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Calculate the distance from the origin sphere with a sqrt(x^2+y^2+z^2),
and the direction is always either towards the sphere or away from it
(which is your normal). I didn't really get what you are trying to do
with the mesh, tho.
Peter Popov wrote:
>
> Greetings all.
>
> Suppose I have a sphere that is electrostatically charged. The
> intensity of its field at any point in space is proportional to the
> reciprocal squared distance, and the vector points away from the
> sphere. For a plane, it's easy. I think I can manage torii, cylinders,
> and cones. Even non-smoothed meshes.
>
> How about a smoothed mesh? OK, I have all the vertices and
> corresponding normals stored in two arrays, but then what? How should
> I proceed to calculate the field vector and intensity at an arbitrary
> point in space?
>
> And yeah, I am talking about POV script here, not C :)
>
> Thanks in advance for any help.
>
> Peter Popov
> ICQ: 15002700
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