Recent content by gogreengo

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    Calculating event time using gsl_poly_solve_quadratic

    ..bump.. Sorry for bumping this post, but I'm getting really desperate here and any ideas/input that anyone can provide here would be greatly appreciated. Cheers, Lark
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    Calculating event time using gsl_poly_solve_quadratic

    So I'm still unable to solve this problem. I am a little closer and I have gained additional understanding but still can not find a suitable solution. I'll see if I can explain what is now occurring. For the SWp EJ I am now using the formula: [FONT="Courier New"]numRoots =...
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    Collision Response - sphere/plane & finding plane normal.

    @mfb, excellent, many thanks!
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    Collision Response - sphere/plane & finding plane normal.

    Following on from my (still not quite solved) question here: Calculating event time using gsl_poly_solve_quadratic I'm now looking to calculate the collision response (new linear velocity vector) for the sphere after a collision with a line (rail). The current code I'm extending has two...
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    Calculating event time using gsl_poly_solve_quadratic

    And it seems so obvious now that you point it out for me :) Indeed it was sign error causing the crazy placement of the line and after some trial and error I've now got a SW pocket East jaw that is where I expect it. I still have issues but it is much closer. Thanks for your help so far.
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    Calculating event time using gsl_poly_solve_quadratic

    Excellent suggestion (I have no idea why I didn't simplify the problem initially). So I've removed all except the South West pocket East jaw - no other rails or pockets. I get this effect: Note how as I move the cue ball the line also moves. The line is showing where a cue ball collision would...
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    Calculating event time using gsl_poly_solve_quadratic

    I totally understand - it's difficult to describe. Here is an illustration that shows what I was trying to say: When the cue ball is off the table as shown, I can get collisions to be 'predicted' near where the red lines are.. I understand this is probably not very useful, but I'm...
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    Calculating event time using gsl_poly_solve_quadratic

    I rarely just say "it doesn't work" but in this case it's hard to describe what is happening. To find those two jaws I need to remove the pockets and move the ball off the table (through the SW pocket) once there I can get a collision to be detected as certain points beyond the pocket (not...
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    Calculating event time using gsl_poly_solve_quadratic

    I haven't had any success with this still. I expect I have not understood what you suggested.. For the SW pocket E jaw I had: numRoots = gsl_poly_solve_quadratic(-0.5 * mu * Table::g * (u_hat.y + u_hat.x), v.x + v.y, -r.x - r.y + cp_width - ball.getRadius(), &root1, &root2); And after...
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    Calculating event time using gsl_poly_solve_quadratic

    Hey mfb, Huge thanks for your time! That was slack of me, I was just reusing some art work and the axis are rotated. I've amended the illustrations in my previous post to show the rails and axis. Ok, I won't pretend to understand exactly why and what these changes do but I think I get the...
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    Calculating event time using gsl_poly_solve_quadratic

    Additional information I suppose I should also explain how I see my changes working and perhaps someone might see where I've gone wrong. Note that the diagrams are basically hand drawn illustrations and are not supposed to be to scale or accurate in any way. Looking at the east jaw...
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    Calculating event time using gsl_poly_solve_quadratic

    Hi all, First off, I apologise if this is the incorrect section for this post and for my lack of maths skills and my ignorance. I've have been struggling with this issue for a few weeks now without success so I'm turning to you experts for any assistance/guidance you can provide. I am...
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