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Angular velocity in direction of linear velocity


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#1 mind in a box   Members   -  Reputation: 620

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Posted 06 November 2013 - 01:39 PM

Hi there!

My situation is the following:

I have a ball, which I can give a kick. When it hits one of of the reflectors in our world I would like it to bounce off at the exact angle it came in. This is working pretty fine so far, but there is the problem of angular velocity.

After the ball hits a reflector it sometimes starts spinning and changes its direction. Therefore I could just set the angular velocity after hitting a reflector to zero, but since this stops the spinning completely it looks very unrealistic.

What I'm looking for now, is a solution of how to get the ball to spin into the exact direction it is reflected to.

Has someone maybe done something similar or just knows what do do here?

Help would be very appreciated. icon_smile.gif



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#2 Krohm   Crossbones+   -  Reputation: 3245

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Posted 07 November 2013 - 01:35 AM

I'm not familiar with the behavior you describe. In my tests, balls get bounced correctly and always rolled correctly. In general, you should manipulate dynamic objects by only injecting forces and not by direct velocity manipulation. And you shouldn't have the need to make it bounce manually... are you using kinematics?



#3 DT....   Members   -  Reputation: 487

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Posted 08 November 2013 - 06:51 PM


Has someone maybe done something similar or just knows what do do here?

 

 

http://en.wikipedia.org/wiki/Angular_velocity

 

690a5ab8498ef4e110a6bd75106f3562.png

 

Where:

v = new (or old) linear velocity

r = contact point  -  center of gravity  // If you don't have this info, try using r = contact normal

w = new angular velocity

 

(I think the eq is backwards.  Just negate it or reverse the cross product.  Also, you may need a coefficient of restitution.)

           




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