summaryrefslogtreecommitdiff
path: root/3d/rigidbody.html
diff options
context:
space:
mode:
authorMatthew Kosarek <mattkae@protonmail.com>2021-10-31 13:54:11 -0400
committerMatthew Kosarek <mattkae@protonmail.com>2021-10-31 13:54:11 -0400
commit5c613a10364f30bd6add25f7950433f0c482c3ca (patch)
treeaf8f6e481b6400329eca12bd8cdb35e0237d63af /3d/rigidbody.html
parenta214b4f8977a4b115710b5c9d152b392ac8e24f7 (diff)
(mkosarek) Working undamped spring motion
Diffstat (limited to '3d/rigidbody.html')
-rw-r--r--3d/rigidbody.html10
1 files changed, 8 insertions, 2 deletions
diff --git a/3d/rigidbody.html b/3d/rigidbody.html
index ead43d0..e5b0270 100644
--- a/3d/rigidbody.html
+++ b/3d/rigidbody.html
@@ -26,6 +26,8 @@
<li><label>Collisions</label></li>
<li><a title="/2d/_collisions/rectangle_rectangle.html" href="/2d/_collisions/rectangle_rectangle.html">Rectangle-Rectangle</a></li>
<li><a title="/2d/_collisions/polygon_polygon.html" href="/2d/_collisions/polygon_polygon.html">Separating Axis Theorem</a></li>
+ <li><label>Softbody</label></li>
+ <li><a title="/2d/softbody/softbody_1.html" href="/2d/softbody/softbody_1.html">Softbody</a></li>
</ul>
</li>
<li>
@@ -69,9 +71,13 @@
<h1>Rigidbody in 3D</h1>
<section>
<section>
- <h2>Quaternion Time</h2>
+ <h2>Quaternions</h2>
+
+ </section>
+ <section>
+ <h2>Quaternions</h2>
<p>
- I hate to start off the article like this. I really do. But it really wouldn't be a discussion of 3D simulation if we didn't jump right into quaternions. Before I start, however, I recommend you take a look at <a href='https://www.3dgep.com/understanding-quaternions'>this article</a>. Quaternions have been written about over and over throughout the years (and I have read many articles about them over and over throughout the years), so I will not waste your time describing every single detail here. The article that I linked to should provide you enough information to begin to understand what quaternions are and why they're important. That being said, I will provide a brief intro to quaternions here, as well as my own C++ implementation of their algebra. (This article is also quite useful: <a href='http://danceswithcode.net/engineeringnotes/quaternions/quaternions.html'>Dance's With Code Website</a>)
+ A discussion of 3D physics simulation woudl not really wouldn't be a discussion of 3D simulation if we didn't jump right into quaternions. Before I start, however, I recommend you take a look at <a href='https://www.3dgep.com/understanding-quaternions'>this article</a>. Quaternions have been written about over and over throughout the years (and I have read many articles about them over and over throughout the years), so I will not waste your time describing every single detail here. The article that I linked to should provide you enough information to begin to understand what quaternions are and why they're important. That being said, I will provide a brief intro to quaternions here, as well as my own C++ implementation of their algebra. (This article is also quite useful: <a href='http://danceswithcode.net/engineeringnotes/quaternions/quaternions.html'>Dance's With Code Website</a>)
<br/><br/>
</p>