Hi all!
when this impulse based equation can equal to zero:
w'=w+(j/I)*r*n;
n normal contact;j impulse;I inertia; from wiki https://en.wikipedia.org/wiki/Collision_response[^]
seems wrong to me;
I'm just talking about center of percussion! what happen to angular velocity?http://labman.phys.utk.edu/phys135/modu ... ge3294.gif it's zero right, not working in impulse based method(and also the sens of angular velocity, I get it always wrong)!
can somebody give a source code about how to calculate angular velocity, or just give me some implementation examples, please I'm lost thanx!
rotation collision response?
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Re: rotation collision response?
It looks as if a cross product is missing. It should be r x n. Here is a good derivation:
http://www.essentialmath.com/AngularImpulse.pdf
http://www.essentialmath.com/AngularImpulse.pdf
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Re: rotation collision response?
well! thanks I figure that out!
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Re: rotation collision response?
I have two points manifold, should I apply W to them both?
c for center;p1 and p2 contact point ;
-----------------c-----------------
p2_________________ p1
this bar won't fall!
--------------------------c-----------------------
p2|___________| p1
this bar will fall!
c for center;p1 and p2 contact point ;
-----------------c-----------------
p2_________________ p1
this bar won't fall!
--------------------------c-----------------------
p2|___________| p1
this bar will fall!
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- Posts: 861
- Joined: Sun Jul 03, 2005 4:06 pm
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Re: rotation collision response?
You apply equal and opposite impulses at each contact point. Each off center impulse will indeed affect the angular velocity. I don't want to sound offensive, but you might want to study some basic rigid body mechanics before trying to implement a physics engine.
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Re: rotation collision response?
I'm doing my best! 

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- Posts: 861
- Joined: Sun Jul 03, 2005 4:06 pm
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Re: rotation collision response?
Good luck! 

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Re: rotation collision response?
Is v=w*r a cross product too?
is r a vector or magnitude? how to calculate v=wr?(that's crazy if there is vx and vy in 2d)
