Boundingboxes should be ready.
Next step (later) would be to properly use them other than group to lower the number of intersection calculation per ray.
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@@ -53,10 +53,12 @@ public:
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Shape(ShapeType = SHAPE_NONE);
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virtual Intersect intersect(Ray r);
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virtual Intersect intersectOOB(Ray r) { return this->intersect(r); };
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Tuple normalAt(Tuple point);
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/* Bouding box points are always world value */
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/* Bounding box points are always world value */
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virtual BoundingBox getBounds();
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virtual bool haveFiniteBounds() { return true; };
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void updateTransform();
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Tuple worldToObject(Tuple point) { return this->inverseTransform * point; };
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