by conservation of energy: * + * = * + *
by conservation of momentum: * + * = * + *
We want to find the final velocities ( and ) so there are 2 unknowns and 2 equations, so we can solve:
by conservation of energy: * + * = * + *
by conservation of momentum: * + * = * + *
We want to find the final velocities ( and ) so there are 2 unknowns and 2 equations, so we can solve:
from 1 we get: * + - * =
from 2 we get: * + - * =
combining we get
* + = * + = * + - *
* + 2*** - 2*** -2* * * + * = * -
* ( + 1) + * (2**-2* * ) + * - * = 0
so to get all we have to do is solve quadratic equation where:
a = + 1
b = 2**-2* *
c = *(-)
=
= -2**-2* * +- sqrt (2**-2* * -4( + 1)**(-)
-----------------------------------------------------------------------------
2*( + 1)
Here I'm stuck, if you have any ideas how to take this forward please let me know.
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Book Shop - Further reading. Where I can, I have put links to Amazon for books that are relevant to the subject, click on the appropriate country flag to get more details of the book or to buy it from them. |
Physics for Game Developers - Assumes a knowledge of vectors, Matrix and trigonometry (the book has a one page introduction to quatnions). The book introduces Newtons laws but it does assume a basic knowledge physics. It covers Kinematics, Force, Kinetics, Collision (detection), Projectiles, Aircraft, Ships, Hovercraft, Cars, Real-time, 2D rigid body, Collision Response, Rigid body rotation, 3D rigid body, multiple bodies in 3D and particles. (I cant find a general formula for collision response which combines linear and rotation, but there may be something in the code included?). If you don't have the prerequisite knowledge of Matrices etc. you may want to get the Mathematics for 3D Game programming book first. |
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