--- a/include/scene.h Wed Apr 23 10:38:33 2008 +0200
+++ b/include/scene.h Wed Apr 23 14:39:33 2008 +0200
@@ -81,22 +81,6 @@
};
/**
- * axis-aligned bounding box
- */
-class BBox
-{
-public:
- Vector3 L;
- Vector3 H;
- BBox(): L(), H() {};
- BBox(const Vector3 aL, const Vector3 aH): L(aL), H(aH) {};
- Float w() { return H.x-L.x; };
- Float h() { return H.y-L.y; };
- Float d() { return H.z-L.z; };
- bool intersect(const Ray &ray, Float &a, Float &b);
-};
-
-/**
* light object
*/
class Light
@@ -114,45 +98,19 @@
};
/**
- * texture
+ * axis-aligned bounding box
*/
-class Texture
-{
-public:
- virtual ~Texture() {};
- virtual Colour evaluate(Vector3 point) = 0;
-};
-
-/**
- * material
- */
-class Material
+class BBox
{
public:
- Colour colour;
- Texture *texture;
- Float ambient, diffuse, specular, shininess; // Phong constants
- Float reflectivity; // how much reflective is the surface
- Float transmissivity, refract_index; // part of light which can be refracted; index of refraction
- bool smooth; // triangle smoothing
-
- Material(const Colour &acolour): colour(acolour), texture(NULL), smooth(false)
- {
- ambient = 0.2;
- diffuse = 0.8;
- specular = 0.2;
- shininess = 0.5;
- reflectivity = 0.2;
- transmissivity = 0.0;
- refract_index = 1.3;
- }
-
- void setPhong(const Float amb, const Float dif, const Float spec, const Float shin)
- { ambient = amb; diffuse = dif; specular = spec; shininess = shin; };
- void setReflectivity(const Float refl) { reflectivity = refl; };
- void setTransmissivity(const Float trans, const Float rindex)
- { transmissivity = trans; refract_index = rindex; };
- void setSmooth(bool sm) { smooth = sm; };
+ Vector3 L;
+ Vector3 H;
+ BBox(): L(), H() {};
+ BBox(const Vector3 aL, const Vector3 aH): L(aL), H(aH) {};
+ Float w() { return H.x-L.x; };
+ Float h() { return H.y-L.y; };
+ Float d() { return H.z-L.z; };
+ bool intersect(const Ray &ray, Float &a, Float &b);
};
#endif