Recent content by MTK

  1. M

    Calculating a Collision of Two Rotating Objects

    I figured it out by this website (Link) The only problem is that it does not account for friction.
  2. M

    Calculating a Collision of Two Rotating Objects

    I am trying to find a way to calculate a collision of two objects with rotation. I only managed to find two explanations on the internet, and even they didn't consider friction. I do know these things that may be helpful: velocity vectors of the objects velocity vectors of the colliding...
  3. M

    How can I calculate post-collision rotation in my physics engine?

    I am thinking that it might actually be best to have am impulse function (similar to the apply force function), that would set the velocity of a certrain point (instead of increasing or decreasing it) in the object to a specified value, and calculating the velocity ant rotation from that.
  4. M

    How can I calculate post-collision rotation in my physics engine?

    I implemented collisions with walls in my Java physics engine, complete with elasticity and friction, but I am not sure how to calculate the post-collision rotation. Maybe you can help? Here is the wall collision method (if you can understand it) : public void processWallCollision(Vector...
  5. M

    Formula/Algorithm to apply force to an arbitrary point on a polygon

    Now I need to implement bouncing off the walls...
  6. M

    Formula/Algorithm to apply force to an arbitrary point on a polygon

    I figured out the problem, I forgot to convert meters to pixels and seconds to frames in a few places. Now the simulation feels much more correct.
  7. M

    Formula/Algorithm to apply force to an arbitrary point on a polygon

    I am still wondering if this is all correct, because if I apply force to the edge of an object in my simulation, it accelerates sideways, but hardly spins at all. This is nothing like what I observe in real life or this applet: http://www.myphysicslab.com/collision.html And these are my...
  8. M

    Formula/Algorithm to apply force to an arbitrary point on a polygon

    But my Vector class is 2D, but it appears that the cross product must be 3D. But when to think of it, only the Z axis could be perpendicular to the x, y plane, so can I just calculate the Z axis and ignore X and Y? And how exactly do you convert a 3D vector into a scalar rotation value?
  9. M

    Formula/Algorithm to apply force to an arbitrary point on a polygon

    So, for example, if I have a circular object, and I apply a force right on the edge (like a tangent on the egde of the circle), will that apply just as much linear acceleration as pushing the circle right in the middle?
  10. M

    Formula/Algorithm to apply force to an arbitrary point on a polygon

    Then how do you explain this?
  11. M

    Formula/Algorithm to apply force to an arbitrary point on a polygon

    So I made it that only the component of the force vector that is parallel with the coener of mass causes linear acceleration. But I still don't know how to tell the ratio of linear to angular acceleration caused by the perpendicular component, and how to know how much torque is produced.
  12. M

    Formula/Algorithm to apply force to an arbitrary point on a polygon

    I found this: http://en.wikipedia.org/wiki/File:Torque,_position,_and_force.svg So from this I understand that if the force is all parallel, then there is no rotation and all acceleration is linear, and if it is all perpendicular, then the linear/angular ratio depends somehow on the mass, mass...
  13. M

    Formula/Algorithm to apply force to an arbitrary point on a polygon

    I am trying to code a 2D rigid body physics engine in Java, and I am having some trouble figuring out how an object will move and rotate if the force is off-center. Basically, what I can't seem to figure out is a way to find out the x, y, and rotational acceleration when a force is applied at...
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