Unlocking Realistic Rotational Collisions with Physics & Graphics Engines

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SUMMARY

This discussion focuses on achieving realistic rotational collisions in graphics and physics engines. The user references the Wikipedia page on elastic collisions and seeks an analogous equation for angular momentum that incorporates moments of inertia and angular velocities. A key insight provided is the total angular momentum equation, which is expressed as vec{L}=I~vec{ω}+vec{r}×vec{p}, emphasizing the importance of the position vector from the center of mass. The suggestion to use the point of contact as the origin for calculations is crucial for improving realism in simulations.

PREREQUISITES
  • Understanding of elastic collision equations
  • Familiarity with angular momentum concepts
  • Knowledge of moments of inertia
  • Basic principles of vector mathematics
NEXT STEPS
  • Research the application of the total angular momentum equation in collision simulations
  • Explore advanced physics engines like Unity or Unreal Engine for collision handling
  • Study the effects of varying moments of inertia on collision outcomes
  • Learn about the role of the center of mass in rotational dynamics
USEFUL FOR

Game developers, physics engine programmers, and anyone involved in creating realistic simulations of rotating objects in graphics applications.

cmcraes
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Hi all! I'm currently working on a graphics/physics engine. The following Wikipedia page was extremely helpful in making rectilinear collisions look natural: https://en.wikipedia.org/wiki/Elastic_collision#Two-dimensional

Specifically, the very general vector form of the equation on the bottom of the page.

I know the equations of conservation of energy and angular momentum are analogous enough that there should be some angular equivalent of said formula in terms of moments of inertia and angular velocities, but when I input this analogy (all M's become I's and all v's become w's), this system doesn’t look realistic.

Is there an equation analogous to the one on the bottom of the above page which would provide me with realistic collision physics of rotating objects?

Thank you!
 
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I think that just changing masses to moments of inertia and velocities to angular velocities is not enough. You are only conserving angular momentum about the center of mass but not of[/color][/color] the center of mass. The total angular momentum of a spinning object of mass m as it moves with linear momentum ##\vec{p}## is given by ##\vec{L}=I~\vec{\omega}+\vec{r}\times \vec{p}##. Here ##\vec{r}## is the position vector from an appropriate origin of the center of mass of each object. I would pick the point of contact. See if that fixes things for you.
 

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