Nugatory said:
- If the collision with the object is elastic, then the total kinetic energy of the system will be conserved.
Elasticity is zero since restitution of both objects is zero.
- If the mass of the object is large compared with that of the rod (implied by saying that the object does not move) then all the kinetic energy will stay with the rod.
Not sure how that works. Wouldn't a lighter object allow the rod to keep more of its kinetic energy?
- If the rod is rotating after the collision then some of the kinetic energy will go into that rotation, reducing the kinetic energy available for the rod's forward motion.
Yes. But the strange thing about rotational energy is, if you apply a force to a side of any object, the object will move 100% of the velocity of the force, even if a rotation is added.
So if you have a rectangle, and its mass is 1, and you put a force of 1 to the center of its mass, it will not rotate but have a velocity of 1. But if you put the force to its edge, it will still have a velocity of one but a bonus angular velocity as well.
It is important to note though that this is a completely different scenario than the OP though. The OP is talking about hitting a wall, whereas what I mention here, is applying an arbitrary thrust force.
jbriggs444 said:
As I understand it, you have a hypothetical rigid rod. The left end is brought to rest with a brief impulse. After this event is complete, the object which was the source of that impulse becomes irrelevant and is removed from the simulation.
Yes.
One might approach this problem by writing down several equations. One equation would involve linear momentum and the unknown impulse. One would involve angular momentum and the unknown impulse. A third would relate the final rotation rate with the final linear velocity based on the known velocity of the left endpoint on the rod.
What I have so far (in my head, the sims used in the OP are not mine) is an equation that applies a force to a point (the angle of force is the normal of the wall collision, though I'm not sure this is actually the correct way to do it.) And it tries different forces until it approaches the correct force that will push the left end of the rod outside of the collision next frame. That is my method, its not very CPU efficient but seems realistic to me. (Actually a more realistic method would probably be first going backwards in time to the first point of contact, then doing something.)
I don't know what method Box2d or algodoo uses, it probably uses calculus or something.
If the rod is not modeled as being completely rigid then the problem changes. One would need to consider the duration of the impulse and the speed of [transverse] waves in the rod.
Rod is completely rigid. Is the speed of transverse waves of rigid bodies the speed of light or slower? You are talking about the speed at which atoms are connected to each other right?
A.T. said:
If it disappears instantly, it has no effect at all. Otherwise, it depends how long it is in the way.
Good point, but, in the simulation I have tested random frame rates and update rates, and it sticks at 75% no matter what.
jrmichler said:
Keep in mind that simulation is not reality. Simulation is a series of equations. Reality is mass, velocity, stiffness, modulus of elasticity, air resistance, yield strength, an infinite number of natural frequencies, gravity, and many other variables.
Your simulation does not includes most of the factors of a real world collision, therefore it will not respond like a real world collision. A question to ask is: "In what ways does my simulation differ from reality?".
All simulations differ from reality. The goal is make any particular simulation good enough to answer a specific problem.
Correct. My goal isn't to go for hyper realisim, but the purpose of using these sims is to find a simple equation that I can create a simplistic physics system by. My original thesis was that physics is fundamentally about mass and inertia, and that if I have a very long rod, and a tiny edge tip is hit, that the rod will continue with roughly 99% of its velocity.
But putting it in the sims confuses me and no longer does it seem like a simple case, due to the 75% problem.
The sims I have tried are Box2d, Algodoo, and a 3rd party one which allows different solvers.