Change World to use a base group instead of storing all the world object.

Makes the code simpler and avoid some potential issues. Add to change a bit some test to make them pass properly.
This commit is contained in:
Godzil
2020-03-09 13:47:42 +00:00
parent 1510de3b36
commit e653855556
4 changed files with 24 additions and 49 deletions

View File

@@ -46,6 +46,8 @@ public:
bool includes(Shape *b);
uint32_t getObjectCount() { return this->objectCount + this->unboxableObjectCount; };
Group();
void dumpMe(FILE * fp);

View File

@@ -15,6 +15,7 @@
#include <intersect.h>
#include <ray.h>
#include <stdio.h>
#include <group.h>
#ifdef ENABLE_LUA_SUPPORT
extern "C" {
@@ -25,15 +26,13 @@ extern "C" {
class World
{
public:
uint32_t objectCount;
uint32_t lightCount;
private:
uint32_t allocatedObjectCount;
uint32_t allocatedLightCount;
Light* *lightList;
Shape* *objectList;
Group worldGroup;
#ifdef ENABLE_LUA_SUPPORT
lua_State *L;
@@ -50,9 +49,12 @@ public:
bool lightIsIn(Light &l);
bool objectIsIn(Shape &s);
Shape *getObject(int i) { return this->objectList[i]; };
Shape *getObject(int i) { return this->worldGroup[i]; };
Light *getLight(int i) { return this->lightList[i]; };
uint32_t getObjectCount() { return this->worldGroup.getObjectCount(); };
uint32_t getLightCount() { return this->lightCount; };
Tuple shadeHit(Computation comps, uint32_t depthCount = 4);
Tuple colourAt(Ray r, uint32_t depthCount = 4);
bool isShadowed(Tuple point, Tuple lightPosition);

View File

@@ -22,16 +22,12 @@ extern "C" {
#define MIN_ALLOC (2)
World::World() : objectCount(0), lightCount(0)
World::World() : lightCount(0)
{
this->allocatedLightCount = MIN_ALLOC;
this->lightList = (Light **)calloc(sizeof(Light *), MIN_ALLOC);
this->lightCount = 0;
this->allocatedObjectCount = MIN_ALLOC;
this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
this->objectCount = 0;
#ifdef ENABLE_LUA_SUPPORT
this->L = luaL_newstate(); /* opens Lua */
luaL_openlibs(L); /* opens the basic library */
@@ -45,12 +41,10 @@ World::~World()
void World::addObject(Shape *s)
{
if ((this->objectCount + 1) > this->allocatedObjectCount)
{
this->allocatedObjectCount *= 2;
this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
}
this->objectList[this->objectCount++] = s;
/* Cheaty but need to be done for now */
s->materialSet = true;
this->worldGroup.addObject(s);
}
void World::addLight(Light *l)
@@ -78,33 +72,12 @@ bool World::lightIsIn(Light &l)
bool World::objectIsIn(Shape &s)
{
int i;
for(i = 0; i < this->objectCount; i++)
{
if (*this->objectList[i] == s)
{
return true;
}
}
return false;
return this->worldGroup.includes(&s);
}
Intersect World::intersect(Ray r)
{
Intersect ret;
int i, j;
for(i = 0; i < this->objectCount; i++)
{
Intersect xs = this->objectList[i]->intersect(r);
for(j = 0; j < xs.count(); j++)
{
ret.add(xs[j]);
}
}
return ret;
return this->worldGroup.intersect(r);
}
Tuple World::shadeHit(Computation comps, uint32_t depthCount)
@@ -230,12 +203,7 @@ void World::dumpMe(FILE *fp)
fprintf(fp, "},\n");
fprintf(fp, "\"Objects\": {\n");
for(i = 0; i < this->objectCount; i++)
{
fprintf(fp, "\"%d\": {\n", i);
this->objectList[i]->dumpMe(fp);
fprintf(fp, "},\n");
}
this->worldGroup.dumpMe(fp);
fprintf(fp, "},\n");
/* JSON Closing */

View File

@@ -22,8 +22,8 @@ TEST(WorldTest, Creating_a_world)
{
World w;
ASSERT_EQ(w.lightCount, 0);
ASSERT_EQ(w.objectCount, 0);
ASSERT_EQ(w.getLightCount(), 0);
ASSERT_EQ(w.getObjectCount(), 0);
}
TEST(WorldTest, The_default_world)
@@ -41,9 +41,12 @@ TEST(WorldTest, The_default_world)
s2.setTransform(scaling(0.5, 0.5,0.5));
Shape *obj0 = w.getObject(0);
Shape *obj1 = w.getObject(1);
ASSERT_TRUE(w.lightIsIn(l));
ASSERT_TRUE(w.objectIsIn(s1));
ASSERT_TRUE(w.objectIsIn(s2));
ASSERT_EQ(*obj0, s1);
ASSERT_EQ(*obj1, s2);
}
TEST(WorldTest, Intersect_a_world_with_a_ray)