y / r.direction.y;
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ret.add(Intersection(t, this));
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return ret;
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}
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Tuple Plane::localNormalAt(Tuple point)
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{
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return Vector(0, 1, 0);
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}
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@@ -5,7 +5,7 @@ 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)
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shape_test.cpp plane_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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@@ -34,6 +34,12 @@ target_include_directories(ch6_test PUBLIC ../source/include)
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target_sources(ch7_test PRIVATE ch7_test.cpp)
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target_link_libraries(ch7_test rayonnement)
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add_executable(ch9_test)
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target_include_directories(ch6_test PUBLIC ../source/include)
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target_sources(ch9_test PRIVATE ch9_test.cpp)
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target_link_libraries(ch9_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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add_test(NAME Chapter09_Test COMMAND $<TARGET_FILE:ch9_test>)
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69
tests/ch9_test.cpp
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tests/ch9_test.cpp
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@@ -0,0 +1,69 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for chapter 5 "Put it together".
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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 <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 <transformation.h>
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int main()
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{
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/* First we need to construct the world */
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Plane floor = Plane();
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floor.material.colour = Colour(1, 0.9, 0.9);
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floor.material.specular = 0;
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Sphere middle = Sphere();
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middle.setTransform(translation(-0.5, 1, 0.5));
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middle.material.colour = Colour(0.1, 1, 0.5);
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middle.material.diffuse = 0.7;
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middle.material.specular = 0.3;
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Sphere right = Sphere();
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right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
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right.material.colour = Colour(0.5, 1, 0.1);
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right.material.diffuse = 0.7;
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right.material.specular = 0.3;
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Sphere left = Sphere();
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left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
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left.material.colour = Colour(1, 0.8, 0.1);
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left.material.diffuse = 0.7;
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left.material.specular = 0.3;
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World w = World();
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w.addObject(&floor);
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w.addObject(&middle);
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w.addObject(&left);
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w.addObject(&right);
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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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w.addLight(&light);
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/* Set the camera */
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Camera camera = Camera(1000, 500, 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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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("ch9_test.png");
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return 0;
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}
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71
tests/plane_test.cpp
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71
tests/plane_test.cpp
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@@ -0,0 +1,71 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Plane 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 <shape.h>
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#include <plane.h>
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#include <material.h>
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#include <transformation.h>
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#include <gtest/gtest.h>
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TEST(PlaneTest, The_normal_of_a_plane_is_constant_everywhere)
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{
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Plane p = Plane();
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Tuple n1 = p.normalAt(Point(0, 0, 0));
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Tuple n2 = p.normalAt(Point(10, 0, -10));
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Tuple n3 = p.normalAt(Point(-5, 0, 0150));
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ASSERT_EQ(n1, Vector(0, 1, 0));
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ASSERT_EQ(n2, Vector(0, 1, 0));
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ASSERT_EQ(n3, Vector(0, 1, 0));
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}
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TEST(PlaneTest, Intersect_with_a_ray_parallel_to_the_plane)
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{
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Plane p = Plane();
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Ray r = Ray(Point(0, 10, 0), Vector(0, 0, 1));
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Intersect xs = p.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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TEST(PlaneTest, Intersect_with_a_coplanar_ray)
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{
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Plane p = Plane();
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Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
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Intersect xs = p.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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TEST(PlaneTest, A_ray_intersecting_a_plane_from_above)
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{
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Plane p = Plane();
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Ray r = Ray(Point(0, 1, 0), Vector(0, -1, 0));
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Intersect xs = p.intersect(r);
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ASSERT_EQ(xs.count(), 1);
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ASSERT_EQ(xs[0].t, 1);
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ASSERT_EQ(xs[0].object, &p);
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}
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TEST(PlaneTest, A_ray_intersecting_a_plane_from_below)
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{
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Plane p = Plane();
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Ray r = Ray(Point(0, -1, 0), Vector(0, 1, 0));
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Intersect xs = p.intersect(r);
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ASSERT_EQ(xs.count(), 1);
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ASSERT_EQ(xs[0].t, 1);
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ASSERT_EQ(xs[0].object, &p);
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}
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