Difference between revisions of "Advanced C++ Programming Tutorial 3"
From Chilipedia
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=== [https://youtu.be/X9mAhFHvh-4 Tutorial 3.1] === | === [https://youtu.be/X9mAhFHvh-4 Tutorial 3.1] === | ||
<div class="mw-collapsible mw-collapsed"><br /> | <div class="mw-collapsible mw-collapsed"><br /> | ||
− | * Introduction: using the dot product for rigid body physics problems [https://youtu.be/X9mAhFHvh-4?t=0m28s 0:28] | + | * Introduction: using the vector dot product for rigid body physics problems [https://youtu.be/X9mAhFHvh-4?t=0m28s 0:28] |
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
:* E.g., ball bouncing off a wall (line in 2D) with an arbitrary inclination | :* E.g., ball bouncing off a wall (line in 2D) with an arbitrary inclination | ||
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* How to calculate the dot product [https://youtu.be/X9mAhFHvh-4?t=5m54s 5:54] | * How to calculate the dot product [https://youtu.be/X9mAhFHvh-4?t=5m54s 5:54] | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | :* Visual [http://www.falstad.com/dotproduct demo], [https://youtu.be/X9mAhFHvh-4?t= | + | :* Visual [http://www.falstad.com/dotproduct demo], [https://youtu.be/X9mAhFHvh-4?t=7m01s 7:01] |
+ | :* Angular version: a * b = ||a|| * ||b|| cos(theta) [https://youtu.be/X9mAhFHvh-4?t=8m49s 8:49] | ||
+ | :* Vector solution: a_x * b_x + a_y * b_y [https://youtu.be/X9mAhFHvh-4?t=9m36s 9:36] | ||
</div> | </div> | ||
− | + | * Most common usage: "dot with a unit vector" [https://youtu.be/X9mAhFHvh-4?t=10m51s 10:51] | |
+ | <div class="mw-collapsible-content"> | ||
+ | :* Determines how much a vector is going in the direction of the unit vector | ||
+ | </div> | ||
+ | * Calculating the rebound velocity vector off an inclined wall [https://youtu.be/X9mAhFHvh-4?t=12m43s 12:43] | ||
+ | * The most common meme in vectors: (v*w^)w^ [https://youtu.be/X9mAhFHvh-4?t=20m04s 20:04] | ||
</div> | </div> | ||
=== [https://youtu.be/cuV885XbSZY Tutorial 3.2] === | === [https://youtu.be/cuV885XbSZY Tutorial 3.2] === | ||
+ | * Introducing the simuluation setup: plank and balls [https://youtu.be/cuV885XbSZY?t=0m38s 0:38] | ||
+ | * Coding the <code>Plank</code> class [https://youtu.be/cuV885XbSZY?t=1m08s 1:08] | ||
+ | * Coding the <code>Ball</code> class [https://youtu.be/cuV885XbSZY?t=4m08s 4:08] | ||
+ | * Spawning new balls and destructing when out of bounds [https://youtu.be/cuV885XbSZY?t=5m24s 5:24] | ||
+ | * Detecting ball collision [https://youtu.be/cuV885XbSZY?t=6m06s 6:06] | ||
+ | * Resolving ball collision (bounce) [https://youtu.be/cuV885XbSZY?t=15m20s 15:20] | ||
+ | * Homework assignment [https://youtu.be/cuV885XbSZY?t=18m50s 18:50] | ||
== Links == | == Links == |
Latest revision as of 19:23, 5 April 2020
The vector dot product. This saucy little number is gonna turn your world upside down, project it, and other such bullshits. Super powerful math stuff do not missit.
Contents
Topics
Part 1
- Vector dot product
- Collision rebound physics calculation via vector operations
Part 2
- Detecting collision
- Implementing vector collision response (rebound) calculation
Video Timestamp Index
Tutorial 3.1
- Introduction: using the vector dot product for rigid body physics problems 0:28
- E.g., ball bouncing off a wall (line in 2D) with an arbitrary inclination
- Using vector operations instead of angles & trigonometry
- What is a dot product? 2:52
- Basically: take vectors j and i: how much does a line j go in the direction of i
- If j and i are perpendicular, their dot product is 0
- How to calculate the dot product 5:54
- Most common usage: "dot with a unit vector" 10:51
- Determines how much a vector is going in the direction of the unit vector
Tutorial 3.2
- Introducing the simuluation setup: plank and balls 0:38
- Coding the
Plank
class 1:08 - Coding the
Ball
class 4:08 - Spawning new balls and destructing when out of bounds 5:24
- Detecting ball collision 6:06
- Resolving ball collision (bounce) 15:20
- Homework assignment 18:50
Links
Homework
Fix the funky bug in the collision code.