Best Way To Calculate Reflection

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0 comments, last by alvaro 9 years, 8 months ago

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I have an arbitrary surface normal and the normalized velocity of an object hitting the surface. Is there a way I can calculate the proper reflection vector without using trig operations?


It can be done using the dot product, like this:

reflected_vector = incident_vector - 2 * dot_product(incident_vector, normal) * normal

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