Having problem in crossproduct, dotproduct.

  • Context: Undergrad 
  • Thread starter Thread starter danong
  • Start date Start date
Click For Summary
SUMMARY

The discussion focuses on the application of angular momentum in rigid body collision simulations, specifically addressing the confusion between cross product and dot product in the equation L = p x r = I (w2 - w1). The user clarifies that in a 2D system, the third coordinate is ignored, and emphasizes that the angular momentum should be calculated using the cross product of momentum (p) and the position vector (r), not the dot product. The user ultimately resolves their confusion by confirming the correct use of the cross product in this context.

PREREQUISITES
  • Understanding of angular momentum and its mathematical representation
  • Familiarity with vector operations, specifically cross product and dot product
  • Knowledge of rigid body dynamics and collision physics
  • Basic grasp of 2D and 3D coordinate systems in physics
NEXT STEPS
  • Study the mathematical properties of cross product and dot product in vector calculus
  • Explore rigid body dynamics simulations using tools like Unity or Blender
  • Learn about angular momentum conservation in collision scenarios
  • Investigate the role of normal vectors in collision response calculations
USEFUL FOR

Physics students, game developers, and engineers involved in simulations of rigid body dynamics and collision reactions.

danong
Messages
43
Reaction score
0
[SOLVED] Having problem in crossproduct, dotproduct.

Sorry, i have a lil problem in solving for some math in physics equation.
I'm doing simulation of rigid body collision reaction,
and i applied the angular momentum,
which is L = p x r = I ( w2 - w1);
where p = mv is the impact of the collision,
w1,w2 is the angular velocity.
r be the vector from the center of body to the collision point.

I'm wondering if the eq is p x r,
in a 2D system, the third coordinate system is ignored.
and in some circumstances,
i let the equation to be reformed into something like p * n x r,
where n is the reflect/normal vector at the collision point.
since p x r is actually the cross-product,
but some books are telling me to take dotproduct of it,

i'm wondering and hoping to seek for help.

Thanks in advance.
 
Physics news on Phys.org
L=p x r= pr sin (a), where a is the smaller angle between p and r. The resultant vector L requires and resides in a third dimension by definition. The angular velocity omega (w), parallel to L, also lies in this third dimension.

Given p (momentum) and r (momentum arm), you do not find the angular momentum by taking their "dot product."

What two-dimensional system did you have in mind?
 
bleessh i just found that i got it figured, just it skipped few steps n i did proved it, not actually dotproduct of them, but cross of them ^^
 

Similar threads

  • · Replies 1 ·
Replies
1
Views
2K
  • · Replies 30 ·
2
Replies
30
Views
5K
  • · Replies 6 ·
Replies
6
Views
2K
  • · Replies 9 ·
Replies
9
Views
2K
  • · Replies 20 ·
Replies
20
Views
2K
  • · Replies 4 ·
Replies
4
Views
2K
  • · Replies 22 ·
Replies
22
Views
5K
  • · Replies 3 ·
Replies
3
Views
2K
  • · Replies 20 ·
Replies
20
Views
3K
  • · Replies 4 ·
Replies
4
Views
2K