Inclined plane 3d physics simulation

AI Thread Summary
The discussion focuses on programming a 3D physics simulation involving inclined planes, specifically addressing the calculation of forces during collisions. The normal force (F_n) and parallel force (F_p) are initially defined using sine and cosine functions related to the angle of the incline. However, the challenge arises in generalizing these calculations for any collision angle without explicitly knowing the angle. A suggestion is made to normalize the vector from the impact point to the center of mass of the colliding object, which simplifies the calculations. The gravitational force acting tangentially to the inclined plane can be derived by adjusting the original gravitational force vector using the plane's normal vector.
shaolin
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I try to program a 3d-physic simulation, with bouncy collisions, friction, etc. and i have a problems with splitting forces at an inclined plane. i know that

F_n = F_g * sin(\alpha) and
F_p = F_g * cos(\alpha)

F_n ... normal force
F_p ... parallel force
F_g ... gravity force

but i would need this in general, in 3d and working in every dircetion. i don't know the angle of my collosion, but a normal
\vec{n}.

\vec{F_n} = \bar{F_g} * \vec{n}

but i can't think of how to do the parallel force.
can anybody help?
 
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Originally posted by shaolin
i know that

F_n = F_g * sin(\alpha) and
F_p = F_g * cos(\alpha)
I'm not sure what you're trying to do, but if \alpha is the angle the inclined plane makes with the horizontal (and assuming gravity acts vertically):
F_n = F_g * cos(\alpha) (directed out of the plane) and
F_p = F_g * sin(\alpha) (directed down the plane)
 
I would normalize the vector from the point of impact to the center of mass of the colliding object. With a sphere, it should be simply the normal of the inclined plane.

The gravitational force tangential to the inclined plane will be the original graviatational force vector MINUS the Dot Product of the original gravitational force vector and the plane normal (magnitude) multiplied by the plane normal (direction).

(sorry if that is confusingly displayed - I am a bit clumsy with this message stuff...)

But it is easy enough to work out on a sheet of paper...

try to avoid using any sines or cosines etc...
 
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