From 5c613a10364f30bd6add25f7950433f0c482c3ca Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Sun, 31 Oct 2021 13:54:11 -0400 Subject: (mkosarek) Working undamped spring motion --- 3d/rigidbody.html | 10 ++++++++-- 3d/rigidbody.html.content | 8 ++++++-- 2 files changed, 14 insertions(+), 4 deletions(-) (limited to '3d') 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 @@
  • Rectangle-Rectangle
  • Separating Axis Theorem
  • +
  • +
  • Softbody
  • @@ -69,9 +71,13 @@

    Rigidbody in 3D

    -

    Quaternion Time

    +

    Quaternions

    + +
    +
    +

    Quaternions

    - 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 this article. 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: Dance's With Code Website) + 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 this article. 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: Dance's With Code Website)

    diff --git a/3d/rigidbody.html.content b/3d/rigidbody.html.content index 5a3eca2..1a7150c 100644 --- a/3d/rigidbody.html.content +++ b/3d/rigidbody.html.content @@ -18,9 +18,13 @@

    Rigidbody in 3D

    -

    Quaternion Time

    +

    Quaternions

    + +
    +
    +

    Quaternions

    - 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 this article. 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: Dance's With Code Website) + 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 this article. 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: Dance's With Code Website)

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