3D sphere oblique impacts calculations

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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

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

During the collision the the momentum

[itex]\Delta p = k \cdot \Delta r[/itex]

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

[itex]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[/itex]

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