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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 преди 4 години
родител
ревизия
1510de3b36
променени са 1 файла, в които са добавени 17 реда и са изтрити 11 реда
  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);