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Change CSG to derive the intersect function and do the calculation there instead of the local one.

Also use the bounding box to reject ray that don't it that CSG element.
Godzil 4 년 전
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1510de3b36
1개의 변경된 파일17개의 추가작업 그리고 11개의 파일을 삭제
  1. 17 11
      source/shapes/csg.cpp

+ 17 - 11
source/shapes/csg.cpp

@@ -25,26 +25,32 @@ CSG::CSG(OperationType operation, Shape *left, Shape *right) : Shape(SHAPE_CSG),
 }
 
 Intersect CSG::localIntersect(Ray r)
+{
+    return this->intersect(r);
+}
+
+
+Intersect CSG::intersect(Ray r)
 {
     int i;
-    Intersect leftxs = this->left->intersect(r);
-    Intersect rightxs = this->right->intersect(r);
+    Intersect ret = Intersect();
 
-    for(i = 0; i < rightxs.count(); i++)
+    if (this->bounds.intesectMe(r))
     {
-        leftxs.add(rightxs[i]);
-    }
+        Intersect leftxs = this->left->intersect(r);
+        Intersect rightxs = this->right->intersect(r);
+
+        for (i = 0 ; i < rightxs.count() ; i++)
+        {
+            leftxs.add(rightxs[i]);
+        }
 
-    Intersect ret = this->filterIntersections(leftxs);
+        this->filterIntersections(leftxs, ret);
+    }
 
     return ret;
 }
 
-Intersect CSG::intersect(Ray r)
-{
-    return localIntersect(r);
-}
-
 Tuple CSG::localNormalAt(Tuple point, Intersection *hit)
 {
     return Vector(1, 0, 0);