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# trying to figure out reflextion calutaions?

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if i have a bullet with a facing vector of 0,0,1 and a metal wall at 0.7, 0.7, 0.7, ( think thats about right for a acing vectorX for a wall at 45 degrees, , i would like to figure out the calulations of the bullet as it bounces off it ,

like a ball hiting a wall , can any one point me in the right direction for this bit of maths

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Sorry to be a grammar nazi, but please review your post before posting it. Look like you wrote this in under a few seconds with so many grammatical errors in there.
Also this seems like a school homework so you won't have the direct answer.

Anyhow, your "wall" is a surface, or a plane, composed of a normal (vector pointing "outside"). Your bullet direction is another vector ((0,0,1) means the Z axis, not the X). There's an easy formula to get the reflection vector from the two variables that can be found using a 2sec search on Google, or even on this very site!

Vect2 = Vect1 - 2 * WallN * (WallN DOT Vect1)

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Sorry to be a grammar nazi, but please review your post before posting it. Look like you wrote this in under a few seconds with so many grammatical errors in there.
Also this seems like a school homework so you won't have the direct answer.

Anyhow, your "wall" is a surface, or a plane, composed of a normal (vector pointing "outside"). Your bullet direction is another vector ((0,0,1) means the Z axis, not the X). There's an easy formula to get the reflection vector from the two variables that can be found using a 2sec search on Google, or even on this very site!

Vect2 = Vect1 - 2 * WallN * (WallN DOT Vect1)

sorry im dyslexic , and surprisingly its not a school project , its part of a uni game engine that im doing lol

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