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Oh , after it's all done. Perhaps you both could work on som sort of
waterclock, with the liquid falling thru some rotating gears drop by drop,
wow !
Will
PS: Your work looks awesome :-)
"JRG" <jrg### [at] hotmailcom> escreveu na mensagem
news:3bddd744@news.povray.org...
> "Rune" <run### [at] mobilixnetdk> ha scritto nel messaggio
> news:3bddc158@news.povray.org...
> > Yep, it's the same with my system. If you find a solution to this I'd be
> > very interested! Of course I'm interested anyway... ;)
>
> I think that the first thing to do should be to split your environment
into
> a still environment and a moving one. Then a collision test should be
> performed with both the environments. When a particle hits the moving
> environment (which now I suppose being only one object) the system should
> evaluate the velocity of that point. For this purpose, the best way IMO is
> to define the object's motus with a function (or a simple macro), so that
> it's easy to evaluate its position at t-dt. Once you have the velocity of
> that point ( (P(t)-P(t-dt))/dt) you can add that vector (multiplied by a
> factor depending on the materials and which may also be >1) to the new
> velocity of the particle after the collision. I don't know if this is so
> *physically correct*, but I think it should do the trick.
> I hope I was clear, despite my poor English.
>
> --
> Jonathan.
>
>
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