Calculate bounce velocity vector of an object colliding with a moving object
I'm making a 2D game where a ball collides with an obstacle.
The ball has a velocity V. When it collides with the obstacle the impact normal vector is iN. I managed to make the ball bounce off the obstacle with the following calculations:
- dotProduct = V.x * iN.x + V.y * iN.y
- V.x = V.x + 2 * (iN.x * dotProduct)
- V.y = V.y + 2 * (iN.y * dotProduct)
So when doing this the ball bounces fine with it's new velocity, now I can't really figure out how to do the same when the obstacle is moving, here is an image to showcase the issue:
In the above picture OV is the velocity of the obstacle, my guess was to add OV to the new velocity but it didn't work quite well, is it a valid solution and the error comes from my program ?
vectors
add a comment |
I'm making a 2D game where a ball collides with an obstacle.
The ball has a velocity V. When it collides with the obstacle the impact normal vector is iN. I managed to make the ball bounce off the obstacle with the following calculations:
- dotProduct = V.x * iN.x + V.y * iN.y
- V.x = V.x + 2 * (iN.x * dotProduct)
- V.y = V.y + 2 * (iN.y * dotProduct)
So when doing this the ball bounces fine with it's new velocity, now I can't really figure out how to do the same when the obstacle is moving, here is an image to showcase the issue:
In the above picture OV is the velocity of the obstacle, my guess was to add OV to the new velocity but it didn't work quite well, is it a valid solution and the error comes from my program ?
vectors
add a comment |
I'm making a 2D game where a ball collides with an obstacle.
The ball has a velocity V. When it collides with the obstacle the impact normal vector is iN. I managed to make the ball bounce off the obstacle with the following calculations:
- dotProduct = V.x * iN.x + V.y * iN.y
- V.x = V.x + 2 * (iN.x * dotProduct)
- V.y = V.y + 2 * (iN.y * dotProduct)
So when doing this the ball bounces fine with it's new velocity, now I can't really figure out how to do the same when the obstacle is moving, here is an image to showcase the issue:
In the above picture OV is the velocity of the obstacle, my guess was to add OV to the new velocity but it didn't work quite well, is it a valid solution and the error comes from my program ?
vectors
I'm making a 2D game where a ball collides with an obstacle.
The ball has a velocity V. When it collides with the obstacle the impact normal vector is iN. I managed to make the ball bounce off the obstacle with the following calculations:
- dotProduct = V.x * iN.x + V.y * iN.y
- V.x = V.x + 2 * (iN.x * dotProduct)
- V.y = V.y + 2 * (iN.y * dotProduct)
So when doing this the ball bounces fine with it's new velocity, now I can't really figure out how to do the same when the obstacle is moving, here is an image to showcase the issue:
In the above picture OV is the velocity of the obstacle, my guess was to add OV to the new velocity but it didn't work quite well, is it a valid solution and the error comes from my program ?
vectors
vectors
asked 18 hours ago
Matt
133
133
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2 Answers
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This might be better suited for the physics page. That said you should move to a reference frame where the wall is not moving, do the calculation there, and move back.
To move to the reference frame where the wall is not moving, we need to subtract away the velocity of the wall for everything. Now the wall's velocity is zero and the ball has a "new" velocity $v' = (v - ov)$. You can then do the calculation as if the wall were stationary, and then move back to the original reference frame (add the velocity of the wall back).
Note that whey I say add/subtract the velocity of the wall that I mean the velocity as a vector. If your wall is only moving in the $x$ direction, then you only need to adjust the $x$-coordinate.
Thanks it was quite easy to implement in my case and worked really well
– Matt
15 hours ago
add a comment |
If the object moves with velocity $vec v_0$ the ball with velocity $vec v$ and the normal at the impact point is $vec n$ then we have:
$$
vec v = vec v_{vec n}+vec v_{Pi}\
vec v_{Pi} = vec v - vec v_{vec n_1} \
vec v_r = (vec v-vec v_0)_{Pi}-(vec v-vec v_0)_{vec n}\
vec v_r = (vec v-vec v_0) -2((vec v-vec v_0).vec v_{vec n})vec v_{vec n}
$$
with
$$
vec v_{vec n} = left(vec vcdotleft(frac{vec n}{||vec n||}right)right)frac{vec n}{||vec n||}
$$
where $vec v_r$ represents the reflected ball velocity after collision
NOTE
Here $Pi$ represents the plane passing by the impact point with normal $vec n$
Attached three cases. Here
$$
begin{cases}
vec v mbox{red}\
vec v_0 mbox{green}\
vec n mbox{black}\
Pi mbox{dashed cyan}\
vec v_r mbox{blue}
end{cases}
$$
What are (v⃗ 0)n⃗ and (v⃗ 0)Π ? This is probably a notation i'm not aware of
– Matt
16 hours ago
@Matt Are the components of $vec v_0$ regarding $vec n$ and $Pi$ They are calculated in the same way as $vec v_{vec n}$ and $vec v_{Pi}$
– Cesareo
16 hours ago
Thank you for the time you took to answer, however your answer didn't really help me, the answer below worked fine.
– Matt
15 hours ago
@Matt Some results attached.
– Cesareo
12 hours ago
add a comment |
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2 Answers
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2 Answers
2
active
oldest
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active
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This might be better suited for the physics page. That said you should move to a reference frame where the wall is not moving, do the calculation there, and move back.
To move to the reference frame where the wall is not moving, we need to subtract away the velocity of the wall for everything. Now the wall's velocity is zero and the ball has a "new" velocity $v' = (v - ov)$. You can then do the calculation as if the wall were stationary, and then move back to the original reference frame (add the velocity of the wall back).
Note that whey I say add/subtract the velocity of the wall that I mean the velocity as a vector. If your wall is only moving in the $x$ direction, then you only need to adjust the $x$-coordinate.
Thanks it was quite easy to implement in my case and worked really well
– Matt
15 hours ago
add a comment |
This might be better suited for the physics page. That said you should move to a reference frame where the wall is not moving, do the calculation there, and move back.
To move to the reference frame where the wall is not moving, we need to subtract away the velocity of the wall for everything. Now the wall's velocity is zero and the ball has a "new" velocity $v' = (v - ov)$. You can then do the calculation as if the wall were stationary, and then move back to the original reference frame (add the velocity of the wall back).
Note that whey I say add/subtract the velocity of the wall that I mean the velocity as a vector. If your wall is only moving in the $x$ direction, then you only need to adjust the $x$-coordinate.
Thanks it was quite easy to implement in my case and worked really well
– Matt
15 hours ago
add a comment |
This might be better suited for the physics page. That said you should move to a reference frame where the wall is not moving, do the calculation there, and move back.
To move to the reference frame where the wall is not moving, we need to subtract away the velocity of the wall for everything. Now the wall's velocity is zero and the ball has a "new" velocity $v' = (v - ov)$. You can then do the calculation as if the wall were stationary, and then move back to the original reference frame (add the velocity of the wall back).
Note that whey I say add/subtract the velocity of the wall that I mean the velocity as a vector. If your wall is only moving in the $x$ direction, then you only need to adjust the $x$-coordinate.
This might be better suited for the physics page. That said you should move to a reference frame where the wall is not moving, do the calculation there, and move back.
To move to the reference frame where the wall is not moving, we need to subtract away the velocity of the wall for everything. Now the wall's velocity is zero and the ball has a "new" velocity $v' = (v - ov)$. You can then do the calculation as if the wall were stationary, and then move back to the original reference frame (add the velocity of the wall back).
Note that whey I say add/subtract the velocity of the wall that I mean the velocity as a vector. If your wall is only moving in the $x$ direction, then you only need to adjust the $x$-coordinate.
answered 16 hours ago
tch
584210
584210
Thanks it was quite easy to implement in my case and worked really well
– Matt
15 hours ago
add a comment |
Thanks it was quite easy to implement in my case and worked really well
– Matt
15 hours ago
Thanks it was quite easy to implement in my case and worked really well
– Matt
15 hours ago
Thanks it was quite easy to implement in my case and worked really well
– Matt
15 hours ago
add a comment |
If the object moves with velocity $vec v_0$ the ball with velocity $vec v$ and the normal at the impact point is $vec n$ then we have:
$$
vec v = vec v_{vec n}+vec v_{Pi}\
vec v_{Pi} = vec v - vec v_{vec n_1} \
vec v_r = (vec v-vec v_0)_{Pi}-(vec v-vec v_0)_{vec n}\
vec v_r = (vec v-vec v_0) -2((vec v-vec v_0).vec v_{vec n})vec v_{vec n}
$$
with
$$
vec v_{vec n} = left(vec vcdotleft(frac{vec n}{||vec n||}right)right)frac{vec n}{||vec n||}
$$
where $vec v_r$ represents the reflected ball velocity after collision
NOTE
Here $Pi$ represents the plane passing by the impact point with normal $vec n$
Attached three cases. Here
$$
begin{cases}
vec v mbox{red}\
vec v_0 mbox{green}\
vec n mbox{black}\
Pi mbox{dashed cyan}\
vec v_r mbox{blue}
end{cases}
$$
What are (v⃗ 0)n⃗ and (v⃗ 0)Π ? This is probably a notation i'm not aware of
– Matt
16 hours ago
@Matt Are the components of $vec v_0$ regarding $vec n$ and $Pi$ They are calculated in the same way as $vec v_{vec n}$ and $vec v_{Pi}$
– Cesareo
16 hours ago
Thank you for the time you took to answer, however your answer didn't really help me, the answer below worked fine.
– Matt
15 hours ago
@Matt Some results attached.
– Cesareo
12 hours ago
add a comment |
If the object moves with velocity $vec v_0$ the ball with velocity $vec v$ and the normal at the impact point is $vec n$ then we have:
$$
vec v = vec v_{vec n}+vec v_{Pi}\
vec v_{Pi} = vec v - vec v_{vec n_1} \
vec v_r = (vec v-vec v_0)_{Pi}-(vec v-vec v_0)_{vec n}\
vec v_r = (vec v-vec v_0) -2((vec v-vec v_0).vec v_{vec n})vec v_{vec n}
$$
with
$$
vec v_{vec n} = left(vec vcdotleft(frac{vec n}{||vec n||}right)right)frac{vec n}{||vec n||}
$$
where $vec v_r$ represents the reflected ball velocity after collision
NOTE
Here $Pi$ represents the plane passing by the impact point with normal $vec n$
Attached three cases. Here
$$
begin{cases}
vec v mbox{red}\
vec v_0 mbox{green}\
vec n mbox{black}\
Pi mbox{dashed cyan}\
vec v_r mbox{blue}
end{cases}
$$
What are (v⃗ 0)n⃗ and (v⃗ 0)Π ? This is probably a notation i'm not aware of
– Matt
16 hours ago
@Matt Are the components of $vec v_0$ regarding $vec n$ and $Pi$ They are calculated in the same way as $vec v_{vec n}$ and $vec v_{Pi}$
– Cesareo
16 hours ago
Thank you for the time you took to answer, however your answer didn't really help me, the answer below worked fine.
– Matt
15 hours ago
@Matt Some results attached.
– Cesareo
12 hours ago
add a comment |
If the object moves with velocity $vec v_0$ the ball with velocity $vec v$ and the normal at the impact point is $vec n$ then we have:
$$
vec v = vec v_{vec n}+vec v_{Pi}\
vec v_{Pi} = vec v - vec v_{vec n_1} \
vec v_r = (vec v-vec v_0)_{Pi}-(vec v-vec v_0)_{vec n}\
vec v_r = (vec v-vec v_0) -2((vec v-vec v_0).vec v_{vec n})vec v_{vec n}
$$
with
$$
vec v_{vec n} = left(vec vcdotleft(frac{vec n}{||vec n||}right)right)frac{vec n}{||vec n||}
$$
where $vec v_r$ represents the reflected ball velocity after collision
NOTE
Here $Pi$ represents the plane passing by the impact point with normal $vec n$
Attached three cases. Here
$$
begin{cases}
vec v mbox{red}\
vec v_0 mbox{green}\
vec n mbox{black}\
Pi mbox{dashed cyan}\
vec v_r mbox{blue}
end{cases}
$$
If the object moves with velocity $vec v_0$ the ball with velocity $vec v$ and the normal at the impact point is $vec n$ then we have:
$$
vec v = vec v_{vec n}+vec v_{Pi}\
vec v_{Pi} = vec v - vec v_{vec n_1} \
vec v_r = (vec v-vec v_0)_{Pi}-(vec v-vec v_0)_{vec n}\
vec v_r = (vec v-vec v_0) -2((vec v-vec v_0).vec v_{vec n})vec v_{vec n}
$$
with
$$
vec v_{vec n} = left(vec vcdotleft(frac{vec n}{||vec n||}right)right)frac{vec n}{||vec n||}
$$
where $vec v_r$ represents the reflected ball velocity after collision
NOTE
Here $Pi$ represents the plane passing by the impact point with normal $vec n$
Attached three cases. Here
$$
begin{cases}
vec v mbox{red}\
vec v_0 mbox{green}\
vec n mbox{black}\
Pi mbox{dashed cyan}\
vec v_r mbox{blue}
end{cases}
$$
edited 12 hours ago
answered 17 hours ago
Cesareo
8,3213516
8,3213516
What are (v⃗ 0)n⃗ and (v⃗ 0)Π ? This is probably a notation i'm not aware of
– Matt
16 hours ago
@Matt Are the components of $vec v_0$ regarding $vec n$ and $Pi$ They are calculated in the same way as $vec v_{vec n}$ and $vec v_{Pi}$
– Cesareo
16 hours ago
Thank you for the time you took to answer, however your answer didn't really help me, the answer below worked fine.
– Matt
15 hours ago
@Matt Some results attached.
– Cesareo
12 hours ago
add a comment |
What are (v⃗ 0)n⃗ and (v⃗ 0)Π ? This is probably a notation i'm not aware of
– Matt
16 hours ago
@Matt Are the components of $vec v_0$ regarding $vec n$ and $Pi$ They are calculated in the same way as $vec v_{vec n}$ and $vec v_{Pi}$
– Cesareo
16 hours ago
Thank you for the time you took to answer, however your answer didn't really help me, the answer below worked fine.
– Matt
15 hours ago
@Matt Some results attached.
– Cesareo
12 hours ago
What are (v⃗ 0)n⃗ and (v⃗ 0)Π ? This is probably a notation i'm not aware of
– Matt
16 hours ago
What are (v⃗ 0)n⃗ and (v⃗ 0)Π ? This is probably a notation i'm not aware of
– Matt
16 hours ago
@Matt Are the components of $vec v_0$ regarding $vec n$ and $Pi$ They are calculated in the same way as $vec v_{vec n}$ and $vec v_{Pi}$
– Cesareo
16 hours ago
@Matt Are the components of $vec v_0$ regarding $vec n$ and $Pi$ They are calculated in the same way as $vec v_{vec n}$ and $vec v_{Pi}$
– Cesareo
16 hours ago
Thank you for the time you took to answer, however your answer didn't really help me, the answer below worked fine.
– Matt
15 hours ago
Thank you for the time you took to answer, however your answer didn't really help me, the answer below worked fine.
– Matt
15 hours ago
@Matt Some results attached.
– Cesareo
12 hours ago
@Matt Some results attached.
– Cesareo
12 hours ago
add a comment |
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