Finding the force vector of an object with angular velocity

Click For Summary
SUMMARY

The discussion centers on calculating the force vector of a colliding object with angular velocity, specifically two cubes in a physics engine context. When one cube collides with another stationary cube, the force vector aligns with the direction of the moving cube. However, when angular velocity is involved, the calculation requires applying the principles of conservation of momentum and conservation of angular momentum, rather than directly determining the force vector. Key parameters such as mass, location, and both angular and linear speeds are essential for accurate calculations.

PREREQUISITES
  • Understanding of conservation of momentum
  • Familiarity with conservation of angular momentum
  • Knowledge of linear and angular velocity concepts
  • Basic principles of collision physics
NEXT STEPS
  • Study the principles of conservation of momentum in collisions
  • Learn about calculating angular momentum and its effects during collisions
  • Explore physics engine frameworks like Unity or Unreal Engine for practical application
  • Investigate methods for calculating force vectors in dynamic systems
USEFUL FOR

Game developers, physics simulation engineers, and students interested in applying physics principles to game mechanics will benefit from this discussion.

1101
Messages
23
Reaction score
0
So let's say i have two cubes. If one of them slams into the other (assuming it isn't moving at all) then the force vector is just going to be the direction the first cube was moving in correct? But say that this first cube also had angular velocity on some arbitrary axis, in other words it's rotating. How exactly would I find the force vector in this case? I don't know the torque of this collision but I do know the displacement vector. I also know the masses, locations, angular/linear speeds, and other general information (i realize this is pretty ambiguous) about the cubes. I'm trying to make a physics engine for a game and I don't have a huge background in physics or anything.
 
Physics news on Phys.org
hi 1101! :smile:

i don't know what you mean by the force vector …

force doesn't really come into it …

you need conservation of momentum and also conservation of angular momentum :wink:

1101 said:
So let's say i have two cubes. If one of them slams into the other (assuming it isn't moving at all) then the force vector is just going to be the direction the first cube was moving in correct? But say that this first cube also had angular velocity on some arbitrary axis, in other words it's rotating. How exactly would I find the force vector in this case? I don't know the torque of this collision but I do know the displacement vector. I also know the masses, locations, angular/linear speeds, and other general information (i realize this is pretty ambiguous) about the cubes. I'm trying to make a physics engine for a game and I don't have a huge background in physics or anything.
 

Similar threads

  • · Replies 8 ·
Replies
8
Views
773
  • · Replies 5 ·
Replies
5
Views
2K
  • · Replies 10 ·
Replies
10
Views
2K
  • · Replies 2 ·
Replies
2
Views
2K
  • · Replies 20 ·
Replies
20
Views
3K
  • · Replies 4 ·
Replies
4
Views
2K
  • · Replies 13 ·
Replies
13
Views
3K
  • · Replies 35 ·
2
Replies
35
Views
5K
  • · Replies 15 ·
Replies
15
Views
3K
  • · Replies 1 ·
Replies
1
Views
2K