[gameprogrammer] Math Question
- From: "Edilson Vasconcelos de Melo Junior" <dirso@xxxxxxxxxxxxxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Sun, 9 Sep 2007 22:08:03 -0300
Hi,
I need some help to verify if my theory is correct
1) I have a rigid body and I apply a force in its back, then if a
change it's orientation (to a new quaternion), may I multiply the 3D vector
force for the rotational matrix extracted from this quaternion to keep
applying this force to it's back?
2) This rigid body has a VectorRight (pointing to the right side of
the movement), when I change the body's direction, if I multiply the 3D
VectorRight again by the ratational matrix (from item 1) will it keep
pointing to the right side of the movement? (I'm pretty sure it's the same
question as above, but I had to ask anyway)
3) This body has a velocity V and I need to know the component of this
velocity is paralel to the VectorRight. I thought about normalize V and
dotProduct it with the VectorRight. But I think I'll have math issues with
this approach, since I can't guarantee if the angle between those vectors is
less than PI/2
Any help would be really appreciated,
Dirso
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