132 lines
2.7 KiB
C++
132 lines
2.7 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Intersect 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 <sphere.h>
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#include <gtest/gtest.h>
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TEST(IntersectTest, Creating_an_intersect_and_do_some_check)
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{
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Intersect i;
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ASSERT_EQ(i.count(), 0);
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i.add(Intersection(1.0, nullptr));
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i.add(Intersection(4.2, nullptr));
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ASSERT_EQ(i.count(), 2);
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ASSERT_EQ(i[0].t, 1.0);
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ASSERT_EQ(i[1].t, 4.2);
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}
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TEST(IntersectTest, An_intersection_encapsulate_t_and_object)
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{
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Sphere s = Sphere();
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Intersection i = Intersection(3.5, &s);
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ASSERT_EQ(i.t, 3.5);
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ASSERT_EQ(i.object, (Shape *)&s);
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}
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TEST(IntersectTest, Aggregating_intersections)
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{
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Sphere s = Sphere();
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Intersection i1 = Intersection(1, &s);
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Intersection i2 = Intersection(2, &s);
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Intersect xs = Intersect();
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xs.add(i1);
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xs.add(i2);
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ASSERT_EQ(xs.count(), 2);
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ASSERT_EQ(xs[0].t, 1);
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ASSERT_EQ(xs[1].t, 2);
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}
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TEST(IntersectTest, Intersect_sets_the_object_on_the_intersection)
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{
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Sphere s = Sphere();
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Intersect xs = s.intersect(r);
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ASSERT_EQ(xs.count(), 2);
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ASSERT_EQ(xs[0].object, (Shape *)&s);
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ASSERT_EQ(xs[1].object, (Shape *)&s);
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}
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TEST(IntersectTest, The_hit_when_all_intersection_have_positive_t)
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{
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Sphere s = Sphere();
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Intersect xs = Intersect();
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Intersection i1 = Intersection(1, &s);
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Intersection i2 = Intersection(2, &s);
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xs.add(i1);
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xs.add(i2);
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Intersection i = xs.hit();
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ASSERT_EQ(i, i1);
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}
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TEST(IntersectTest, The_hit_when_some_intersection_have_negative_t)
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{
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Sphere s = Sphere();
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Intersect xs = Intersect();
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Intersection i1 = Intersection(-1, &s);
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Intersection i2 = Intersection(2, &s);
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Intersection i3 = Intersection(12, &s);
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xs.add(i1);
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xs.add(i2);
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xs.add(i3);
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Intersection i = xs.hit();
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ASSERT_EQ(i, i2);
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}
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TEST(IntersectTest, The_hit_when_all_intersection_have_negative_t)
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{
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Sphere s = Sphere();
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Intersect xs = Intersect();
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Intersection i1 = Intersection(-2, &s);
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Intersection i2 = Intersection(-1, &s);
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xs.add(i1);
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xs.add(i2);
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Intersection i = xs.hit();
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ASSERT_TRUE(i.nothing());
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}
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TEST(IntersectTest, The_hit_is_always_the_lowest_nonnegative_intersection)
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{
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Sphere s = Sphere();
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Intersect xs = Intersect();
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Intersection i1 = Intersection(5, &s);
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Intersection i2 = Intersection(7, &s);
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Intersection i3 = Intersection(-3, &s);
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Intersection i4 = Intersection(2, &s);
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xs.add(i1);
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xs.add(i2);
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xs.add(i3);
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xs.add(i4);
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Intersection i = xs.hit();
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ASSERT_EQ(i, i4);
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} |