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diff --git a/3d/rigidbody.html b/3d/rigidbody.html index db91bd0..68244de 100644 --- a/3d/rigidbody.html +++ b/3d/rigidbody.html @@ -69,26 +69,37 @@ <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> |