All pastes #186692 Raw Edit

Inferno

public java v1 · immutable
#186692 ·published 2006-09-30 10:24 UTC
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// global illumination: add recursively computed reflection below this line									while(maxReflectionsLeft > 0)			{				Vec3 nN = nearestHit.normal;				Vec3 tD = this.direction.times(-1.0f);				tD.normalize();				Vec3 tO = this.origin;				Vec3 nO = nearestHit.location;				 //Vec3 nD = ((nN.times(nN.dot(tD.minus(tO)))).times(2.0f)).minus(tD.minus(tO));				// Vec3 nD = (nN.times(2.0f).times(tD.add(tO).dot(nN))).minus(tD.add(tO));								// Vec3 nD = (nN.times(2.0f).times(tD.add(tO).dot(nN))).minus(tD.add(tO));				Vec3 nD = (tD).times(-1.0f).add(nN.times(2.0f).times(tD.dot(nN)));				// nD.normalize();				maxReflectionsLeft --;				if(nO == nearestHit.location)				{					Ray reflection = new Ray (nO, nD);					color = color.add(reflection.trace(nearestHit.object, maxReflectionsLeft).times(nearestHit.object.material.reflectance));				}								//if(currentObject != null) addColor = addColor.times(currentObject.material.reflectance);											}