Triangles!!!
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@@ -15,7 +15,7 @@
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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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void checkAxis(double axeOrigin, double axeDirection, double *axeMin, double *axeMax);
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Intersect localIntersect(Ray r);
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@@ -27,6 +27,7 @@ enum ShapeType
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SHAPE_CYLINDER,
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SHAPE_CONE,
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SHAPE_GROUP,
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SHAPE_TRIANGLE,
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};
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28
source/include/triangle.h
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28
source/include/triangle.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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* Triangle 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_TRIANGLE_H
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#define DORAYME_TRIANGLE_H
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#include <shape.h>
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class Triangle : public Shape
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{
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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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Tuple p1, p2, p3;
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Tuple e1, e2;
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Tuple normal;
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public:
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Triangle(Point p1, Point p2, Point p3);
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};
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#endif /* DORAYME_TRIANGLE_H */
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57
source/shapes/triangle.cpp
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57
source/shapes/triangle.cpp
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@@ -0,0 +1,57 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cone 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 <ray.h>
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#include <shape.h>
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#include <triangle.h>
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#include <math_helper.h>
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Triangle::Triangle(Point p1, Point p2, Point p3) : Shape(SHAPE_TRIANGLE), p1(p1), p2(p2), p3(p3)
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{
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this->e1 = p2 - p1;
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this->e2 = p3 - p1;
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this->normal = e2.cross(e1).normalise();
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}
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Intersect Triangle::localIntersect(Ray r)
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{
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Intersect ret;
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Tuple dirCrossE2 = r.direction.cross(this->e2);
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double determinant = this->e1.dot(dirCrossE2);
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if (fabs(determinant) < getEpsilon())
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{
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return ret;
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}
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double f = 1.0 / determinant;
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Tuple p1ToOrigin = r.origin - this->p1;
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Tuple originCrossE1 = p1ToOrigin.cross(this->e1);
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double u = f * p1ToOrigin.dot(dirCrossE2);
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double v = f * r.direction.dot(originCrossE1);
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if ((u < 0) || (u > 1))
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{
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return ret;
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}
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if ((v < 0) || ((u + v) > 1))
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{
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return ret;
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}
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double t = f * this->e2.dot(originCrossE1);
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ret.add(Intersection(t, this));
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return ret;
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}
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Tuple Triangle::localNormalAt(Tuple point)
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{
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return this->normal;
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}
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@@ -6,7 +6,7 @@ find_package(Threads REQUIRED)
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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 cylinder_test.cpp cone_test.cpp group_test.cpp
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boundingbox_test.cpp)
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boundingbox_test.cpp triangle_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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91
tests/triangle_test.cpp
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91
tests/triangle_test.cpp
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@@ -0,0 +1,91 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Triangle 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 <triangle.h>
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#include <math.h>
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#include <gtest/gtest.h>
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TEST(TriangleTest, Construcring_a_triangle)
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{
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Point p1 = Point(0, 1, 0);
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Point p2 = Point(-1, 0, 0);
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Point p3 = Point(1, 0, 0);
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Triangle t = Triangle(p1, p2, p3);
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ASSERT_EQ(t.p1, p1);
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ASSERT_EQ(t.p2, p2);
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ASSERT_EQ(t.p3, p3);
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ASSERT_EQ(t.e1, Vector(-1, -1, 0));
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ASSERT_EQ(t.e2, Vector(1, -1, 0));
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ASSERT_EQ(t.normal, Vector(0, 0, -1));
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}
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TEST(TriangleTest, Finding_the_normal_on_a_triangle)
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{
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Triangle t = Triangle(Point(0, 1, 0), Point(-1, 0, 0), Point(1, 0, 0));
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Tuple n1 = t.normalAt(Point(0, 0.5, 0));
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Tuple n2 = t.normalAt(Point(-0.5, 0.75, 0));
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Tuple n3 = t.normalAt(Point(0.5, 0.25, 0));
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ASSERT_EQ(n1, t.normal);
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ASSERT_EQ(n2, t.normal);
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ASSERT_EQ(n3, t.normal);
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}
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TEST(TriangleTest, Intersecting_a_ray_parallel_to_the_triangle)
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{
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Triangle t = Triangle(Point(0, 1, 0), Point(-1, 0, 0), Point(1, 0, 0));
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Ray r = Ray(Point(0, -1, -2), Vector(0, 1, 0));
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Intersect xs = t.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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TEST(TriangleTest, A_ray_miss_the_p1_p3_edge)
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{
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Triangle t = Triangle(Point(0, 1, 0), Point(-1, 0, 0), Point(1, 0, 0));
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Ray r = Ray(Point(1, 1, -2), Vector(0, 0, 1));
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Intersect xs = t.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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TEST(TriangleTest, A_ray_miss_the_p1_p2_edge)
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{
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Triangle t = Triangle(Point(0, 1, 0), Point(-1, 0, 0), Point(1, 0, 0));
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Ray r = Ray(Point(-1, 1, -2), Vector(0, 0, 1));
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Intersect xs = t.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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TEST(TriangleTest, A_ray_miss_the_p2_p3_edge)
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{
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Triangle t = Triangle(Point(0, 1, 0), Point(-1, 0, 0), Point(1, 0, 0));
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Ray r = Ray(Point(0, -1, -2), Vector(0, 0, 1));
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Intersect xs = t.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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TEST(TriangleTest, A_ray_strikes_a_triangle)
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{
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Triangle t = Triangle(Point(0, 1, 0), Point(-1, 0, 0), Point(1, 0, 0));
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Ray r = Ray(Point(0, .5, -2), Vector(0, 0, 1));
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Intersect xs = t.intersect(r);
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ASSERT_EQ(xs.count(), 1);
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EXPECT_EQ(xs[0].t, 2);
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}
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