SonOfLilit@[EMAIL PROTECTED]
wrote:
> In a program that I am writing, there is a plane with rectangular
> objects on it. The user can drag these objects with the mouse,
> resulting in a spring attaching the mouse pointer to the dragged
> object and the object moving accordingly.
>
> Now, I've got translational movement working pretty perfect, but I
> just cannot seem to figure out angular movement.
>
> I could wait for next semester (taking physics and differential
> equations), but I want the program working ASAP (it's pretty urgent
> for me), so I'd rather complete it now.
>
> A few DAYS of googling gave a lot of results on the 3D case, which I
> just can't grasp (due to missing physics AND math) and can't find
> anybody who'd be willing to reduce it to the 2D case for me. I also
> found a lot of open source code that does it, but nothing both 2D and
> with angular movement.
>
> Here are a few google results that might help anyone with physics and
> math background remember the solution quickly:
>
> http://www.euclideanspace.com/threed/games/options/timestep/index.htm
> http://www.gaffer.org/game-physics/physics-in-3d
> http://www.euclideanspace.com/physics/kinematics/angularvelocity/
You haven't really said what it is what problem you're trying to solve
and where you got stuck. What exactly is the difficulty you're running
into? You talk about implementing Runge-Ketta, so it seems that you're
familiar with some calculus ... so where are you getting stuck? The
equations for translational and rotational kinematics are very
analogous, with the exception of relating torque to force (tau = r cross
F) and the moment of inertia (dI = r^2 dm).
--
Erik Max Francis && max@[EMAIL PROTECTED]
&& http://www.alcyone.com/max/
San Jose, CA, USA && 37 20 N 121 53 W && AIM, Y!M erikmaxfrancis
Then you give me that Judas Kiss / Could you hurt me more than this
-- Lamya


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