Rotational friction on a surface

AI Thread Summary
To determine the torque from friction on a convex 2D polygon rotating on a flat surface, an algorithmic approach is suggested rather than a complex equation. Dividing the polygon into smaller triangles can simplify calculations, allowing for an approximation of torque based on the polygon's vertices. By treating contact points as points in contact with the plane, the friction force can be modeled as opposite to the motion, and the moment of these vectors can be used to calculate torque. While a detailed model of friction is complex and considers object flexibility, a simpler approach is sufficient for game physics. The focus should be on achieving realistic behavior without requiring high accuracy.
heyheyhey27
Messages
2
Reaction score
0
Say you have a convex 2D polygon with a set of vertices rotating on a flat surface. Given the coefficient of friction and the coordinates of each vertex, how can you determine the torque from friction on this polygon? I'm looking more for an algorithm than some big equation, as this is something I'm going to add into my physics engine for a game. For that reason, an approximation would be acceptable as long as it takes a short time to compute.

I had the idea of splitting the polygon into triangles by imagining lines drawn from the center of the polygon to each vertex, and finding the torque on each triangle rotating about its vertex (the one that is at the center of the whole polygon), but I can't figure out how to get the torque for an arbitrary triangle. I know that to do this for a circle, you just integrate F * dr from 0 to the radius, but I can't figure out an analogue for triangles.
 
Physics news on Phys.org
A good plan here is to divide your polygon into many small pieces, not a few large ones.

As the size of the pieces gets smaller, the rotation of each piece becomes less significant compared with the translation of the piece around the center of the whole polygon.

I guess that for your game you want something that behaves in a "sensiible" fashion but it doesn't have to be super-accurate. You could probably get away with assuming the contact was just at the vertices considered as a set of point in contact with the plane. Find the vector that gives the linear motion of each point, assume the friction force is in the opposite direction to the motion, then take the moment of the vectors to find the torque.

An accurate model of the friction for this sort of situation is quite complicated, because you have to take account of the flexibility of the objects that are in contact. The simple Coulomb model of static and dynamic friction doesn't apply. But for a game, I don't think you need to get into that much detail.
 
Thanks! I'll play around with that to see if it appears realistic.
 
The rope is tied into the person (the load of 200 pounds) and the rope goes up from the person to a fixed pulley and back down to his hands. He hauls the rope to suspend himself in the air. What is the mechanical advantage of the system? The person will indeed only have to lift half of his body weight (roughly 100 pounds) because he now lessened the load by that same amount. This APPEARS to be a 2:1 because he can hold himself with half the force, but my question is: is that mechanical...
Hello everyone, Consider the problem in which a car is told to travel at 30 km/h for L kilometers and then at 60 km/h for another L kilometers. Next, you are asked to determine the average speed. My question is: although we know that the average speed in this case is the harmonic mean of the two speeds, is it also possible to state that the average speed over this 2L-kilometer stretch can be obtained as a weighted average of the two speeds? Best regards, DaTario
Some physics textbook writer told me that Newton's first law applies only on bodies that feel no interactions at all. He said that if a body is on rest or moves in constant velocity, there is no external force acting on it. But I have heard another form of the law that says the net force acting on a body must be zero. This means there is interactions involved after all. So which one is correct?
Back
Top