【问题标题】:Evaluating rigid body linear and rotational velocities after collision with a wall评估与墙壁碰撞后的刚体线速度和旋转速度
【发布时间】:2020-04-13 09:13:34
【问题描述】:

我有一个相对简单的案例,我已经弯了很长时间,我正在尝试手动(不使用任何库)评估 2d 正方形和撞墙后的球。

鉴于:

r - is either radius or side length of the square
X1 - is a vector of initial position for a given rigid body
V1 - is a vector representing initial velocity of a given rigid body
R1 - is an initial rotational velocity of a given rigid body

W1 and W2 - are vectors representing position of a wall ends

C - is a vector representing point of collision

X2 - is a vector representing position for a given rigid body at the moment of contact with the wall 
V2 - is a vector representing resulting velocity of a given rigid body after contact
R2 - is a rotational velocity of a given rigid body after contact

我知道我可能缺少一些参数,例如质量、阻尼、摩擦或描述墙壁材料的属性,但我将这些留给回答问题的人,因为可能有不同的模型。

我正在编写 Dev Ramtal 和 Adrian Dobre 所著的“Apress Physics for JavaScript Games Animation and Simulations With HTML5 Canvas”一书,但这个主题非常广泛、碎片化和稀疏。所以很难得到一个简单明确的答案,这种冲突是如何解决的。

【问题讨论】:

    标签: game-physics physics kinematics


    【解决方案1】:

    我尝试为旋转圆盘与墙壁碰撞的情况编写一些伪代码。希望对你有帮助:

    # unit vector aligned with the wall
    T = W2 - W1
    T = T / norm(T)
    
    # unit vector perpendicular to the wall, pointing towards the moving object and 
    # hence perpendicular to T
    N = [- T[1], T[0]]
    
    # initial position and velocity:
    X1 = [X1[0], X1[1]]
    V1 = [V1[0], V2[1]]
    
    R1  = angular velocity, positive if counter-clock-wise, negative otherwise
    
    t_start = start time of simulation
    t_stop = end time of simulation
    k = friction coefficient, 
        that determines how much angular momentum 
        is converted into linear momentum during collision
    
    t_col = t_start + dot(N, W1 + r*N - X1) / dot(N, V1)
    
    if t_col < t_stop{
       V2 = V1 - 2*dot(v1, n)*n  - k*r*R1*T
       R2 = (1 - k)* R1 
       X_col = X1 + V1*(t_col - t_start)
       X_stop = X_col + V2*(t_stop - t_col)
       C = X_col - r*N
    } else{
       X_stop = X1 + V1*(t_stop - t_start)
    }
    

    这是一个python版本,我只是想确保没有太多错误......

    import numpy as np
    
    # unit vector aligned with the wall
    W1 = np.array([ -1, 0])
    W2 = np.array([10, 1])
    T = W2 - W1
    T = T / np.linalg.norm(T)
    # unit vector perpendicular to the wall, pointing towards the moving object and 
    # hence perpendicular to T
    N = np.array([- T[1], T[0]])
    # initial position and velocity:
    X1 = np.array([ 0, 5])
    V1 = 0.3 * np.array([ 1, -2])
    #angular velocity, positive if counter-clock-wise, negative otherwise
    R1  = -1.2 
    
    t_start = 0 #start time of simulation
    t_stop = 3 #end time of simulation
    k = 0.7 #friction coefficient, 
        #that determines how much angular momentum 
        #is converted into linear momentum during collision
    r = 0.5 # radius of the disc 
    # time of collision
    t_col = t_start + np.dot(N, W1 + r*N - X1) / np.dot(N, V1)
    
    t_start = 0 #start time of simulation
    t_stop = 8 #end time of simulation
    k = 0.7 #friction coefficient, 
        #that determines how much angular momentum 
        #is converted into linear momentum during collision
    r = 0.5 
    
    t_col = t_start + np.dot(N, W1 + r*N - X1) / np.dot(N, V1)
    
    if t_col < t_stop:
       V2 = V1 - 2*np.dot(V1, N)*N  - k*r*R1*T
       R2 = (1 - k)* R1 
       X_col = X1 + V1*(t_col - t_start)
       X_stop = X_col + V2*(t_stop - t_col)
       C = X_col - r*N
    else:
       X_stop = X1 + V1*(t_stop - t_start)
    

    【讨论】:

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