Rigid Body Collision: Angular Velocity Question

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Discussion Overview

The discussion revolves around the topic of rigid body collisions, specifically focusing on the angular velocity in the context of a physics engine's collision response system. Participants explore the mathematical formulation involving angular velocity and its application in collision scenarios.

Discussion Character

  • Technical explanation
  • Mathematical reasoning

Main Points Raised

  • One participant questions whether angular velocity should be in radians per time unit and whether consistency in units is sufficient.
  • Another participant confirms that angular velocity should be in radians per second and emphasizes the importance of unit consistency to avoid scale factor issues.
  • A participant introduces the concept of angular velocity as a pseudo-vector, comparing it to torque and providing a visual example involving circular motion.
  • It is mentioned that the 3D moment of inertia is a tensor, which may relate to the broader context of angular motion.

Areas of Agreement / Disagreement

Participants generally agree on the need for angular velocity to be expressed in radians per second and the importance of unit consistency. However, the discussion does not resolve the participant's initial confusion about crossing angular velocity with the rap vector.

Contextual Notes

The discussion does not address potential limitations or assumptions regarding the definitions of angular velocity or the mathematical operations involved.

Who May Find This Useful

This discussion may be useful for individuals interested in physics engines, collision response systems, and the mathematical principles underlying rigid body dynamics.

Jaevko
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So I'm upgrading my Physics Engine's Collision response system (don't worry, this is a pure physics question, no programming involved! Also don't worry about the time of collision, my collision detection system is separate and returns a time of collision for the response system to work with) and I found this really great guide: http://www.myphysicslab.com/collision.html

The equation I'm struggling with is Vap1 = Va1 + (ωa1 x rap)

Two questions:
1) The angular velocity is and has to be in radians/time_unit, correct? (Probably a stupid question, but I can't figure it out for sure and wanted to be certain). Or does it even matter as long as I'm consistent? Why?
2) How can you cross the angular velocity with the rap vector? Isn't the angular velocity a scalar? An example of how to accomplish the math would be greatly appreciated.

Thank you in advance for your time and help!
 
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1. yes (radiens per sec). yes (it matters). (why?) because if you mess with the units you have to add in a scale factor to convert. (The equation uses the definition of "radians".)

2. Angular velocity is a pseudoector like torque. eg. picture a small mass moving in a circle anticlockwise with radius r and speed v.
At 12O'clock, the instantaneous velocity is to the left, the position vector points straight up, and the angular velocity (pseudo)vector points towards you. Notice how the relationship follows?

Also, in general, the 3D moment of inertia is a tensor.
 
Thank you for your reply; that was exactly what I was looking for!
 
No worries... happy hacking.
 

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