And now we have cylinders!
This commit is contained in:
@@ -48,4 +48,8 @@ From Chapter 11 - Reflections, Transparency & Refractions
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From Chapter 12 - Cubes:
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From Chapter 13 - Cylinders:
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BIN
output/ch13_test.png
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BIN
output/ch13_test.png
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Binary file not shown.
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After Width: | Height: | Size: 108 KiB |
33
source/include/cylinder.h
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33
source/include/cylinder.h
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@@ -0,0 +1,33 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cylinder 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_CYLINDER_H
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#define DORAYME_CYLINDER_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 Cylinder : public Shape {
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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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bool checkCap(Ray r, double t);
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void intersectCaps(Ray r, Intersect &xs);
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public:
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bool isClosed;
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double minCap;
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double maxCap;
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Cylinder() : minCap(-INFINITY), maxCap(INFINITY), isClosed(false), Shape(SHAPE_CYLINDER) {};
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};
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#endif //DORAYME_CYLINDER_H
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@@ -23,6 +23,7 @@ enum ShapeType
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SHAPE_SPHERE,
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SHAPE_PLANE,
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SHAPE_CUBE,
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SHAPE_CYLINDER,
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SHAPE_CONE,
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};
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109
source/shapes/cylinder.cpp
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109
source/shapes/cylinder.cpp
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@@ -0,0 +1,109 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cylinder 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 <cylinder.h>
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#include <math_helper.h>
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bool Cylinder::checkCap(Ray r, double t)
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{
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/* Helping function to reduce duplication.
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* Checks to see if the intersection ot t is within a radius
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* of 1 (the radius of our cylinder from the y axis
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*/
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double x = r.origin.x + t * r.direction.x;
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double z = r.origin.z + t * r.direction.z;
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return (x * x + z * z) <= 1;
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}
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void Cylinder::intersectCaps(Ray r, Intersect &xs)
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{
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/* Caps only mattter is the cylinder is closed, and might possibly be
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* intersected by the ray
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*/
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if ((this->isClosed) && (fabs(r.direction.y) > getEpsilon()))
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{
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double t;
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/* Check for an intersection with the lower end cap by intersecting
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* the ray with the plan at y = this->minCap
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*/
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t = (this->minCap - r.origin.y) / r.direction.y;
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if (this->checkCap(r, t))
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{
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xs.add(Intersection(t, this));
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}
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/* Check for an intersection with the upper end cap by intersecting
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* the ray with the plan at y = this->maxCap
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*/
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t = (this->maxCap - r.origin.y) / r.direction.y;
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if (this->checkCap(r, t))
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{
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xs.add(Intersection(t, this));
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}
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}
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}
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Intersect Cylinder::localIntersect(Ray r)
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{
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Intersect ret;
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double A = r.direction.x * r.direction.x + r.direction.z * r.direction.z;
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/* Ray is parallel to the Y axis */
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if (A >= getEpsilon())
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{
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double B = 2 * r.origin.x * r.direction.x +
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2 * r.origin.z * r.direction.z;
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double C = r.origin.x * r.origin.x + r.origin.z * r.origin.z - 1;
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double disc = B * B - 4 * A * C;
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if (disc >= 0)
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{
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double t0 = (-B - sqrt(disc)) / (2 * A);
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double t1 = (-B + sqrt(disc)) / (2 * A);
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double y0 = r.origin.y + t0 * r.direction.y;
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if ((this->minCap < y0) && (y0 < this->maxCap))
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{
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ret.add(Intersection(t0, this));
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}
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double y1 = r.origin.y + t1 * r.direction.y;
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if ((this->minCap < y1) && (y1 < this->maxCap))
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{
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ret.add(Intersection(t1, this));
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}
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}
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}
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this->intersectCaps(r, ret);
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return ret;
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}
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Tuple Cylinder::localNormalAt(Tuple point)
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{
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/* Compute the square of the distance from the Y axis */
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double dist = point.x * point.x + point.z * point.z;
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if ((dist < 1) && (point.y >= (this->maxCap - getEpsilon())))
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{
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return Vector(0, 1, 0);
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}
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if ((dist < 1) && (point.y <= this->minCap + getEpsilon()))
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{
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return Vector(0, -1, 0);
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}
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return Vector(point.x, 0, point.z);
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}
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@@ -5,7 +5,7 @@ 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)
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shape_test.cpp plane_test.cpp pattern_test.cpp cube_test.cpp cylinder_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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@@ -69,6 +69,11 @@ 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_executable(ch13_test)
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target_include_directories(ch13_test PUBLIC ../source/include)
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target_sources(ch13_test PRIVATE ch13_test.cpp)
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target_link_libraries(ch13_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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@@ -78,4 +83,5 @@ 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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add_test(NAME Chapter13_Test COMMAND $<TARGET_FILE:ch13_test>)
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add_test(NAME Hw3Render COMMAND $<TARGET_FILE:hw3render> ${CMAKE_CURRENT_SOURCE_DIR}/test.hw3scene)
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@@ -120,7 +120,7 @@ int main()
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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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lilCube1.setTransform(translation(1, 3.35, -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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@@ -199,7 +199,7 @@ int main()
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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 camera = Camera(1000, 500, 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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191
tests/ch13_test.cpp
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191
tests/ch13_test.cpp
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@@ -0,0 +1,191 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 13.
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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 <cylinder.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(1, 6.9, -4.9), Colour(1, 1, 1));
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w.addLight(&light);
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/* ----------------------------- */
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/* The floor / ceiling */
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Plane floor = Plane();
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floor.material.pattern = new CheckersPattern(Colour(0.5, 0.5, 0.5), Colour(0.75, 0.75, 0.75));
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floor.material.pattern->setTransform(rotationY(0.3) * scaling(0.25, 0.25, 0.25));
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w.addObject(&floor);
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/* ----------------------------- */
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Cylinder cyl1 = Cylinder();
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cyl1.minCap = 0;
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cyl1.maxCap = 0.75;
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cyl1.isClosed = true;
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cyl1.setTransform(translation(-1, 0, 1) * scaling(0.5, 1, 0.5));
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cyl1.material.colour = Colour(0, 0, 0.6);
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cyl1.material.diffuse = 0.1;
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cyl1.material.specular = 0.9;
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cyl1.material.shininess = 300;
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cyl1.material.reflective = 0.9;
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w.addObject(&cyl1);
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/* ----------------------------- */
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/* Concentrics */
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Cylinder cons1 = Cylinder();
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cons1.minCap = 0;
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cons1.maxCap = 0.2;
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cons1.isClosed = false;
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cons1.setTransform(translation(1, 0, 0) * scaling(0.8, 1, 0.8));
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cons1.material.colour = Colour(1, 1, 0.3);
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cons1.material.ambient = 0.1;
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cons1.material.diffuse = 0.8;
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cons1.material.specular = 0.9;
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cons1.material.shininess = 300;
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w.addObject(&cons1);
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Cylinder cons2 = Cylinder();
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cons2.minCap = 0;
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cons2.maxCap = 0.3;
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cons2.isClosed = false;
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cons2.setTransform(translation(1, 0, 0) * scaling(0.6, 1, 0.6));
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cons2.material.colour = Colour(1, 0.9, 0.4);
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cons2.material.ambient = 0.1;
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cons2.material.diffuse = 0.8;
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cons2.material.specular = 0.9;
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cons2.material.shininess = 300;
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w.addObject(&cons2);
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Cylinder cons3 = Cylinder();
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cons3.minCap = 0;
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cons3.maxCap = 0.4;
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cons3.isClosed = false;
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cons3.setTransform(translation(1, 0, 0) * scaling(0.4, 1, 0.4));
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cons3.material.colour = Colour(1, 0.8, 0.5);
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cons3.material.ambient = 0.1;
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cons3.material.diffuse = 0.8;
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cons3.material.specular = 0.9;
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cons3.material.shininess = 300;
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w.addObject(&cons3);
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Cylinder cons4 = Cylinder();
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cons4.minCap = 0;
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cons4.maxCap = 0.5;
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cons4.isClosed = true;
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cons4.setTransform(translation(1, 0, 0) * scaling(0.2, 1, 0.2));
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cons4.material.colour = Colour(1, 0.7, 0.6);
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cons4.material.ambient = 0.1;
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cons4.material.diffuse = 0.8;
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cons4.material.specular = 0.9;
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cons4.material.shininess = 300;
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w.addObject(&cons4);
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/* ----------------------------- */
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/* decoratives cylinders */
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Cylinder deco1 = Cylinder();
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deco1.minCap = 0;
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deco1.maxCap = 0.3;
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deco1.isClosed = true;
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deco1.setTransform(translation(0, 0, -0.75) * scaling(0.05, 1, 0.05));
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deco1.material.colour = Colour(1, 0, 0);
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deco1.material.ambient = 0.1;
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deco1.material.diffuse = 0.9;
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deco1.material.specular = 0.9;
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deco1.material.shininess = 300;
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w.addObject(&deco1);
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Cylinder deco2 = Cylinder();
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deco2.minCap = 0;
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deco2.maxCap = 0.3;
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deco2.isClosed = true;
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deco2.setTransform(translation(0, 0, -2.25) * rotationY(-0.15) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
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deco2.material.colour = Colour(1, 1, 0);
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deco2.material.ambient = 0.1;
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deco2.material.diffuse = 0.9;
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deco2.material.specular = 0.9;
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deco2.material.shininess = 300;
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w.addObject(&deco2);
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Cylinder deco3 = Cylinder();
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deco3.minCap = 0;
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deco3.maxCap = 0.3;
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deco3.isClosed = true;
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deco3.setTransform(translation(0, 0, -2.25) * rotationY(-0.3) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
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deco3.material.colour = Colour(0, 1, 0);
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deco3.material.ambient = 0.1;
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deco3.material.diffuse = 0.9;
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deco3.material.specular = 0.9;
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deco3.material.shininess = 300;
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w.addObject(&deco3);
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Cylinder deco4 = Cylinder();
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deco4.minCap = 0;
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deco4.maxCap = 0.3;
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deco4.isClosed = true;
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deco4.setTransform(translation(0, 0, -2.25) * rotationY(-0.45) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
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deco4.material.colour = Colour(0, 1, 1);
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deco4.material.ambient = 0.1;
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deco4.material.diffuse = 0.9;
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deco4.material.specular = 0.9;
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deco4.material.shininess = 300;
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w.addObject(&deco4);
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/* ----------------------------- */
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/* glass cylinder */
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Cylinder glassCylinder = Cylinder();
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glassCylinder.minCap = 0.0001;
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glassCylinder.maxCap = 0.5;
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glassCylinder.isClosed = true;
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glassCylinder.setTransform(translation(0, 0, -1.5) * scaling(0.33, 1, 0.33));
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glassCylinder.material.colour = Colour(0.25, 0, 0);
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glassCylinder.material.diffuse = 0.1;
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glassCylinder.material.specular = 0.9;
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glassCylinder.material.shininess = 300;
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glassCylinder.material.reflective = 0.9;
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glassCylinder.material.transparency = 0.9;
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glassCylinder.material.refractiveIndex = 1.5;
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w.addObject(&glassCylinder);
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/* ----------------------------- */
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/* Set the camera */
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Camera camera = Camera(400, 200, 0.314);
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camera.setTransform(viewTransform(Point(8, 3.5, -9),
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Point(0, 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, 20);
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image.SaveAsPNG("ch13_test.png");
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return 0;
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}
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223
tests/cylinder_test.cpp
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223
tests/cylinder_test.cpp
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@@ -0,0 +1,223 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cylinder 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 <intersect.h>
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#include <intersection.h>
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#include <cylinder.h>
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#include <transformation.h>
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#include <gtest/gtest.h>
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TEST(CylinderTest, A_ray_miss_a_cylinder)
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{
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Cylinder cyl = Cylinder();
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Point Origins[] = {
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Point(1, 0, 0),
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Point(0, 0, 0),
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Point(0, 0, -5),
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};
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Vector Directions[] = {
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Vector(0, 1, 0),
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Vector(0, 1, 0),
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Vector(1, 1, 1),
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};
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int i;
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for(i = 0; i < 3; i++)
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{
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Tuple direction = Directions[i].normalise();
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Ray r = Ray(Origins[i], direction);
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Intersect xs = cyl.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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}
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TEST(CylinderTest, A_ray_hit_a_cylinder)
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{
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Cylinder cyl = Cylinder();
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|
||||
Point Origins[] = {
|
||||
Point(1, 0, -5),
|
||||
Point(0, 0, -5),
|
||||
Point(0.5, 0, -5),
|
||||
};
|
||||
|
||||
Vector Directions[] = {
|
||||
Vector(0, 0, 1),
|
||||
Vector(0, 0, 1),
|
||||
Vector(0.1, 1, 1),
|
||||
};
|
||||
|
||||
double t0s[] = { 5, 4, 6.80798 };
|
||||
double t1s[] = { 5, 6, 7.08872 };
|
||||
|
||||
int i, j;
|
||||
for(i = 0; i < 3; i++)
|
||||
{
|
||||
Tuple direction = Directions[i].normalise();
|
||||
Ray r = Ray(Origins[i], direction);
|
||||
|
||||
Intersect xs = cyl.intersect(r);
|
||||
|
||||
/* Temporary lower the precision */
|
||||
set_equal_precision(0.00001);
|
||||
|
||||
ASSERT_EQ(xs.count(), 2);
|
||||
EXPECT_TRUE(double_equal(xs[0].t, t0s[i]));
|
||||
EXPECT_TRUE(double_equal(xs[1].t, t1s[i]));
|
||||
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(CylinderTest, Normal_vector_on_a_cylinder)
|
||||
{
|
||||
Cylinder cyl = Cylinder();
|
||||
|
||||
Point HitPointss[] = {
|
||||
Point(1, 0, 0),
|
||||
Point(0, 5, -1),
|
||||
Point(0, -2, 1),
|
||||
Point(-1, 1, 0),
|
||||
};
|
||||
|
||||
Vector Normals[] = {
|
||||
Vector(1, 0, 0),
|
||||
Vector(0, 0, -1),
|
||||
Vector(0, 0, 1),
|
||||
Vector(-1, 0, 0),
|
||||
};
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 4; i++)
|
||||
{
|
||||
ASSERT_EQ(cyl.normalAt(HitPointss[i]), Normals[i]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(CylinderTest, The_default_minimum_and_maximum_for_a_cylinder)
|
||||
{
|
||||
Cylinder cyl = Cylinder();
|
||||
ASSERT_EQ(cyl.minCap, -INFINITY);
|
||||
ASSERT_EQ(cyl.maxCap, INFINITY);
|
||||
}
|
||||
|
||||
TEST(CylinderTest, Intersecting_a_constrained_cylinder)
|
||||
{
|
||||
Point Origins[] = {
|
||||
Point(0, 1.5, 0),
|
||||
Point(0, 3, -5),
|
||||
Point(0, 0, -5),
|
||||
Point(0, 2, -5),
|
||||
Point(0, 1, -5),
|
||||
Point(0, 1.5, -2),
|
||||
};
|
||||
|
||||
Vector Directions[] = {
|
||||
Vector(0.1, 1, 0),
|
||||
Vector(0, 0, 1),
|
||||
Vector(0, 0, 1),
|
||||
Vector(0, 0, 1),
|
||||
Vector(0, 0, 1),
|
||||
Vector(0., 0, 1),
|
||||
};
|
||||
|
||||
uint32_t Counts[] = { 0, 0, 0, 0, 0, 2 };
|
||||
|
||||
Cylinder cyl = Cylinder();
|
||||
cyl.minCap = 1;
|
||||
cyl.maxCap = 2;
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 6; i++)
|
||||
{
|
||||
Tuple direction = Directions[i].normalise();
|
||||
Ray r = Ray(Origins[i], direction);
|
||||
|
||||
Intersect xs = cyl.intersect(r);
|
||||
|
||||
ASSERT_EQ(xs.count(), Counts[i]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(CylinderTest, The_default_closed_value_for_a_cylinder)
|
||||
{
|
||||
Cylinder cyl = Cylinder();
|
||||
ASSERT_EQ(cyl.isClosed, false);
|
||||
}
|
||||
TEST(CylinderTest, Intersecting_the_caps_of_a_close_cylinder)
|
||||
{
|
||||
Point Origins[] = {
|
||||
Point(0, 3, 0),
|
||||
Point(0, 3, -2),
|
||||
Point(0, 4, -2), /* Edge case */
|
||||
Point(0, 0, -5),
|
||||
Point(0, -1, -2), /* Edge case */
|
||||
};
|
||||
|
||||
Vector Directions[] = {
|
||||
Vector(0, -1, 0),
|
||||
Vector(0, -1, 2),
|
||||
Vector(0, -1, 1),
|
||||
Vector(0, 1, 2),
|
||||
Vector(0, 1, 1),
|
||||
};
|
||||
|
||||
uint32_t Counts[] = { 2, 2, 2, 2, 2 };
|
||||
|
||||
Cylinder cyl = Cylinder();
|
||||
cyl.minCap = 1;
|
||||
cyl.maxCap = 2;
|
||||
cyl.isClosed = true;
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 5; i++)
|
||||
{
|
||||
Tuple direction = Directions[i].normalise();
|
||||
Ray r = Ray(Origins[i], direction);
|
||||
|
||||
Intersect xs = cyl.intersect(r);
|
||||
ASSERT_EQ(xs.count(), Counts[i]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(CylinderTest, The_normal_on_a_cylinder_end_cap)
|
||||
{
|
||||
Cylinder cyl = Cylinder();
|
||||
|
||||
Point HitPointss[] = {
|
||||
Point(0, 1, 0),
|
||||
Point(0.5, 1, 0),
|
||||
Point(0, 1, 0.5),
|
||||
Point(0, 2, 0),
|
||||
Point(0.5, 2, 0),
|
||||
Point(0, 2, 0.5),
|
||||
};
|
||||
|
||||
Vector Normals[] = {
|
||||
Vector(0, -1, 0),
|
||||
Vector(0, -1, 0),
|
||||
Vector(0, -1, 0),
|
||||
Vector(0, 1, 0),
|
||||
Vector(0, 1, 0),
|
||||
Vector(0, 1, 0),
|
||||
};
|
||||
|
||||
cyl.minCap = 1;
|
||||
cyl.maxCap = 2;
|
||||
cyl.isClosed = true;
|
||||
|
||||
int idx;
|
||||
for(idx = 0; idx < 6; idx++)
|
||||
{
|
||||
ASSERT_EQ(cyl.normalAt(HitPointss[idx]), Normals[idx]);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user