def test_hit_should_offset_the_point(self): r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) shape = Sphere() shape.transformation = translation(0, 0, 1) i = Intersection(5, shape) comps = i.prepare_computations(r) assert comps.over_point.z < -EPSILON / 2 assert comps.point.z > comps.over_point.z
def test_shading_intersection(self, default_world): w = default_world r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) shape = w.objects[0] i = Intersection(4, shape) comps = i.prepare_computations(r) c = w.shade_hit(comps) assert c == Color(0.38066, 0.47583, 0.2855)
def test_aggregate_intersections(self): s = Sphere() i1 = Intersection(1, s) i2 = Intersection(2, s) xs = Intersections(i1, i2) assert xs.count == 2 assert xs[0].t == 1 assert xs[1].t == 2
def test_refracted_color_with_opaque_surface(self, default_world): w = default_world shape = w.objects[0] r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) xs = Intersections(Intersection(4, shape), Intersection(6, shape)) comps = xs[0].prepare_computations(r, xs) c = w.refracted_color(comps, 5) assert c == Color.black()
def test_schlick_approximation_with_perpendicular_viewing_angle( self, glass_sphere): shape = glass_sphere() r = Ray(Point(0, 0, 0), Vector(0, 1, 0)) xs = Intersections(Intersection(-1, shape), Intersection(1, shape)) comps = xs[1].prepare_computations(r, xs) reflectance = comps.schlick() assert reflectance == pytest.approx(0.04)
def test_hit_is_always_lowest_nonnegative_intersection(self): s = Sphere() i1 = Intersection(5, s) i2 = Intersection(7, s) i3 = Intersection(-3, s) i4 = Intersection(2, s) xs = Intersections(i1, i2, i3, i4) assert xs.hit() == i4
def test_hit_when_intersection_occurs_on_inside(self): r = Ray(Point(0, 0, 0), Vector(0, 0, 1)) shape = Sphere() i = Intersection(1, shape) comps = i.prepare_computations(r) assert comps.point == Point(0, 0, 1) assert comps.eyev == Vector(0, 0, -1) assert comps.inside assert comps.normalv == Vector(0, 0, -1)
def test_reflected_color_for_nonreflective_material(self, default_world): w = default_world r = Ray(Point(0, 0, 0), Vector(0, 0, 1)) shape = w.objects[1] shape.material.ambient = 1 i = Intersection(1, shape) comps = i.prepare_computations(r) color = w.reflected_color(comps) assert color == Color.black()
def test_schlick_approximation_under_total_internal_reflection( self, glass_sphere): shape = glass_sphere() r = Ray(Point(0, 0, sqrt(2) / 2), Vector(0, 1, 0)) xs = Intersections(Intersection(-sqrt(2) / 2, shape), Intersection(sqrt(2) / 2, shape)) comps = xs[1].prepare_computations(r, xs) reflectance = comps.schlick() assert reflectance == 1.0
def test_under_point_is_offset_below_the_surface(self, glass_sphere): r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) shape = glass_sphere() shape.transformation = translation(0, 0, 1) i = Intersection(5, shape) xs = Intersections(i) comps = i.prepare_computations(r, xs) assert comps.under_point.z > EPSILON / 2 assert comps.point.z < comps.under_point.z
def test_shading_intersection_from_inside(self, default_world): w = default_world w.light_source = PointLight(Point(0, 0.25, 0), Color.white()) r = Ray(Point(0, 0, 0), Vector(0, 0, 1)) shape = w.objects[1] i = Intersection(0.5, shape) comps = i.prepare_computations(r) c = w.shade_hit(comps) assert c == Color(0.90498, 0.90498, 0.90498)
def test_precomputing_state_of_intersection(self): r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) shape = Sphere() i = Intersection(4, shape) comps = i.prepare_computations(r) assert comps.t == i.t assert comps.object == i.object assert comps.point == Point(0, 0, -1) assert comps.eyev == Vector(0, 0, -1) assert comps.normalv == Vector(0, 0, -1)
def test_refracted_color_at_max_recursive_depth(self, default_world): w = default_world shape = w.objects[0] shape.material.transparency = 1.0 shape.material.refractive_index = 1.5 r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) xs = Intersections(Intersection(4, shape), Intersection(6, shape)) comps = xs[0].prepare_computations(r, xs) c = w.refracted_color(comps, 0) assert c == Color.black()
def test_reflected_color_at_max_recursive_depth(self, default_world): w = default_world shape = Plane() shape.material.reflective = 0.5 shape.transformation = translation(0, -1, 0) w.add(shape) r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2) / 2, sqrt(2) / 2)) i = Intersection(sqrt(2), shape) comps = i.prepare_computations(r) color = w.reflected_color(comps, 0) assert color == Color.black()
def test_reflected_color_for_reflective_material(self, default_world): w = default_world shape = Plane() shape.material.reflective = 0.5 shape.transformation = translation(0, -1, 0) w.add(shape) r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2) / 2, sqrt(2) / 2)) i = Intersection(sqrt(2), shape) comps = i.prepare_computations(r) color = w.reflected_color(comps) assert color == Color(0.19033, 0.23791, 0.14274)
def test_shade_hit_with_reflective_material(self, default_world): w = default_world shape = Plane() shape.material.reflective = 0.5 shape.transformation = translation(0, -1, 0) w.add(shape) r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2) / 2, sqrt(2) / 2)) i = Intersection(sqrt(2), shape) comps = i.prepare_computations(r) color = w.shade_hit(comps) assert color == Color(0.87676, 0.92434, 0.82917)
def test_refracted_color_under_total_internal_reflection(self, default_world): w = default_world shape = w.objects[0] shape.material.transparency = 1.0 shape.material.refractive_index = 1.5 r = Ray(Point(0, 0, sqrt(2) / 2), Vector(0, 1, 0)) xs = Intersections(Intersection(-sqrt(2) / 2, shape), Intersection(sqrt(2) / 2, shape)) # NOTE: this time you're inside the sphere, so you need # to look at the second intersection, xs[1], not xs[0] comps = xs[1].prepare_computations(r, xs) c = w.refracted_color(comps, 5) assert c == Color.black()
def test_shade_hit_is_given_an_intersection_in_shadow(self): w = World() w.light_source = PointLight(Point(0, 0, -10), Color.white()) s1 = Sphere() s2 = Sphere() s2.transformation = translation(0, 0, 10) w.add(s1, s2) r = Ray(Point(0, 0, 5), Vector(0, 0, 1)) i = Intersection(4, s2) comps = i.prepare_computations(r) c = w.shade_hit(comps) assert c == Color(0.1, 0.1, 0.1)
def test_refracted_color_with_refracted_ray(self, default_world): w = default_world a = w.objects[0] a.material.ambient = 1.0 a.material.pattern = test_pattern() b = w.objects[1] b.material.transparency = 1.0 b.material.refractive_index = 1.5 r = Ray(Point(0, 0, 0.1), Vector(0, 1, 0)) xs = Intersections(Intersection(-0.9899, a), Intersection(-0.4899, b), Intersection(0.4899, b), Intersection(0.9899, a)) comps = xs[2].prepare_computations(r, xs) c = w.refracted_color(comps, 5) assert c == Color(0, 0.99888, 0.04722)
def test_schlick_approximation_with_small_angle_and_n2_greater_than_n1( self, glass_sphere): shape = glass_sphere() r = Ray(Point(0, 0.99, -2), Vector(0, 0, 1)) xs = Intersections(Intersection(1.8589, shape)) comps = xs[0].prepare_computations(r, xs) reflectance = comps.schlick() assert reflectance == pytest.approx(0.48873, EPSILON)
def test_shade_hit_with_transparent_material(self, default_world): w = default_world floor = Plane() floor.transformation = translation(0, -1, 0) floor.material.transparency = 0.5 floor.material.refractive_index = 1.5 ball = Sphere() ball.material.color = Color(1, 0, 0) ball.material.ambient = 0.5 ball.transformation = translation(0, -3.5, -0.5) w.add(floor, ball) r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2) / 2, sqrt(2) / 2)) xs = Intersections(Intersection(sqrt(2), floor)) comps = xs[0].prepare_computations(r, xs) color = w.shade_hit(comps, 5) assert color == Color(0.93642, 0.68642, 0.68642)
def test_finding_n1_and_n2_at_various_intersections( self, glass_sphere, index, n1, n2): a = glass_sphere() a.transformation = scaling(2, 2, 2) a.material.refractive_index = 1.5 b = glass_sphere() b.transformation = translation(0, 0, -0.25) b.material.refractive_index = 2.0 c = glass_sphere() c.transformation = translation(0, 0, 0.25) c.material.refractive_index = 2.5 r = Ray(Point(0, 0, -4), Vector(0, 0, 1)) xs = Intersections(Intersection(2, a), Intersection(2.75, b), Intersection(3.25, c), Intersection(4.75, b), Intersection(5.25, c), Intersection(6, a)) comps = xs[index].prepare_computations(r, xs) assert comps.n1 == n1 assert comps.n2 == n2
def test_intersection_can_encapsulate_u_and_v(self): s = Triangle(Point(0, 1, 0), Point(-1, 0, 0), Point(1, 0, 0)) i = Intersection(3.5, s, 0.2, 0.4) assert i.u == 0.2 assert i.v == 0.4
def test_intersection_encapsulates_t_and_object(self): s = Sphere() i = Intersection(3.5, s) assert i.t == 3.5 assert i.object == s
def test_hit_when_all_intersections_have_positive_t(self): s = Sphere() i1 = Intersection(1, s) i2 = Intersection(2, s) xs = Intersections(i2, i1) assert xs.hit() == i1
def test_hit_when_some_intersections_have_negative_t(self): s = Sphere() i1 = Intersection(-1, s) i2 = Intersection(1, s) xs = Intersections(i2, i1) assert xs.hit() == i2
def test_hit_when_all_intersections_have_negative_t(self): s = Sphere() i1 = Intersection(-2, s) i2 = Intersection(-1, s) xs = Intersections(i2, i1) assert xs.hit() is None
def test_hit_when_intersection_occurs_on_outside(self): r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) shape = Sphere() i = Intersection(4, shape) comps = i.prepare_computations(r) assert not comps.inside
def test_precompute_reflection_vector(self): shape = Plane() r = Ray(Point(0, 1, -1), Vector(0, -sqrt(2) / 2, sqrt(2) / 2)) i = Intersection(sqrt(2), shape) comps = i.prepare_computations(r) assert comps.reflectv == Vector(0, sqrt(2) / 2, sqrt(2) / 2)