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Question by udk_lethal_d0se · Sep 29, 2016 at 07:04 PM · c#spherenormalsarc

How to calculate the surface normal Vector3 between two Vector3's on a Sphere.

Hi all,

I'm currently placing objects on the surface of a sphere, and can already calculate the point between the two object positions (using the code below). I have a Line Renderer drawing a line from point A to C, with the calculated point being B, however, how can I calculate the surface normal position of point B so my line will arc across the sphere?

 public static void CreateLink(GameObject linkModeTarget)
 {
     Vector3 pos = Vector3.Lerp(linkModeParent.transform.GetChild(0).position, linkModeTarget.transform.GetChild(0).position, 0.5f);
     
     LineRenderer linkModePrefabOptions = linkModePrefab.transform.GetChild(0).GetComponent<LineRenderer>();
     linkModePrefabOptions.SetPosition(0, linkModeParent.transform.GetChild(0).position);
     linkModePrefabOptions.SetPosition(1, pos);
     linkModePrefabOptions.SetPosition(2, linkModeTarget.transform.GetChild(0).position);
 }

This is the current result: alt text

And this is what I'm after: alt text

Thanks for having a look.

sphere-current.jpg (24.8 kB)
sphere-desired.jpg (19.9 kB)
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Answer by flaviusxvii · Sep 29, 2016 at 09:44 PM

Let SC be the center of the sphere.

Let BB be 'bad B', the B you currently have.

Let R be the radius of the sphere

B = SC + ((BB - SC).normalized * R)

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avatar image udk_lethal_d0se · Sep 29, 2016 at 11:30 PM 0
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Excellent, works wonderfully. Thank you very much.

avatar image flaviusxvii udk_lethal_d0se · Sep 30, 2016 at 06:14 PM 0
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No problem. Good luck with your project.

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