5 Commits

Author SHA1 Message Date
Godzil
5ebed12f4f Add support for point light and materials.
Add material to objects.
2020-02-17 19:12:57 +00:00
Godzil
73d60fb7e4 Fix a copy mistake. 2020-02-17 19:09:31 +00:00
Godzil
4a9379c0b2 Naming consistency 2020-02-17 17:57:55 +00:00
Godzil
aeb4669162 Add vector reflection via a normal vector. 2020-02-17 15:56:08 +00:00
Godzil
a8194169c5 Add function to calculate sphere normal vector on given point on the sphere. 2020-02-17 15:39:14 +00:00
17 changed files with 415 additions and 25 deletions

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@@ -5,8 +5,10 @@ add_library(rayonnement STATIC)
set(RAY_HEADERS include/tuple.h include/math_helper.h include/colour.h include/canvas.h set(RAY_HEADERS include/tuple.h include/math_helper.h include/colour.h include/canvas.h
include/matrix.h include/transformation.h include/intersect.h include/intersection.h include/matrix.h include/transformation.h include/intersect.h include/intersection.h
include/light.h include/material.h
include/object.h include/ray.h include/sphere.h) include/object.h include/ray.h include/sphere.h)
set(RAY_SOURCES tuple.cpp math_helper.cpp colour.cpp canvas.cpp matrix.cpp transformation.cpp intersect.cpp set(RAY_SOURCES tuple.cpp math_helper.cpp colour.cpp canvas.cpp matrix.cpp transformation.cpp intersect.cpp
objects/light.cpp objects/material.cpp
objects/object.cpp objects/ray.cpp objects/sphere.cpp) objects/object.cpp objects/ray.cpp objects/sphere.cpp)
target_include_directories(rayonnement PUBLIC include) target_include_directories(rayonnement PUBLIC include)

32
source/include/light.h Normal file
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@@ -0,0 +1,32 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Light header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_LIGHT_H
#define DORAYME_LIGHT_H
#include <tuple.h>
#include <colour.h>
enum LightType
{
POINT_LIGHT = 0,
};
class Light
{
public:
Colour intensity;
Tuple position;
LightType type;
public:
Light(LightType type = POINT_LIGHT, Tuple position=Point(0, 0, 0),
Colour intensity=Colour(1, 1, 1)) : type(type), position(position), intensity(intensity) { };
};
#endif //DORAYME_LIGHT_H

37
source/include/material.h Normal file
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@@ -0,0 +1,37 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Material header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_MATERIAL_H
#define DORAYME_MATERIAL_H
#include <tuple.h>
#include <colour.h>
#include <light.h>
class Material
{
public:
Colour colour;
double ambient;
double diffuse;
double specular;
double shininess;
public:
Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200) {};
Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector);
bool operator==(const Material &b) const { return double_equal(this->ambient, b.ambient) &&
double_equal(this->diffuse, b.diffuse) &&
double_equal(this->specular, b.specular) &&
double_equal(this->shininess, b.shininess) &&
(this->colour == b.colour); };
};
#endif //DORAYME_MATERIAL_H

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@@ -15,6 +15,7 @@ class Object;
#include <tuple.h> #include <tuple.h>
#include <matrix.h> #include <matrix.h>
#include <intersect.h> #include <intersect.h>
#include <material.h>
/* Base class for all object that can be presented in the world */ /* Base class for all object that can be presented in the world */
class Object class Object
@@ -22,12 +23,16 @@ class Object
public: public:
Matrix transformMatrix; Matrix transformMatrix;
Matrix inverseTransform; Matrix inverseTransform;
Material material;
public: public:
Object(); Object();
virtual Intersect intersect(Ray r); virtual Intersect intersect(Ray r);
virtual Tuple normalAt(Tuple point);
void setTransform(Matrix transform); void setTransform(Matrix transform);
void setMaterial(Material material) { this->material = material; };
Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); }; Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); }; Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
}; };

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@@ -18,6 +18,7 @@ class Sphere : public Object
public: public:
/* All sphere are at (0, 0, 0) and radius 1 in the object space */ /* All sphere are at (0, 0, 0) and radius 1 in the object space */
virtual Intersect intersect(Ray r); virtual Intersect intersect(Ray r);
virtual Tuple normalAt(Tuple point);
}; };
#endif //DORAYME_SPHERE_H #endif //DORAYME_SPHERE_H

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@@ -41,8 +41,8 @@ public:
double magnitude(); double magnitude();
Tuple normalise(); Tuple normalise();
double dot(const Tuple &b); double dot(const Tuple &b);
Tuple cross(const Tuple &b) const; Tuple cross(const Tuple &b) const;
Tuple reflect(const Tuple &normal);
}; };
class Point: public Tuple class Point: public Tuple

8
source/objects/light.cpp Normal file
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@@ -0,0 +1,8 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Light implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/

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@@ -0,0 +1,56 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Material implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuple.h>
#include <material.h>
#include <colour.h>
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector)
{
Tuple lightVector = (light.position - point).normalise();
Tuple reflectVector = Tuple(0, 0, 0, 0);
Tuple effectiveColour = this->colour * light.intensity;
Tuple ambientColour = Colour(0, 0, 0);
Tuple diffuseColour = Colour(0, 0, 0);
Tuple specularColour = Colour(0, 0, 0);
Tuple finalColour = Colour(0, 0, 0);
double lightDotNormal, reflectDotEye;
ambientColour = effectiveColour * this->ambient;
lightDotNormal = lightVector.dot(normalVector);
if (lightDotNormal < 0)
{
diffuseColour = Colour(0, 0, 0);
specularColour = Colour(0, 0, 0);
}
else
{
diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
reflectVector = -lightVector.reflect(normalVector);
reflectDotEye = reflectVector.dot(eyeVector);
if (reflectDotEye < 0)
{
specularColour = Colour(0, 0, 0);
}
else
{
double factor = pow(reflectDotEye, this->shininess);
specularColour = light.intensity * this->specular * factor;
}
}
finalColour = ambientColour + diffuseColour + specularColour;
return Colour(finalColour.x, finalColour.y, finalColour.z);
}

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@@ -24,6 +24,11 @@ Intersect Object::intersect(Ray r)
return Intersect(); return Intersect();
}; };
Tuple Object::normalAt(Tuple point)
{
return Vector(0, 0, 0);
}
void Object::setTransform(Matrix transform) void Object::setTransform(Matrix transform)
{ {
this->transformMatrix = transform; this->transformMatrix = transform;

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@@ -35,4 +35,16 @@ Intersect Sphere::intersect(Ray r)
} }
return ret; return ret;
}
Tuple Sphere::normalAt(Tuple point)
{
Tuple object_point = this->inverseTransform * point;
Tuple object_normal = (object_point - Point(0, 0, 0)).normalise();
Tuple world_normal = this->inverseTransform.transpose() * object_normal;
/* W may get wrong, so hack it. This is perfectly normal as we are using a 4x4 matrix instead of a 3x3 */
world_normal.w = 0;
return world_normal.normalise();
} }

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@@ -33,4 +33,9 @@ Tuple Tuple::cross(const Tuple &b) const
this->z * b.x - this->x * b.z, this->z * b.x - this->x * b.z,
this->x * b.y - this->y * b.x, this->x * b.y - this->y * b.x,
0); 0);
}
Tuple Tuple::reflect(const Tuple &normal)
{
return *this - normal * 2 * this->dot(normal);
} }

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@@ -4,7 +4,7 @@ set(THREADS_PREFER_PTHREAD_FLAG ON)
find_package(Threads REQUIRED) find_package(Threads REQUIRED)
set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp
intersect_test.cpp sphere_test.cpp) intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp)
add_executable(testMyRays) add_executable(testMyRays)
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR}) target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})

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@@ -29,7 +29,7 @@ int main()
double worldY = (wallSize / 2) - pixelSize * y; double worldY = (wallSize / 2) - pixelSize * y;
for(x = 0; x < c.width; x++) for(x = 0; x < c.width; x++)
{ {
double worldX = (wallSize / 2) - pixelSize * x; double worldX = -(wallSize / 2) + pixelSize * x;
Point position = Point(worldX, worldY, wallDistance); Point position = Point(worldX, worldY, wallDistance);
Ray r = Ray(cameraOrigin, (position - cameraOrigin).normalise()); Ray r = Ray(cameraOrigin, (position - cameraOrigin).normalise());
Intersect xs = s.intersect(r); Intersect xs = s.intersect(r);

24
tests/light_test.cpp Normal file
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@@ -0,0 +1,24 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Light unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <light.h>
#include <math.h>
#include <colour.h>
#include <tuple.h>
#include <gtest/gtest.h>
TEST(LightTest, A_point_lighthas_a_position_and_intensity)
{
Colour intensity = Colour(1, 1, 1);
Point position = Point(0, 0, 0);
Light light = Light(POINT_LIGHT, position, intensity);
ASSERT_EQ(light.position, position);
ASSERT_EQ(light.intensity, intensity);
}

90
tests/material_test.cpp Normal file
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@@ -0,0 +1,90 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Material unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <material.h>
#include <math.h>
#include <colour.h>
#include <gtest/gtest.h>
TEST(MaterialTest, The_default_material)
{
Material m = Material();
ASSERT_EQ(m.colour, Colour(1, 1, 1));
ASSERT_EQ(m.ambient, 0.1);
ASSERT_EQ(m.diffuse, 0.9);
ASSERT_EQ(m.specular, 0.9);
ASSERT_EQ(m.shininess, 200.0);
}
// This is used by the next tests
static Material m = Material();
static Point position = Point(0, 0, 0);
TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface)
{
Vector eyev = Vector(0, 0, -1);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
ASSERT_EQ(result, Colour(1.9, 1.9, 1.9));
}
TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface_eye_offset_by_45)
{
Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
ASSERT_EQ(result, Colour(1.0, 1.0, 1.0));
}
TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
{
Vector eyev = Vector(0, 0, -1);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
set_equal_precision(0.0001);
ASSERT_EQ(result, Colour(0.7364, 0.7364, 0.7364));
set_equal_precision(FLT_EPSILON);
}
TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
{
Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
set_equal_precision(0.0001);
ASSERT_EQ(result, Colour(1.6364, 1.6364, 1.6364));
set_equal_precision(FLT_EPSILON);
}
TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
{
Vector eyev = Vector(0, 0, -1);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 0, 10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
}

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@@ -8,6 +8,7 @@
*/ */
#include <ray.h> #include <ray.h>
#include <sphere.h> #include <sphere.h>
#include <material.h>
#include <transformation.h> #include <transformation.h>
#include <gtest/gtest.h> #include <gtest/gtest.h>
@@ -105,4 +106,96 @@ TEST(SphereTest, Intersecting_a_translated_sphere_with_a_ray)
Intersect xs = s.intersect(r); Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 0); ASSERT_EQ(xs.count(), 0);
}
TEST(SphereTest, The_normal_on_a_sphere_at_a_point_on_the_X_axis)
{
Sphere s = Sphere();
Tuple n = s.normalAt(Point(1, 0, 0));
ASSERT_EQ(n, Vector(1, 0, 0));
}
TEST(SphereTest, The_normal_on_a_sphere_at_a_point_on_the_Y_axis)
{
Sphere s = Sphere();
Tuple n = s.normalAt(Point(0, 1, 0));
ASSERT_EQ(n, Vector(0, 1, 0));
}
TEST(SphereTest, The_normal_on_a_sphere_at_a_point_on_the_Z_axis)
{
Sphere s = Sphere();
Tuple n = s.normalAt(Point(0, 0, 1));
ASSERT_EQ(n, Vector(0, 0, 1));
}
TEST(SphereTest, The_normal_on_a_sphere_at_a_nonaxial_point)
{
Sphere s = Sphere();
Tuple n = s.normalAt(Point(sqrt(3)/3, sqrt(3)/3, sqrt(3)/3));
ASSERT_EQ(n, Vector(sqrt(3)/3, sqrt(3)/3, sqrt(3)/3));
}
TEST(SphereTest, The_normal_is_a_normalise_vector)
{
Sphere s = Sphere();
Tuple n = s.normalAt(Point(sqrt(3)/3, sqrt(3)/3, sqrt(3)/3));
ASSERT_EQ(n, n.normalise());
}
TEST(SphereTest, Computing_the_normal_on_a_translated_sphere)
{
Sphere s = Sphere();
s.setTransform(translation(0, 1, 0));
Tuple n = s.normalAt(Point(0, 1.70711, -0.70711));
set_equal_precision(0.0001);
ASSERT_EQ(n, Vector(0, 0.70711, -0.70711));
/* Revert to default */
set_equal_precision(FLT_EPSILON);
}
TEST(SphereTest, Computing_the_normal_on_a_tranformed_sphere)
{
Sphere s = Sphere();
s.setTransform(scaling(1, 0.5, 1) * rotation_z(M_PI / 5));
Tuple n = s.normalAt(Point(0, sqrt(2)/2, -sqrt(2)/2));
set_equal_precision(0.0001);
ASSERT_EQ(n, Vector(0, 0.97014, -0.24254));
/* Revert to default */
set_equal_precision(FLT_EPSILON);
}
TEST(SphereTest, A_sphere_have_a_default_material)
{
Sphere s = Sphere();
Material m = Material();
ASSERT_EQ(s.material, m);
}
TEST(SphereTest, A_sphere_may_be_assigned_a_material)
{
Sphere s = Sphere();
Material m = Material();
m.ambient = 1;
s.setMaterial(m);
ASSERT_EQ(s.material, m);
} }

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@@ -10,7 +10,7 @@
#include <math.h> #include <math.h>
#include <gtest/gtest.h> #include <gtest/gtest.h>
TEST(TuplesTests, Tuple_With_w_equal_1_and_is_point) TEST(TupleTest, Tuple_With_w_equal_1_and_is_point)
{ {
Tuple a = Tuple(4.3, -4.2, 3.1, 1.0); Tuple a = Tuple(4.3, -4.2, 3.1, 1.0);
@@ -22,7 +22,7 @@ TEST(TuplesTests, Tuple_With_w_equal_1_and_is_point)
ASSERT_FALSE(a.isVector()); ASSERT_FALSE(a.isVector());
} }
TEST(TuplesTests, Tuple_With_w_equal_0_and_is_vector) TEST(TupleTest, Tuple_With_w_equal_0_and_is_vector)
{ {
Tuple a = Tuple(4.3, -4.2, 3.1, 0.0); Tuple a = Tuple(4.3, -4.2, 3.1, 0.0);
@@ -34,21 +34,21 @@ TEST(TuplesTests, Tuple_With_w_equal_0_and_is_vector)
ASSERT_TRUE(a.isVector()); ASSERT_TRUE(a.isVector());
} }
TEST(TuplesTests, Point_create_tuples_with_w_equal_1) TEST(TupleTest, Point_create_tuples_with_w_equal_1)
{ {
Tuple a = Point(4, -4, 3); Tuple a = Point(4, -4, 3);
ASSERT_EQ(a, Tuple(4, -4, 3, 1)); ASSERT_EQ(a, Tuple(4, -4, 3, 1));
} }
TEST(TuplesTests, Vector_create_tuples_with_w_equal_0) TEST(TupleTest, Vector_create_tuples_with_w_equal_0)
{ {
Tuple a = Vector(4, -4, 3); Tuple a = Vector(4, -4, 3);
ASSERT_EQ(a, Tuple(4, -4, 3, 0)); ASSERT_EQ(a, Tuple(4, -4, 3, 0));
} }
TEST(TuplesTests, Adding_two_tuples) TEST(TupleTest, Adding_two_tuples)
{ {
Tuple a1 = Tuple(3, -2, 5, 1); Tuple a1 = Tuple(3, -2, 5, 1);
Tuple a2 = Tuple(-2, 3, 1, 0); Tuple a2 = Tuple(-2, 3, 1, 0);
@@ -56,7 +56,7 @@ TEST(TuplesTests, Adding_two_tuples)
ASSERT_EQ(a1 + a2, Tuple(1, 1, 6, 1)); ASSERT_EQ(a1 + a2, Tuple(1, 1, 6, 1));
} }
TEST(TuplesTests, Substracting_two_points) TEST(TupleTest, Substracting_two_points)
{ {
Point p1 = Point(3, 2, 1); Point p1 = Point(3, 2, 1);
Point p2 = Point(5, 6, 7); Point p2 = Point(5, 6, 7);
@@ -64,7 +64,7 @@ TEST(TuplesTests, Substracting_two_points)
ASSERT_EQ(p1 - p2, Vector(-2, -4, -6)); ASSERT_EQ(p1 - p2, Vector(-2, -4, -6));
} }
TEST(TuplesTests, Substracting_a_vector_from_a_point) TEST(TupleTest, Substracting_a_vector_from_a_point)
{ {
Point p = Point(3, 2, 1); Point p = Point(3, 2, 1);
Vector v = Vector(5, 6, 7); Vector v = Vector(5, 6, 7);
@@ -72,7 +72,7 @@ TEST(TuplesTests, Substracting_a_vector_from_a_point)
ASSERT_EQ(p - v, Point(-2, -4, -6)); ASSERT_EQ(p - v, Point(-2, -4, -6));
} }
TEST(TuplesTests, Substracting_two_vectors) TEST(TupleTest, Substracting_two_vectors)
{ {
Vector v1 = Vector(3, 2, 1); Vector v1 = Vector(3, 2, 1);
Vector v2 = Vector(5, 6, 7); Vector v2 = Vector(5, 6, 7);
@@ -80,7 +80,7 @@ TEST(TuplesTests, Substracting_two_vectors)
ASSERT_EQ(v1 - v2, Vector(-2, -4, -6)); ASSERT_EQ(v1 - v2, Vector(-2, -4, -6));
} }
TEST(TuplesTests, Substracting_a_vector_from_zero_vector) TEST(TupleTest, Substracting_a_vector_from_zero_vector)
{ {
Vector zero = Vector(0, 0, 0); Vector zero = Vector(0, 0, 0);
Vector v = Vector(1, -2, 3); Vector v = Vector(1, -2, 3);
@@ -88,84 +88,84 @@ TEST(TuplesTests, Substracting_a_vector_from_zero_vector)
ASSERT_EQ(zero - v, Vector(-1, 2, -3)); ASSERT_EQ(zero - v, Vector(-1, 2, -3));
} }
TEST(TuplesTests, Negating_a_tuple) TEST(TupleTest, Negating_a_tuple)
{ {
Tuple a = Tuple(1, -2, 3, -4); Tuple a = Tuple(1, -2, 3, -4);
ASSERT_EQ(-a, Tuple(-1, 2, -3, 4)); ASSERT_EQ(-a, Tuple(-1, 2, -3, 4));
} }
TEST(TuplesTests, Multiplying_a_tuple_by_a_scalar) TEST(TupleTest, Multiplying_a_tuple_by_a_scalar)
{ {
Tuple a = Tuple(1, -2, 3, -4); Tuple a = Tuple(1, -2, 3, -4);
ASSERT_EQ(a * 3.5, Tuple(3.5, -7, 10.5, -14)); ASSERT_EQ(a * 3.5, Tuple(3.5, -7, 10.5, -14));
} }
TEST(TuplesTests, Multiplying_a_tuple_by_a_fraction) TEST(TupleTest, Multiplying_a_tuple_by_a_fraction)
{ {
Tuple a = Tuple(1, -2, 3, -4); Tuple a = Tuple(1, -2, 3, -4);
ASSERT_EQ(a * 0.5, Tuple(0.5, -1, 1.5, -2)); ASSERT_EQ(a * 0.5, Tuple(0.5, -1, 1.5, -2));
} }
TEST(TuplesTests, Dividing_a_tuple_by_a_scalar) TEST(TupleTest, Dividing_a_tuple_by_a_scalar)
{ {
Tuple a = Tuple(1, -2, 3, -4); Tuple a = Tuple(1, -2, 3, -4);
ASSERT_EQ(a / 2, Tuple(0.5, -1, 1.5, -2)); ASSERT_EQ(a / 2, Tuple(0.5, -1, 1.5, -2));
} }
TEST(TuplesTests, Computing_the_magnitude_of_vector_1_0_0) TEST(TupleTest, Computing_the_magnitude_of_vector_1_0_0)
{ {
Vector v = Vector(1, 0, 0); Vector v = Vector(1, 0, 0);
ASSERT_EQ(v.magnitude(), 1); ASSERT_EQ(v.magnitude(), 1);
} }
TEST(TuplesTests, Computing_the_magnitude_of_vector_0_1_0) TEST(TupleTest, Computing_the_magnitude_of_vector_0_1_0)
{ {
Vector v = Vector(0, 1, 0); Vector v = Vector(0, 1, 0);
ASSERT_EQ(v.magnitude(), 1); ASSERT_EQ(v.magnitude(), 1);
} }
TEST(TuplesTests, Computing_the_magnitude_of_vector_0_0_1) TEST(TupleTest, Computing_the_magnitude_of_vector_0_0_1)
{ {
Vector v = Vector(0, 0, 1); Vector v = Vector(0, 0, 1);
ASSERT_EQ(v.magnitude(), 1); ASSERT_EQ(v.magnitude(), 1);
} }
TEST(TuplesTests, Computing_the_magnitude_of_vector_1_2_3) TEST(TupleTest, Computing_the_magnitude_of_vector_1_2_3)
{ {
Vector v = Vector(1, 2, 3); Vector v = Vector(1, 2, 3);
ASSERT_EQ(v.magnitude(), sqrt(14)); ASSERT_EQ(v.magnitude(), sqrt(14));
} }
TEST(TuplesTests, Computing_the_magnitude_of_vector_n1_n2_n3) TEST(TupleTest, Computing_the_magnitude_of_vector_n1_n2_n3)
{ {
Vector v = Vector(-1, -2, -3); Vector v = Vector(-1, -2, -3);
ASSERT_EQ(v.magnitude(), sqrt(14)); ASSERT_EQ(v.magnitude(), sqrt(14));
} }
TEST(TuplesTests, Nomilise_vector_4_0_0_give_1_0_0) TEST(TupleTest, Nomilise_vector_4_0_0_give_1_0_0)
{ {
Vector v = Vector(4, 0, 0); Vector v = Vector(4, 0, 0);
ASSERT_EQ(v.normalise(), Vector(1, 0, 0)); ASSERT_EQ(v.normalise(), Vector(1, 0, 0));
} }
TEST(TuplesTests, Nomilise_vector_1_2_3) TEST(TupleTest, Nomilise_vector_1_2_3)
{ {
Vector v = Vector(1, 2, 3); Vector v = Vector(1, 2, 3);
ASSERT_EQ(v.normalise(), Vector(1 / sqrt(14), 2 / sqrt(14), 3 / sqrt(14))); ASSERT_EQ(v.normalise(), Vector(1 / sqrt(14), 2 / sqrt(14), 3 / sqrt(14)));
} }
TEST(TuplesTests, Dot_product_of_two_tuples) TEST(TupleTest, Dot_product_of_two_tuples)
{ {
Vector a = Vector(1, 2, 3); Vector a = Vector(1, 2, 3);
Vector b = Vector(2, 3, 4); Vector b = Vector(2, 3, 4);
@@ -173,7 +173,7 @@ TEST(TuplesTests, Dot_product_of_two_tuples)
ASSERT_EQ(a.dot(b), 20); ASSERT_EQ(a.dot(b), 20);
} }
TEST(TuplesTests, Cross_product_of_two_vector) TEST(TupleTest, Cross_product_of_two_vector)
{ {
Vector a = Vector(1, 2, 3); Vector a = Vector(1, 2, 3);
Vector b = Vector(2, 3, 4); Vector b = Vector(2, 3, 4);
@@ -181,3 +181,23 @@ TEST(TuplesTests, Cross_product_of_two_vector)
ASSERT_EQ(a.cross(b), Vector(-1, 2, -1)); ASSERT_EQ(a.cross(b), Vector(-1, 2, -1));
ASSERT_EQ(b.cross(a), Vector(1, -2, 1)); ASSERT_EQ(b.cross(a), Vector(1, -2, 1));
} }
TEST(TupleTest, Reflecting_a_vector_approaching_at_45)
{
Vector v = Vector(1, -1, 0); /* Vector */
Vector n = Vector(0, 1, 0); /* Normal */
Tuple r = v.reflect(n);
ASSERT_EQ(r, Vector(1, 1, 0));
}
TEST(TupleTest, Reflecting_a_vector_off_a_slanted_surface)
{
Vector v = Vector(0, -1, 0); /* Vector */
Vector n = Vector(sqrt(2)/2, sqrt(2)/2, 0); /* Normal */
Tuple r = v.reflect(n);
ASSERT_EQ(r, Vector(1, 0, 0));
}