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===Cube_quaternion=== Here we construct the wall-clock. First we recognize that the time required for the ellipsoid to complete "5 spins" is, as calculated above, TIME = 20/|Ω<sub>EFE</sub>|. We have also dictated that the "minute hand" on the clock will complete one full cycle — that is, it will spin through an angle that starts at 0° and runs to γ = 360° — every 4 TIME units. While watching the ellipsoid spin five times, the "minute hand" must complete M = 5/|Ω<sub>EFE</sub>| cycles. We have chosen to model the motion of the "minute hand" by breaking each cycle (360°) into 16 equal divisions, that is, we have chosen to set Δγ = 360°/16 = 22.5°. This also means that the number of discrete time values will be INT(M × 16) + 1 = INT(80/|Ω<sub>EFE</sub>|) + 1. <table border="0" align="center" cellpadding="10"><tr> <td align="left"> <table border="1" align="center" cellpadding="8"> <tr> <td align="center" colspan="3">To be used in the<br />Quaternion Array</td> </tr> <tr> <td align="center">γ (degrees)</td> <td align="center">sin γ</td> <td align="center">cos γ</td> </tr> <tr> <td align="right">-90.0</td> <td align="right">-1.0000</td> <td align="right">0.0000</td> </tr> <tr> <td align="right">-112.5</td> <td align="right">-0.9239</td> <td align="right">-0.3827</td> </tr> <tr> <td align="right">-135.0</td> <td align="right">-0.7071</td> <td align="right">-0.7071</td> </tr> <tr> <td align="right">-157.5</td> <td align="right">-0.3827</td> <td align="right">-0.9239</td> </tr> <tr> <td align="right">-180.0</td> <td align="right">0.0000</td> <td align="right">-1.0000</td> </tr> <tr> <td align="right">-202.5</td> <td align="right">0.3827</td> <td align="right">-0.9239</td> </tr> <tr> <td align="right">-225.0</td> <td align="right">0.7071</td> <td align="right">-0.7071</td> </tr> <tr> <td align="right">-247.5</td> <td align="right">0.9239</td> <td align="right">-0.3827</td> </tr> <tr> <td align="right">-270.0</td> <td align="right">1.0000</td> <td align="right">0.0000</td> </tr> <tr> <td align="right">-292.5</td> <td align="right">0.9239</td> <td align="right">0.3827</td> </tr> <tr> <td align="right">-315.0</td> <td align="right">0.7071</td> <td align="right">0.7071</td> </tr> <tr> <td align="right">-337.5</td> <td align="right">0.3827</td> <td align="right">0.9239</td> </tr> <tr> <td align="right">0.0</td> <td align="right">0.0000</td> <td align="right">1.0000</td> </tr> <tr> <td align="right">-22.5</td> <td align="right">-0.3827</td> <td align="right">0.9239</td> </tr> <tr> <td align="right">-45.0</td> <td align="right">-0.7071</td> <td align="right">0.7071</td> </tr> <tr> <td align="right">-67.5</td> <td align="right">-0.9239</td> <td align="right">0.3827</td> </tr> </table> </td> <td align="left"> <table border="1" align="center" cellpadding="8"> <tr> <th align="center" colspan="4">''Clock''</th> </tr> <tr> <td align="center">Model</td> <td align="center">"Minute Hand"<br />Cycles</td> <td align="center">Discrete<br />Steps</td> <td align="center">N/A</td> </tr> <tr> <td align="center">b41c385</td> <td align="center">9.1261</td> <td align="center">147</td> <td align="center">---</td> </tr> <tr> <td align="center" bgcolor="lightblue">b74c692</td> <td align="center" bgcolor="lightblue">7.8278</td> <td align="center" bgcolor="lightblue">126</td> <td align="center" bgcolor="lightblue">---</td> </tr> <tr> <td align="center">b90c333</td> <td align="center">11.1817</td> <td align="center">179</td> <td align="center">---</td> </tr> <tr> <td align="center">b28c256</td> <td align="center">10.9487</td> <td align="center">176</td> <td align="center"></td> </tr> </table> </td></tr></table> As we have [[Appendix/Ramblings/RiemannMeetsOculus#Final_Touches|detailed in a parallel discussion]], at each discrete time step, the equivalent '''<matrix>''' instruction should be of the form, <table border="0" align="center" cellpadding="8"><tr><td align="center"><matrix>[ 0 ] [ 0 ] [ -S<sub>x</sub> ] [ T<sub>x</sub> ] [ S<sub>y</sub> · sin(γ) ] [ S<sub>y</sub> · cos(γ) ] [ 0 ] [ T<sub>y</sub> ] [ S<sub>z</sub> · cos(γ) ] [ -S<sub>z</sub> · sin(γ) ] [ 0] [ T<sub>z</sub> ] [ 0 ] [ 0 ] [ 0 ] [ 1 ]</matrix> .</td></tr></table> Note that after the clock was originally built as a separate object for these visual scenes, I realized that I needed the starting angle for both hands to be γ = +270° = -90° in order for them to be properly registered at 0<sup>h</sup>0<sup>m</sup> at the start of each animation. This is why the table of signs and cosines (immediately above) starts at -90°.
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