How Do Elastic Collisions in 2D Affect Velocity and Rotation?

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SUMMARY

This discussion focuses on the implementation of elastic collisions in 2D physics simulations, specifically addressing velocity and rotation calculations. Key equations discussed include the transformation of velocities using the impulse formula: v'1 = v1 - (j / m1) * n and v'2 = v2 + (j / m2) * n. The conversation highlights the importance of correctly applying the normal vector (n) and the coefficient of friction in these calculations. Additionally, participants emphasize the need for clear definitions of variables and conditions to facilitate understanding and troubleshooting.

PREREQUISITES
  • Understanding of 2D physics principles, specifically elastic collisions
  • Familiarity with impulse and momentum equations in physics
  • Knowledge of vector mathematics, including normal vectors
  • Basic programming skills for implementing physics simulations
NEXT STEPS
  • Research the derivation of the impulse-momentum theorem in elastic collisions
  • Learn about the role of normal vectors in collision physics
  • Study the implementation of friction in physics simulations, including the coefficient of friction
  • Explore the effects of inertia on rotational motion in 2D simulations
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Game developers, physics simulation engineers, and anyone involved in creating realistic 2D motion dynamics will benefit from this discussion.

Isawyou0
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Hi all!
I'm developping a program, I wish if somebody helps me since I'm not good in physics, we know that:
v'1=v1-(j / m1)*n
v'1=v2+(j / m2)*n
1) when we use negative and positive sign? if we change them, there is error sometimes.
2)In 2d, do I have to calculate vx, and vy separately, what about n normal vector? should I do the same or use the magnitude?
And here we talk about relative velocity of j=-(1+e)*rV/1/m1+1/m2,calculate just magnitude or vx and vy, but doe'snt going to work in rotation:
w'=w+j/i*r*n;
j=j=-(1+e)*rV/(1/m1+1/m2)*n^2*r^2/I*n^2*r^2/I;there will be no wx and wy for vx and vy, I guess magnitude here?
3) Can somebody demonstrate to me how the heck do we passed from:
Vf = Vi+ 2m(vi-Vi)/(m+M);to:
vf=vi-(j / m1)*n;also for rotation;
4) how to add friction:(it's should be negative to the velocity, and f'=uf, with ucoeficient of friction), a dot product with perpendicular to n normalised + j ?
I'm lost here please help; I will appreciate :)
 
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If you use variables, it would be useful to define and explain them.
 
Better explain the conditions.
 
okay! it will be more complicated, just want to know how to clculate ellastic colision, and rotation
 
Isawyou0 said:
okay! it will be more complicated, just want to know how to clculate ellastic colision, and rotation
You will need to make the effort to explain what you want in better detail or no one can answer you.
Did you try a textbook?
 
vx = vx + ((-1 * (1 + 1) * ((vx + teta *r) * nx+ (vy + teta * r) * ny)) / ((1 / m1+ 1 / m2) * ((ny* ny) + (nx* nx)))) * nx;
vy = vy + ((-1 * (1 + 1) * ((ix + teta * r) * nx+ vy + teta * r) * ny)) / ((1 / m1+ 1 / m2) * ((ny* ny) + (nx* nx)))) * ny;

nx &&ny: are normal of collison.
this code work wrong, why?
 
it works finally! just want to know about rotation last n,
w'=w+j/i*r*n;
n magnitude?
 
it's ok for rotation,
teta = teta + (-1 * (1 + 1) * ((ix + teta * (centx - ja) - ibx) * xx1 + (iy + teta * (centy - jb) - iby) * yy1)) / (1 / 1.0f + 1 / 2.0f + ((float)Math.Pow((centx - ja) * xx1 + (centy - jb) * yy1, 2) / In) + ((float)Math.Pow((centbx - ja) * xx1 + (centby - jb) * yy1, 2) / Ina));
tetab = tetab + (-1 * (1 + 1) * ((ibx + tetab * (centx - ja) - ix) * xx1 + (iby + tetab * (centy - jb) - iy) * yy1)) / (1 / 1.0f + 1 / 2.0f + ((float)Math.Pow((centx - ja) * xx1 + (centy - jb) * yy1, 2) / In) + ((float)Math.Pow((centbx - ja) * xx1 + (centby - jb) * yy1, 2) / Ina));

ja and jb point of collision coordinate;
xx1 and yy1 are conatct normal;
and finally In for inertia

just maybe an error here?
 
Last edited:
See above: without much more explanation what you are doing, how all those variables are defined, what you expect as result and what you get it is impossible to follow.
 
  • #10
Since that inertia is in kg.m^2, how to convert it to pixel(best way)? my rotation still going on the wrong sens
 
  • #11
Like this, the thread is completely pointless. Feel free to open a new thread if you need help, but then explain what you are doing.
 

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