Graphics3D 1024,768,16,2 SetBuffer BackBuffer() AmbientLight 255,200,200 light=CreateLight(2) cam=CreateCamera() CameraViewport cam,0,0,1024,768 A=CreateCube() EntityColor A,255,200,0 B=CreateCube() EntityColor B,50,50,200 C=CreateCube() EntityColor C,0,255,0 PositionEntity A,-3.1,-19.2,14.9 PositionEntity B,21.2,-8.9,15.6 PositionEntity C,-1.1,-12.4,39.4 sphere=CreateSphere(50) EntityParent light,sphere PositionEntity cam,-60,50,50 PointEntity cam,sphere temp_mid_point_x=EntityX#(A)-((EntityX#(A)-(EntityX#(B))/2) ) temp_mid_point_y=EntityY#(A)-((EntityY#(A)-(EntityY#(B))/2) ) temp_mid_point_z=EntityZ#(A)-((EntityZ#(A)-(EntityZ#(B))/2) ) actual_mid_point_x=temp_mid_point_x-((temp_mid_point_x-EntityX#(C))/2) actual_mid_point_y=temp_mid_point_y-((temp_mid_point_y-EntityY#(C))/2) actual_mid_point_z=temp_mid_point_z-((temp_mid_point_z-EntityZ#(C))/2) x#=actual_mid_point_x y#=actual_mid_point_y z#=actual_mid_point_z ;"midpoint of triangle ("+actual_mid_p troint_x+","+actual_mid_point_y+","+actual_mid_point_z+")" PositionEntity sphere,x#,y#,z# UpdateWorld RenderWorld A_dist#=EntityDistance#(sphere,A) B_dist#=EntityDistance#(sphere,B) C_dist#=EntityDistance#(sphere,C) Text 500,0,x#+","+y#+","+z#+"," Text 500,20,A_dist# Text 500,50,B_dist# Text 500,80,C_dist# Flip
I am actually looking for the equidistant point bewteen all 3 corners...
Hehe told ya it was tricky :)