Browse Source

Working on groups

Godzil 4 years ago
parent
commit
7c794f0496

+ 38 - 0
source/include/group.h

@@ -0,0 +1,38 @@
+/*
+ *  DoRayMe - a quick and dirty Raytracer
+ *  Group header
+ *
+ *  Created by Manoël Trapier
+ *  Copyright (c) 2020 986-Studio.
+ *
+ */
+#ifndef DORAYME_GROUP_H
+#define DORAYME_GROUP_H
+
+#include <shape.h>
+
+class Group : public Shape
+{
+private:
+    uint32_t allocatedObjectCount;
+    Shape* *objectList;
+    uint32_t objectCount;
+
+protected:
+    Intersect localIntersect(Ray r);
+    Tuple localNormalAt(Tuple point);
+
+
+
+public:
+    bool isEmpty();
+
+    void addObject(Shape *s);
+    Shape *operator[](const int p) { return this->objectList[p]; }
+
+    Intersect intersect(Ray r);
+
+    Group();
+};
+
+#endif /* DORAYME_GROUP_H */

+ 13 - 2
source/include/shape.h

@@ -25,6 +25,8 @@ enum ShapeType
     SHAPE_CUBE,
     SHAPE_CYLINDER,
     SHAPE_CONE,
+    SHAPE_GROUP,
+
 };
 
 /* Base class for all object that can be presented in the world */
@@ -32,16 +34,19 @@ class Shape
 {
 private:
     ShapeType type;
-
-private:
+    Matrix localTransformMatrix;
+protected:
     virtual Intersect localIntersect(Ray r) = 0;
     virtual Tuple localNormalAt(Tuple point) = 0;
 
 public:
     Matrix transformMatrix;
     Matrix inverseTransform;
+    Matrix transposedInverseTransform;
+
     Material material;
     bool dropShadow;
+    Shape *parent;
 
 public:
     Shape(ShapeType = SHAPE_NONE);
@@ -49,6 +54,12 @@ public:
     Intersect intersect(Ray r);
     Tuple normalAt(Tuple point);
 
+    //virtual Bounds getBounds();
+
+    void updateTransform();
+    Tuple worldToObject(Tuple point) { return this->inverseTransform * point; };
+    Tuple normalToWorld(Tuple normalVector) { return (this->transposedInverseTransform * normalVector).normalise(); };
+
     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); };

+ 1 - 1
source/include/sphere.h

@@ -15,7 +15,7 @@
 
 class Sphere : public Shape
 {
-private:
+protected:
     Intersect localIntersect(Ray r);
     Tuple localNormalAt(Tuple point);
 

+ 73 - 0
source/shapes/group.cpp

@@ -0,0 +1,73 @@
+/*
+ *  DoRayMe - a quick and dirty Raytracer
+ *  Group implementation
+ *
+ *  Created by Manoël Trapier
+ *  Copyright (c) 2020 986-Studio.
+ *
+ */
+#include <tuple.h>
+#include <ray.h>
+#include <group.h>
+#include <cone.h>
+#include <math_helper.h>
+
+#define MIN_ALLOC (2)
+
+Group::Group() : Shape(SHAPE_GROUP)
+{
+    this->allocatedObjectCount = MIN_ALLOC;
+    this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
+    this->objectCount = 0;
+}
+
+Intersect Group::intersect(Ray r)
+{
+    Intersect ret;
+    int i, j;
+    if (this->objectCount > 0)
+    {
+        for(i = 0; i < this->objectCount; i++)
+        {
+            Intersect xs = this->objectList[i]->intersect(r);
+            if (xs.count() > 0)
+            {
+                for(j = 0; j < xs.count(); j++)
+                {
+                    ret.add(xs[j]);
+                }
+            }
+        }
+    }
+
+    return ret;
+}
+
+Intersect Group::localIntersect(Ray r)
+{
+    return Intersect();
+}
+
+Tuple Group::localNormalAt(Tuple point)
+{
+    return Vector(1, 0, 0);
+}
+
+void Group::addObject(Shape *s)
+{
+    if ((this->objectCount + 1) > this->allocatedObjectCount)
+    {
+        this->allocatedObjectCount *= 2;
+        this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
+    }
+
+    s->parent = this;
+    s->updateTransform();
+
+    this->objectList[this->objectCount++] = s;
+}
+
+bool Group::isEmpty()
+{
+    return (this->objectCount == 0);
+}

+ 18 - 5
source/shapes/shape.cpp

@@ -15,10 +15,11 @@
 
 Shape::Shape(ShapeType type)
 {
+    this->parent = nullptr;
     this->dropShadow = true;
     this->type = type;
-    this->transformMatrix = Matrix4().identity();
-    this->inverseTransform = this->transformMatrix.inverse();
+    this->localTransformMatrix = Matrix4().identity();
+    this->updateTransform();
 }
 
 Intersect Shape::intersect(Ray r)
@@ -32,7 +33,7 @@ Tuple Shape::normalAt(Tuple point)
 
     Tuple local_normal = this->localNormalAt(local_point);
 
-    Tuple world_normal = this->inverseTransform.transpose() * local_normal;
+     Tuple world_normal = this->transposedInverseTransform * local_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;
@@ -40,8 +41,20 @@ Tuple Shape::normalAt(Tuple point)
     return world_normal.normalise();
 }
 
+void Shape::updateTransform()
+{
+    this->transformMatrix = this->localTransformMatrix;
+    if (this->parent != nullptr)
+    {
+        this->transformMatrix = this->parent->transformMatrix * this->transformMatrix;
+    }
+
+    this->inverseTransform = this->transformMatrix.inverse();
+    this->transposedInverseTransform = this->inverseTransform.transpose();
+}
+
 void Shape::setTransform(Matrix transform)
 {
-    this->transformMatrix = transform;
-    this->inverseTransform = transform.inverse();
+    this->localTransformMatrix = transform;
+    this->updateTransform();
 }

+ 1 - 1
tests/CMakeLists.txt

@@ -5,7 +5,7 @@ find_package(Threads REQUIRED)
 
 set(TESTS_SRC math_test.cpp tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp
         ray_test.cpp intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
-        shape_test.cpp plane_test.cpp pattern_test.cpp cube_test.cpp cylinder_test.cpp cone_test.cpp)
+        shape_test.cpp plane_test.cpp pattern_test.cpp cube_test.cpp cylinder_test.cpp cone_test.cpp group_test.cpp)
 
 add_executable(testMyRays)
 target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})

+ 82 - 0
tests/group_test.cpp

@@ -0,0 +1,82 @@
+/*
+ *  DoRayMe - a quick and dirty Raytracer
+ *  Group unit tests
+ *
+ *  Created by Manoël Trapier
+ *  Copyright (c) 2020 986-Studio.
+ *
+ */
+#include <intersect.h>
+#include <intersection.h>
+#include <group.h>
+#include <testshape.h>
+#include <sphere.h>
+
+#include <transformation.h>
+#include <gtest/gtest.h>
+
+TEST(GroupTest, Creating_a_new_group)
+{
+    Group g = Group();
+
+    ASSERT_EQ(g.transformMatrix, Matrix4().identity());
+    ASSERT_TRUE(g.isEmpty());
+}
+
+TEST(GroupTest, Adding_a_child_to_a_group)
+{
+    Group g = Group();
+    TestShape s = TestShape();
+
+    g.addObject(&s);
+
+    ASSERT_FALSE(g.isEmpty());
+    ASSERT_EQ(s.parent, &g);
+    ASSERT_EQ(g[0], &s);
+}
+
+TEST(GroupTest, Intersecting_a_ray_with_an_empty_group)
+{
+    Group g = Group();
+    Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
+    Intersect xs = g.intersect(r);
+    ASSERT_EQ(xs.count(), 0);
+}
+
+TEST(GroupTest, Intersecting_a_ray_with_an_nonempty_group)
+{
+    Group g = Group();
+    Sphere s1 = Sphere();
+    Sphere s2 = Sphere();
+    Sphere s3 = Sphere();
+
+    s2.setTransform(translation(0, 0, -3));
+    s3.setTransform(translation(5, 0, 0));
+
+    g.addObject(&s1);
+    g.addObject(&s2);
+    g.addObject(&s3);
+
+    Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
+    Intersect xs = g.intersect(r);
+    ASSERT_EQ(xs.count(), 4);
+    EXPECT_EQ(xs[0].object, &s2);
+    EXPECT_EQ(xs[1].object, &s2);
+    EXPECT_EQ(xs[2].object, &s1);
+    EXPECT_EQ(xs[3].object, &s1);
+}
+
+TEST(GroupTest, Intersecting_a_transformer_group)
+{
+    Group g = Group();
+    Sphere s = Sphere();
+
+    g.setTransform(scaling(2, 2, 2));
+    s.setTransform(translation(5, 0, 0));
+
+    g.addObject(&s);
+
+    Ray r = Ray(Point(10, 0, -50), Vector(0, 0, 1));
+    Intersect xs = g.intersect(r);
+    ASSERT_EQ(xs.count(), 2);
+}

+ 46 - 0
tests/shape_test.cpp

@@ -9,6 +9,8 @@
 #include <shape.h>
 #include <testshape.h>
 #include <matrix.h>
+#include <group.h>
+#include <sphere.h>
 #include <transformation.h>
 #include <gtest/gtest.h>
 
@@ -94,5 +96,49 @@ TEST(ShapeTest, Computing_the_normal_on_a_tranformed_shape)
 
     ASSERT_EQ(n, Vector(0, 0.97014, -0.24254));
 
+    set_equal_precision(FLT_EPSILON);
+}
+
+TEST(ShapeTest, A_shape_has_a_parent_attribute)
+{
+    TestShape s = TestShape();
+
+    ASSERT_EQ(s.parent, nullptr);
+}
+
+TEST(TestShape, Converting_a_point_from_world_to_object_space)
+{
+    Group g1 = Group();
+    g1.setTransform(rotationY(M_PI / 2));
+    Group g2 = Group();
+    g2.setTransform(scaling(2, 2, 2));
+    g1.addObject(&g2);
+    Sphere s = Sphere();
+    s.setTransform(translation(5, 0, 0));
+    g2.addObject(&s);
+
+    Tuple p = s.worldToObject(Point(-2, 0, -10));
+
+    ASSERT_EQ(p, Point(0, 0, -1));
+}
+
+TEST(TestShape, Converting_a_normal_form_object_to_world_space)
+{
+    Group g1 = Group();
+    g1.setTransform(rotationY(M_PI / 2));
+    Group g2 = Group();
+    g2.setTransform(scaling(1, 2, 3));
+    g1.addObject(&g2);
+    Sphere s = Sphere();
+    s.setTransform(translation(5, 0, 0));
+    g2.addObject(&s);
+
+    Tuple p = s.normalToWorld(Point(sqrt(3)/3, sqrt(3)/3, sqrt(3)/3));
+
+    /* Temporary lower the precision */
+    set_equal_precision(0.0001);
+
+    ASSERT_EQ(p, Point(0.2857, 0.4286, -0.8571));
+
     set_equal_precision(FLT_EPSILON);
 }