/* * DoRayMe - a quick and dirty Raytracer * Intersect unit tests * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include #include TEST(IntersectTest, Creating_an_intersect_and_do_some_check) { Intersect i; ASSERT_EQ(i.count(), 0); i.add(Intersection(1.0, nullptr)); i.add(Intersection(4.2, nullptr)); ASSERT_EQ(i.count(), 2); ASSERT_EQ(i[0].t, 1.0); ASSERT_EQ(i[1].t, 4.2); } TEST(IntersectTest, An_intersection_encapsulate_t_and_object) { Sphere s = Sphere(); Intersection i = Intersection(3.5, &s); ASSERT_EQ(i.t, 3.5); ASSERT_EQ(i.object, (Shape *)&s); } TEST(IntersectTest, Aggregating_intersections) { Sphere s = Sphere(); Intersection i1 = Intersection(1, &s); Intersection i2 = Intersection(2, &s); Intersect xs = Intersect(); xs.add(i1); xs.add(i2); ASSERT_EQ(xs.count(), 2); ASSERT_EQ(xs[0].t, 1); ASSERT_EQ(xs[1].t, 2); } TEST(IntersectTest, Intersect_sets_the_object_on_the_intersection) { 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].object, (Shape *)&s); ASSERT_EQ(xs[1].object, (Shape *)&s); } TEST(IntersectTest, The_hit_when_all_intersection_have_positive_t) { Sphere s = Sphere(); Intersect xs = Intersect(); Intersection i1 = Intersection(1, &s); Intersection i2 = Intersection(2, &s); xs.add(i1); xs.add(i2); Intersection i = xs.hit(); ASSERT_EQ(i, i1); } TEST(IntersectTest, The_hit_when_some_intersection_have_negative_t) { Sphere s = Sphere(); Intersect xs = Intersect(); Intersection i1 = Intersection(-1, &s); Intersection i2 = Intersection(2, &s); Intersection i3 = Intersection(12, &s); xs.add(i1); xs.add(i2); xs.add(i3); Intersection i = xs.hit(); ASSERT_EQ(i, i2); } TEST(IntersectTest, The_hit_when_all_intersection_have_negative_t) { Sphere s = Sphere(); Intersect xs = Intersect(); Intersection i1 = Intersection(-2, &s); Intersection i2 = Intersection(-1, &s); xs.add(i1); xs.add(i2); Intersection i = xs.hit(); ASSERT_TRUE(i.nothing()); } TEST(IntersectTest, The_hit_is_always_the_lowest_nonnegative_intersection) { Sphere s = Sphere(); Intersect xs = Intersect(); Intersection i1 = Intersection(5, &s); Intersection i2 = Intersection(7, &s); Intersection i3 = Intersection(-3, &s); Intersection i4 = Intersection(2, &s); xs.add(i1); xs.add(i2); xs.add(i3); xs.add(i4); Intersection i = xs.hit(); ASSERT_EQ(i, i4); } TEST(IntersectTest, Precomputing_the_state_of_an_intersection) { Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1)); Sphere shape = Sphere(); Intersection i = Intersection(4, &shape); Computation comps = i.prepareComputation(r); ASSERT_EQ(comps.t, i.t); ASSERT_EQ(comps.object, i.object); ASSERT_EQ(comps.hitPoint, Point(0, 0, -1)); ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1)); ASSERT_EQ(comps.normalVector, Vector(0, 0, -1)); } TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_outside) { Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1)); Sphere shape = Sphere(); Intersection i = Intersection(4, &shape); Computation comps = i.prepareComputation(r); ASSERT_EQ(comps.inside, false); } TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_inside) { Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1)); Sphere shape = Sphere(); Intersection i = Intersection(1, &shape); Computation comps = i.prepareComputation(r); ASSERT_EQ(comps.hitPoint, Point(0, 0, 1)); ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1)); ASSERT_EQ(comps.inside, true); /* Normal vector would have been (0, 0, 1); but is inverted ! */ ASSERT_EQ(comps.normalVector, Vector(0, 0, -1)); } TEST(IntersectTest, The_hit_should_offset_the_point) { Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1)); Sphere shape = Sphere(); shape.setTransform(translation(0, 0, 1)); Intersection i = Intersection(5, &shape); Computation comps = i.prepareComputation(r); /* Normal vector would have been (0, 0, 1); but is inverted ! */ ASSERT_LT(comps.overHitPoint.z, -getEpsilon() / 2); ASSERT_GT(comps.hitPoint.z, comps.overHitPoint.z); }