/* * DoRayMe - a quick and dirty Raytracer * Sphere unit tests * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include TEST(SphereTest, A_ray_intersect_a_sphere_at_two_points) { Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1)); Sphere s = Sphere(); Intersect xs = s.intersect(r); ASSERT_EQ(xs.count(), 2); ASSERT_EQ(xs[0].t, 4.0); ASSERT_EQ(xs[1].t, 6.0); } TEST(SphereTest, A_ray_intersect_a_sphere_at_a_tangent) { Ray r = Ray(Point(0, 1, -5), Vector(0, 0, 1)); Sphere s = Sphere(); Intersect xs = s.intersect(r); ASSERT_EQ(xs.count(), 2); ASSERT_EQ(xs[0].t, 5.0); ASSERT_EQ(xs[1].t, 5.0); } TEST(SphereTest, A_ray_miss_a_sphere) { Ray r = Ray(Point(0, 2, -5), Vector(0, 0, 1)); Sphere s = Sphere(); Intersect xs = s.intersect(r); ASSERT_EQ(xs.count(), 0); } TEST(SphereTest, A_ray_originate_inside_a_sphere) { Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1)); Sphere s = Sphere(); Intersect xs = s.intersect(r); ASSERT_EQ(xs.count(), 2); ASSERT_EQ(xs[0].t, -1.0); ASSERT_EQ(xs[1].t, 1.0); } TEST(SphereTest, A_sphere_is_behind_a_ray) { Ray r = Ray(Point(0, 0, 5), Vector(0, 0, 1)); Sphere s = Sphere(); Intersect xs = s.intersect(r); ASSERT_EQ(xs.count(), 2); ASSERT_EQ(xs[0].t, -6.0); ASSERT_EQ(xs[1].t, -4.0); } TEST(SphereTest, A_sphere_default_transformation) { Sphere s = Sphere(); ASSERT_EQ(s.transformMatrix, Matrix4().identity()); } TEST(SphereTest, Changing_a_sphere_transformation) { Sphere s = Sphere(); Matrix t = translation(2, 3, 4); s.setTransform(t); ASSERT_EQ(s.transformMatrix, t); } TEST(SphereTest, Intersecting_a_scaled_sphere_with_a_ray) { Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1)); Sphere s = Sphere(); s.setTransform(scaling(2, 2, 2)); Intersect xs = s.intersect(r); ASSERT_EQ(xs.count(), 2); ASSERT_EQ(xs[0].t, 3.0); ASSERT_EQ(xs[1].t, 7.0); } TEST(SphereTest, Intersecting_a_translated_sphere_with_a_ray) { Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1)); Sphere s = Sphere(); s.setTransform(translation(5, 0, 0)); Intersect xs = s.intersect(r); ASSERT_EQ(xs.count(), 0); }