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Christopher James Huff wrote:
> Well, you could also have normalized the point and multiplied it by the
> length of the string, with the same effect and no need for tracing
> against a sphere.
Yes, but my macro allows sliding on arbitrary surfaces, so it needed some
general approach.
> The problem with these methods is that the particle doesn't travel as
> far when projected onto the sphere like this, so it will constantly be
> slowing down. Computing the angle it would travel if it went the same
> distance along the sphere surface and rotating by that amount avoids
> this, and you are left with mainly precision errors to worry about.
> (though the step size still matters for shifts in direction)
>
I just scale the velocity after projecting into the surface so that the
velocity remains the same (if there were no friction).
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book.povworld.org - The POV-Ray Book Project
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