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Scott, thanks for the links. I don't know why I didn't think of
quaternions. (Well, maybe because I've never used them!)
Given the rotation axis (the sum of pseudo-torque vectors), the problem
remains of determining what angle to turn about that axis. Maybe I'll
simply use a small constant angle -- resulting in the animation that I
keep saying I don't want to make!
... Hm, I can start with an arbitrary step-angle of 1 radian, say, and
reduce it after each round by the fraction of the population for which
the torque-vector has a negative dot product with its predecessor ...
--
*\\* Anton Sherwood *\\* www.bendwavy.org
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