3D sphere oblique impacts calculations

AI Thread Summary
The discussion focuses on transitioning collision calculations from 2D to 3D for a physics simulator, specifically for sphere impacts. The main challenge is determining the velocity components relative to the collision line in 3D. Key factors affecting the calculations include whether the collisions are rigid or not, elastic or inelastic, and whether friction is present. The conversation emphasizes using the coefficient of restitution to calculate final velocities and kinetic energy during collisions. Understanding these principles is essential for accurately simulating 3D sphere collisions.
Logan Blinco
Hello,

Im creating a physics simulator and I am struggling to expand my collisions from 2D to 3D. In 2D the velocity only changes parallel to the line of center so I presume this is the same for 3D.I can get a Cartesian equation of line but I am not sure how to get the velocity component relative to this line.

So my question is how can I create a relative axis which would let me use linear momentum conservation or more generically how to Calculate the final velocity of 3D sphere collisions.
 
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It depends: Rigid or not rigid? Elastic or inelastic? Friction or no friction? ...
 
DrStupid said:
It depends: Rigid or not rigid? Elastic or inelastic? Friction or no friction? ...
Rigid.Using coefficient of Restitution and no friction.
 
Logan Blinco said:
Rigid.Using coefficient of Restitution and no friction.

OK, let's say p is the momentum of one of the two sphere in their common rest frame. Than the corresponding initial total kinetic energy is

E = \frac{{p^2 }}{2} \cdot \left( {\frac{1}{{m_1 }} + \frac{1}{{m_1 }}} \right)

During the collision the the momentum

\Delta p = k \cdot \Delta r

is exchanged, where ##\Delta r## is the distance between the spheres. This results in the final kinetic energy

E' = \frac{{\left( {p + k \cdot \Delta r} \right)^2 }}{2} \cdot \left( {\frac{1}{{m_1 }} + \frac{1}{{m_1 }}} \right) = e^2 \cdot E

where e is the coefficient of restitution. Now you just need to solve for k and and calculate the resulting velocities.
 
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