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author | Matthew Kosarek <mattkae@protonmail.com> | 2021-10-31 13:54:11 -0400 |
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committer | Matthew Kosarek <mattkae@protonmail.com> | 2021-10-31 13:54:11 -0400 |
commit | 5c613a10364f30bd6add25f7950433f0c482c3ca (patch) | |
tree | af8f6e481b6400329eca12bd8cdb35e0237d63af /3d/rigidbody.html | |
parent | a214b4f8977a4b115710b5c9d152b392ac8e24f7 (diff) |
(mkosarek) Working undamped spring motion
Diffstat (limited to '3d/rigidbody.html')
-rw-r--r-- | 3d/rigidbody.html | 10 |
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> |