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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 years ago
parent
commit
1510de3b36
1 changed files with 17 additions and 11 deletions
  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);