Abstract explosion modelling - how to?

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SUMMARY

This discussion focuses on modeling an explosion in a simplified program, specifically the movement and rotation of an object affected by the explosion in a void. The explosion is conceptualized as an infinite number of forces originating from a point, with the object's movement being inversely proportional to its distance from this origin. The rotation is calculated using the nearest surface plane of the object and involves determining the tortional force and the axis of rotation. The discussion also references Krash Explosion modeling, a technique in computational fluid dynamics (CFD) for simulating shock fronts in fluid dynamics.

PREREQUISITES
  • Understanding of 3D vector mathematics
  • Familiarity with rotational dynamics and torque calculations
  • Knowledge of computational fluid dynamics (CFD) principles
  • Basic concepts of shock wave propagation and pressure-density relationships
NEXT STEPS
  • Research equations for 3D motion under varying forces
  • Study rotational dynamics in rigid body motion
  • Explore Krash Explosion modeling techniques in CFD
  • Learn about shock wave equations and their applications in fluid dynamics
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Game developers, physicists, and engineers interested in simulating explosions and object dynamics in a void environment.

Krash
I want to model an extremely simplified explosion in a little program I have. All I want to do is accurately model the movement of a single object affected by this explosion in a void.

Here's how I'm thinking about things so far. I'd appreciate it if people could tell me whether I'm on the right track or not.

- Model the "explosion" as an infinite number of forces of equal magnitude, originating from a point in space.
- The movement of the object is along the 3d line between the object's center of mass and the origin of the explosion, and is inversely proportional to it's distance from that origin.

The rotation of the object has me a little stumped, but I think this would be accurate:
- Take the surface of the object nearest the explosion, and find the infinite 3d plane of which it is a part.
- Find the perpendicular distance between that plane and the origin. This becomes the magnitude of the tortional force.
- Find the point on the plane which this perpendicular strikes, and find it's distance from the object's center of mass. This, combined with the above magnitude, allows the calculation of the speed at which the object will now spin.
- The axis of rotation is the line perpendicular to both the extended plane and it's initial perpendicular, passing through the object's center of mass.

Is all that accurate, assuming the object is a regular polyhedron? The calculations would obviously be more complex if I wanted to include such things as gravity, air, temperature, etc, but I don't. I just want a few polygons to fly away from a point in a realistic fashion.

Assuming that it is accurate, can someone point me in the direction of the equations for finding the values I'd need? I'd prefer them in cartesian coordinates, but polar would do...

- Krash
 
Physics news on Phys.org
Explosion modeling is a technique used in computational fluid dynamics (CFD) to simulate the propagation of an explosion in a fluid. The explosion is usually modeled as a shock front traveling at a constant speed. The shock wave is modeled as a discontinuity in the pressure and density fields.

A shock front can be defined as a point on a pressure-density curve where the pressure and density change discontinuously. The propagation of the shock front is a one-dimensional adiabatic process.

The shock front expansion is a result of a pressure drop across the shock front. The pressure drop across a shock front is a function of the density of the fluid. As the fluid tries to reach equilibrium, the density decreases, which causes the shock front to propagate.
 

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