Hi all,
Was wondering if the 3-dimensional equivalent to Quaternion has a name? And why does it seem like (at least for me) that only the groups, who’s number of values it holds is 2^n (where n is a integer value), are more intensively used compared to those who’s value count is not 2^n? I am...
Sorry didn't meant for anyone to do the work for me, just point at a formula for calculating the inertia for a triangle around its center of mass. Because I have had no luck finding one.
How do I actually go about and calculate the moment of inertia for an individual triangle, assuming there is a simpler method than using the algorithm for “star-shaped” polygons?
Sorry to bring the subject back up again, but if I where to write an algorithm for triangulated polygons how would I calculate the polygon’s inertia from the triangles?
Sorry, I am not following... If I am using [m^2] as unit area and [kg] as unit mass how can I regulate the calculated inertia [kgm^2], for any given density [kg/m^2]?
Ok, many thanks. I have tested the algorithm but for some reason it calculates a moment of inertia that is 10000 times greater then the excepted value. For example when I use it for a square, with the sides 100, it resolves the value 16666666.66... but if I am not mistaken the correct value...
As I mentioned before the polygons are in a 2D system, which limits their rotation to one axle, therefore calculating a single inertia is sufficient.
And yes dealing with triangles are a lot simpler but the process of triangulating a polygon seems very difficult, especially if it also should...
By continuous mass I mean that the polygon consists of mass elements/points which are connected to each other with constant density.
And the moment of inertia should be relative to the polygon's centroid, which is already known.
But the polygon has a continuous area/mass shouldn’t it then be possible to use a method which resolves the inertia by calculating the polygon's total mass and centroid?
How can one calculate the moment of inertia of a polygon? Assuming that one knows the polygon’s vertexes which in turn are connected by straight lines in a 2D system? If the calculation is possible without triangulating the polygon, is it then also possible to use the same method with complex...
Hi,
I am interested in knowing how to calculate the elasticity between two objects when colliding. Let’s say I have object A and B with different “elasticises” constants. Do I then simply combine their values by adding them together and divide by two?
EDIT: Assuming that the objects’...