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<article>
<h1>Rigidbody in 3D</h1>
<section>
- <section>
- <h2>
- Live Example
- </h2>
- <div class="opengl_canvas_container">
- <canvas id="gl_canvas" width="800" height="600"></canvas>
- <button id="gl_canvas_play" class="play_button">
- Play
- </button>
- <button id="gl_canvas_stop" class="stop_button">
- Stop
- </button>
- </div>
-
- <footer id="references">
- <h2>References</h2>
- <ul>
- </ul>
- </footer>
- </section>
+ <section>
+ <h2>Quaternion Time</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>)
+ <br/><br/>
+
+ </p>
+ </section>
+ <section>
+ <h2>
+ Live Example
+ </h2>
+ <p>
+ <button id='force_apply'>Click Me</button>
+ </p>
+ <div class="opengl_canvas_container">
+ <canvas id="gl_canvas" width="800" height="600"></canvas>
+ <button id="gl_canvas_play" class="play_button">
+ Play
+ </button>
+ <button id="gl_canvas_stop" class="stop_button">
+ Stop
+ </button>
+ </div>
+
+ <footer id="references">
+ <h2>References</h2>
+ <ul>
+ </ul>
+ </footer>
+ </section>
</article>
</main>
</body>