public float getConcentration(float x, float z) //"based" on the model from the article that Gustav sent us { float distPow2 = MathFloat.Pow(x - xCord, 2) + MathFloat.Pow(z - zCord, 2); //calculates the dist^2 just to make the next row more readable float c = i_0 + max * MathFloat.Exp(-distPow2 / d); //calculatates c return(c); }
public float GradZ(float x, float z) { float dist = -MathFloat.Pow(x - xCord, 2) - MathFloat.Pow(z - zCord, 2); return(-2 * MathFloat.Exp(dist / d) * (z - zCord) / d); }