Finally! We have reflections!
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@@ -23,6 +23,7 @@ Computation Intersection::prepareComputation(Ray r)
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}
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Tuple overHitP = hitP + normalV * getEpsilon();
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Tuple reflectV = r.direction.reflect(normalV);
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return Computation(this->object,
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this->t,
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@@ -30,5 +31,6 @@ Computation Intersection::prepareComputation(Ray r)
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eyeV,
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normalV,
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overHitP,
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inside);
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inside,
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reflectV);
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}
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