Esempio n. 1
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        public override Ray Reflect(Vector vec, Vector dir, float dist, Ray ray)
        {
            Vector nextOrgin = new Vector(ray.orgin + dist * ray.dir);
            //Vector nextOrgin = dist * ray.dir;
            Vector nextNormal = norm;

            return(SurfaceFunc.Reflect(m_mat, nextOrgin, ray.dir, nextNormal));
        }
Esempio n. 2
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        public override Ray Reflect(Vector vec, Vector dir, float dist, Ray ray)
        {
            //dir = (dist * ray.dir + (ray.orgin - pos)).Normalize();

            //Vector nextOrgin = new Vector(vec + dist * ray.dir);
            Vector nextOrgin  = new Vector(ray.orgin + dist * ray.dir);
            Vector nextNormal = (nextOrgin - this.pos).Normalize();

            //Vector nextNormal = (dist * ray.dir + (ray.orgin - pos)).Normalize();
            nextOrgin = nextOrgin + nextNormal * 0.01f;
            return(SurfaceFunc.Reflect(m_mat, nextOrgin, ray.dir, nextNormal));
        }
Esempio n. 3
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        public override bool Intersect(Ray r, ref float dist)
        {
            Vector norm = SurfaceFunc.CalculateSurfaceNormal(m_pos);

            norm.m_y = -norm.m_y;
            float facing = norm.DotProduct(r.orgin);

            if (facing <= Config.Tolerance && facing >= Config.MinTolerance)
            {
                //normal = norm;
                //closest = quad;
                dist = (float)SurfaceFunc.Vec3Distance(r.orgin, norm);
                if (dist < Config.MinHitDistance)
                {
                    return(false);
                }
                return(true);
            }
            return(false);
        }
Esempio n. 4
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 public override Vector CalculateSurfaceNormal()
 {
     return(SurfaceFunc.CalculateSurfaceNormal(m_pos));
 }
Esempio n. 5
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 public override Ray Reflect(Vector vec, Vector normal, float dist, Ray ray)
 {
     //Bounce off the surface then just f**k off
     return(new Ray(SurfaceFunc.Reflect(vec, normal)));;
 }