|Example: structVec3 [1,2,3,4,5,6] = [ Vec3 1 2 3 , Vec3 4 5 6].
|The opposite of structVec3.
|:: Float||angle (in radians)
|-> Vec3||axis (arbitrary nonzero vector)
|Rotation around an arbitrary 3D vector. The resulting 3x3 matrix is intended for multiplication on the right.
|Rotation around an arbitrary 3D unit vector. The resulting 3x3 matrix is intended for multiplication on the right.
|Reflects a vector to an axis: that is, the result of reflect n v is
2<n,v>n - v
First parameter (eta) is the relative refraction index
eta = --------------
where "inside" is the direction of the second argument
(to vector normal to plane which models the boundary
between the two materials). That is, total internal reflection
can occur when eta>1.
The convention is that the origin is the point of intersection
of the ray and the surface, and all the vectors "point away"
from here (unlike, say, GLSL's refract, where the incident
vector "points towards" the material)
|When total internal reflection would occur, we return Nothing.
|Produced by Haddock version 2.4.1|