how to calculate the collision of the ball
What kind of ball? Against what? Details, please...
It is coming...8 years in the making and It is finally coming...
-Beavt8r
It is coming...8 years in the making and It is finally coming...
-Beavt8r
It is coming...10 years in the making and It is finally coming-Beavt8r...
When the ball hits a wall that is parallel to one of the axis its quite obvious:
negate the according speed value.
example:
Ball with speed (vx, vy, vz) hits bottom or ceiling:
vy *= -1;
When a ball hits another ball, there are two cases:
1) central hit
2) decentral hit (as used in billard to do fancy shots)
Since the decentral hit obviously needs a doctorand in physics (as i was told) to be calculated, i'll just tell you the equitation for the central hit. (which still looks nicely)
Assume, that you have the vectors v1, v2 : (vx, vy, vz) which are the speed of the balls.
Further you have the masses m1 and m2 of your balls.
Then the new speed values are as following:
v1 = v1 * (m1 - m2) / (m1 + m2) + v2 * (2 * m2) / (m1 + m2);
v2 = v1 * (2 * m1) / (m1 + m2) + v2 * (m2 - m1) / (m1 + m2);
[edited by - Christian Schlager on January 29, 2003 4:01:27 PM]
negate the according speed value.
example:
Ball with speed (vx, vy, vz) hits bottom or ceiling:
vy *= -1;
When a ball hits another ball, there are two cases:
1) central hit
2) decentral hit (as used in billard to do fancy shots)
Since the decentral hit obviously needs a doctorand in physics (as i was told) to be calculated, i'll just tell you the equitation for the central hit. (which still looks nicely)
Assume, that you have the vectors v1, v2 : (vx, vy, vz) which are the speed of the balls.
Further you have the masses m1 and m2 of your balls.
Then the new speed values are as following:
v1 = v1 * (m1 - m2) / (m1 + m2) + v2 * (2 * m2) / (m1 + m2);
v2 = v1 * (2 * m1) / (m1 + m2) + v2 * (m2 - m1) / (m1 + m2);
[edited by - Christian Schlager on January 29, 2003 4:01:27 PM]
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