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