Browse Source

Renaming Object to Shape (part 1)

Godzil 4 years ago
parent
commit
5a4f9f4dc4

+ 1 - 1
source/CMakeLists.txt

@@ -5,7 +5,7 @@ add_library(rayonnement STATIC)
 
 file(GLOB RAY_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/include/*.h)
 
-file(GLOB RAY_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/objects/*.cpp)
+file(GLOB RAY_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/shapes/*.cpp)
 
 target_include_directories(rayonnement PUBLIC include)
 target_sources(rayonnement PRIVATE ${RAY_HEADERS} ${RAY_SOURCES})

+ 3 - 3
source/include/intersection.h

@@ -11,16 +11,16 @@
 
 #include <stdlib.h>
 
-class Object;
+class Shape;
 
 class Intersection
 {
 public:
     double t;
-    Object *object;
+    Shape *object;
 
 public:
-    Intersection(double t, Object *object) : t(t), object(object) { };
+    Intersection(double t, Shape *object) : t(t), object(object) { };
     bool nothing() { return (this->object == nullptr); };
 
     bool operator==(const Intersection &b) const { return ((this->t == b.t) && (this->object == b.object)); };

+ 3 - 3
source/include/object.h

@@ -9,7 +9,7 @@
 #ifndef DORAYME_OBJECT_H
 #define DORAYME_OBJECT_H
 
-class Object;
+class Shape;
 
 #include <ray.h>
 #include <tuple.h>
@@ -18,7 +18,7 @@ class Object;
 #include <material.h>
 
 /* Base class for all object that can be presented in the world */
-class Object
+class Shape
 {
 public:
     Matrix transformMatrix;
@@ -26,7 +26,7 @@ public:
     Material material;
 
 public:
-    Object();
+    Shape();
 
     virtual Intersect intersect(Ray r);
     virtual Tuple normalAt(Tuple point);

+ 1 - 1
source/include/sphere.h

@@ -13,7 +13,7 @@
 #include <ray.h>
 #include <intersect.h>
 
-class Sphere : public Object
+class Sphere : public Shape
 {
 public:
     /* All sphere are at (0, 0, 0) and radius 1 in the object space */

+ 2 - 2
source/intersect.cpp

@@ -17,7 +17,7 @@
 Intersect::Intersect()
 {
     this->allocated = MIN_ALLOC;
-    this->list = (Intersection *)calloc(sizeof(Object *), MIN_ALLOC);
+    this->list = (Intersection *)calloc(sizeof(Shape *), MIN_ALLOC);
     this->num = 0;
 }
 
@@ -26,7 +26,7 @@ void Intersect::add(Intersection i)
     if ((this->num + 1) < this->allocated)
     {
         this->allocated *= 2;
-        this->list = (Intersection *)realloc(this->list, sizeof(Object *) * this->allocated);
+        this->list = (Intersection *)realloc(this->list, sizeof(Shape *) * this->allocated);
     }
     this->list[this->num++] = i;
 }

+ 0 - 0
source/objects/light.cpp → source/shapes/light.cpp


+ 0 - 0
source/objects/material.cpp → source/shapes/material.cpp


+ 4 - 4
source/objects/object.cpp → source/shapes/object.cpp

@@ -13,23 +13,23 @@
 #include <tuple.h>
 #include <intersect.h>
 
-Object::Object()
+Shape::Shape()
 {
     this->transformMatrix = Matrix4().identity();
     this->inverseTransform = this->transformMatrix.inverse();
 }
 
-Intersect Object::intersect(Ray r)
+Intersect Shape::intersect(Ray r)
 {
     return Intersect();
 };
 
-Tuple Object::normalAt(Tuple point)
+Tuple Shape::normalAt(Tuple point)
 {
     return Vector(0, 0, 0);
 }
 
-void Object::setTransform(Matrix transform)
+void Shape::setTransform(Matrix transform)
 {
     this->transformMatrix = transform;
     this->inverseTransform = transform.inverse();

+ 0 - 0
source/objects/ray.cpp → source/shapes/ray.cpp


+ 0 - 0
source/objects/sphere.cpp → source/shapes/sphere.cpp


+ 3 - 3
tests/intersect_test.cpp

@@ -32,7 +32,7 @@ TEST(IntersectTest, An_intersection_encapsulate_t_and_object)
     Intersection i = Intersection(3.5, &s);
 
     ASSERT_EQ(i.t, 3.5);
-    ASSERT_EQ(i.object, (Object *)&s);
+    ASSERT_EQ(i.object, (Shape *)&s);
 }
 
 TEST(IntersectTest, Aggregating_intersections)
@@ -57,8 +57,8 @@ TEST(IntersectTest, Intersect_sets_the_object_on_the_intersection)
     Intersect xs = s.intersect(r);
 
     ASSERT_EQ(xs.count(), 2);
-    ASSERT_EQ(xs[0].object, (Object *)&s);
-    ASSERT_EQ(xs[1].object, (Object *)&s);
+    ASSERT_EQ(xs[0].object, (Shape *)&s);
+    ASSERT_EQ(xs[1].object, (Shape *)&s);
 }
 
 TEST(IntersectTest, The_hit_when_all_intersection_have_positive_t)

+ 2 - 2
tests/ray_test.cpp

@@ -38,7 +38,7 @@ TEST(RayTest, Translating_a_ray)
     Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
 
     Matrix m = translation(3, 4, 5);
-    Object o = Object();
+    Shape o = Shape();
 
     o.setTransform(m);
 
@@ -53,7 +53,7 @@ TEST(RayTest, Scaling_a_ray)
     Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
 
     Matrix m = scaling(2, 3, 4);
-    Object o = Object();
+    Shape o = Shape();
 
     o.setTransform(m);