Exemple #1
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def test_maximum_recursion_depth_color_at():
    w = World().default()
    s = Plane()
    s.material.reflective = 0.5
    s.set_transform(Translation(0, -1, 0))
    w.objects.append(s)
    r = Ray(Point(0, 0, -3), Vector(0, -math.sqrt(2) / 2, math.sqrt(2) / 2))
    i = Intersection(math.sqrt(2), s)
    comps = i.prepare_computation(r)
    color = w.reflected_color(comps, 0)
    assert color == Color(0, 0, 0)
Exemple #2
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def test_shade_hit_reflective():
    w = World().default()
    s = Plane()
    s.material.reflective = 0.5
    s.set_transform(Translation(0, -1, 0))
    w.objects.append(s)
    r = Ray(Point(0, 0, -3), Vector(0, -math.sqrt(2) / 2, math.sqrt(2) / 2))
    i = Intersection(math.sqrt(2), s)
    comps = i.prepare_computation(r)
    c = w.shade_hit(comps)
    assert c == Color(0.87677, 0.92436, 0.82918)
Exemple #3
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def test_reflected_color():
    w = World().default()
    s = Plane()
    s.material.reflective = 0.5
    s.set_transform(Translation(0, -1, 0))
    w.objects.append(s)
    r = Ray(Point(0, 0, -3), Vector(0, -math.sqrt(2) / 2, math.sqrt(2) / 2))
    i = Intersection(math.sqrt(2), s)
    comps = i.prepare_computation(r)
    c = w.reflected_color(comps)
    print(c)
    assert c == Color(0.19032, 0.2379, 0.14274)
Exemple #4
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def test_mutually_reflective_color_at():
    w = World()
    w.light = PointLight(Point(0, 0, 0), Color(1, 1, 1))
    lower = Plane()
    lower.material.reflective = 1
    lower.set_transform(Translation(0, -1, 0))
    w.objects.append(lower)
    upper = Plane()
    upper.material.reflective = 1
    upper.set_transform(Translation(0, 1, 0))
    w.objects.append(upper)
    r = Ray(Point(0, 0, 0), Vector(0, 1, 0))
    assert w.color_at(r) is not None
Exemple #5
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def shade_hit_transparent():
    w = World().default()
    floor = Plane()
    floor.set_transform(Translation(0, -1, 0))
    floor.material.transparency = 0.5
    floor.material.refractive_index = 1.5
    w.objects.append(floor)
    ball = Sphere()
    ball.material.color = Color(1, 0, 0)
    ball.material.ambient = 0.5
    ball.set_transform(Translation(0, -3.5, -0.5))
    w.objects.append(ball)
    r = Ray(Point(0, 0, -3), Vector(0, -math.sqrt(2) / 2, math.sqrt(2) / 2))
    xs = Intersections(Intersection(math.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)
Exemple #6
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# - add: plane
# material:
# color: [ 1, 1, 1 ]
# ambient: 1
# diffuse: 0
# specular: 0
# transform:
# - [ rotate-x, 1.5707963267948966 ] # pi/2
# - [ translate, 0, 0, 500 ]
p = Plane()
p.material.color = Color(1, 1, 1)
p.material.ambient = 1
p.material.diffuse = 0
p.material.specular = 0
p.set_transform(Translation(0, 0, 500) * RotationX(math.pi / 2))
w.objects.append(p)

# # ======================================================
# # describe the elements of the scene
# # ======================================================
# - add: sphere
# material:
# color: [ 0.373, 0.404, 0.550 ]
# diffuse: 0.2
# ambient: 0.0
# specular: 1.0
# shininess: 200
# reflective: 0.7
# transparency: 0.7
# refractive-index: 1.5