Sunday, 25 September 2016

kinematics - Physics of simple collisions


I'm building a physics simulator for a graphics course, and so far I have it implementing gravitational and Coulomb forces. I want to add collisions next, but I'm not exactly sure how to go about doing it.


A quick summary of how this is working so far is: All objects are spheres of a set radius, mass and charge. The mass's and charges of the spheres are treated as point charge/mass for the calculation. Every step in time (about 1/50th of a second) the forces acting on each object are calculated in a nice big nested for loop that figures out the coloumb and gravitational force between 2 objects, for every set of 2 objects, and then they are summed together. I use this net force to determine the acceleration, and the rest is fairly obvious from there.


What I want to add in is collisions. I can deteremine pretty easily if a collision is happening (if the distance between them <= radius of one + radius of other), what I am not so certain of is how I should add in the collision force (and would need to do it component wise). I want elastic collisions, though for now I'd just be happy with getting conservation of momentum


The information I have easily available are: the velocity of each object (and I mean velocity, speed and direction), the position of each object, the mass/charge (charge obviously not needed here) and the Net force calculated so far for each object for the next step in time. I dont need exact formulas (would prefer if they arent exact), just need a nudge in the right direction.




No comments:

Post a Comment

Understanding Stagnation point in pitot fluid

What is stagnation point in fluid mechanics. At the open end of the pitot tube the velocity of the fluid becomes zero.But that should result...