public void Given_triangle_points(string id, double p1X, double p1Y, double p1Z, double p2X, double p2Y, double p2Z, double p3X, double p3Y, double p3Z) { figure[id] = new TriangleFigure(MatrixOperations.Identity(4), MaterialConstants.Default, Tuple4.Point(p1X, p1Y, p1Z), Tuple4.Point(p2X, p2Y, p2Z), Tuple4.Point(p3X, p3Y, p3Z)); }
public void Point_id(string id, double t1, double t2, double t3) { tuple[id] = Tuple4.Point(t1, t2, t3); }
public void Then_point(string a, double t1, double t2, double t3) { Assert.Equal(Tuple4.Point(t1, t2, t3), tuple[a]); }
public void When_world_to_object(string a, string s, double t1, double t2, double t3) { tuple[a] = ((BaseFigure)figure[s]).TransformWorldPointToObjectPoint(Tuple4.Point(t1, t2, t3)); }
public void Then_saved_ray_origin(string a, double t1, double t2, double t3) { Assert.Equal(Tuple4.Point(t1, t2, t3), ((TestFigure)figure[a]).SavedRay.origin); }
public void Point_id(string id, double t1, double t2, double t3) { tuple.Add(id, Tuple4.Point(t1, t2, t3)); }
private Tuple4 ReadVertex(string[] parts) { return(Tuple4.Point(ReadDouble(parts[1]), ReadDouble(parts[2]), ReadDouble(parts[3]))); }
public static BaseScene CreateDefault() { var defaultMaterial = MaterialConstants.Default; var defaultWorld = new BaseScene() .WithFigures( new SphereFigure( Matrix4x4.Identity, new SolidColorMaterial(new Tuple4(0.8, 1.0, 0.6, TupleFlavour.Vector), defaultMaterial.Ambient, 0.7, 0.2, defaultMaterial.Shininess, defaultMaterial.Reflective, defaultMaterial.RefractiveIndex, defaultMaterial.Transparency)), new SphereFigure( MatrixOperations.Geometry3D.Scale(0.5, 0.5, 0.5), defaultMaterial) ) .WithLights(new SpotLight(ColorModel.WhiteNormalized, Tuple4.Point(-10, 10, -10), 1.0), new AmbientLight(1.0)) .WithShadows(true) .WithColorModel(ColorModel.WhiteNormalized); return(defaultWorld); }
public void Given_ray(string id, double p1, double p2, double p3, double v1, double v2, double v3) { ray[id] = new Ray(Tuple4.Point(p1, p2, p3), Tuple4.Vector(v1, v2, v3)); }
public void Then_hit_point(double x, double y, double z) { Assert.Equal(Tuple4.Point(x, y, z), hit[ComputationsId].PointOnSurface); }
public void Given_ray(string id, double p1, double p2, double p3, string dId) { ray[id] = new Ray(Tuple4.Point(p1, p2, p3), tuple[dId]); }
public void Given_local_normal_at(string id, string fId, double p1, double p2, double p3) { tuple[id] = ((TestCone)figure[fId]).GetLocalNormal(null, Tuple4.Point(p1, p2, p3)); }
public void Then_parser_vertex(string id, int i, double x, double y, double z) { Assert.Equal(Tuple4.Point(x, y, z), parser[id].Vertices[i - 1]); }
public void Given_local_normal_at(string id, string fId, double p1, double p2, double p3) { tuple[id] = figure[fId].GetNormal(null, Tuple4.Point(p1, p2, p3)); }
public void Then_pattern_at_color(string id, double x, double y, double z, double r, double g, double b) { Assert.Equal(Tuple4.Vector(r, g, b), patterns[id].GetColor(Tuple4.Point(x, y, z))); }