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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 年 前
コミット
1510de3b36
1 ファイル変更17 行追加11 行削除
  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);