Rigid Body Collision: Angular Velocity Question

In summary, the person is upgrading their Physics Engine's Collision response system and is struggling with the equation Vap1 = Va1 + (ωa1 x rap). They have two questions about the angular velocity and how to cross it with the rap vector. The expert explains that the angular velocity is in radians per time unit and it matters to be consistent with units. They also mention that angular velocity is a pseudoector and give an example of how it relates to the position vector and instantaneous velocity. They also mention that in general, the 3D moment of inertia is a tensor. The person thanks the expert for their help.
  • #1
Jaevko
8
0
So I'm upgrading my Physics Engine's Collision response system (don't worry, this is a pure physics question, no programming involved! Also don't worry about the time of collision, my collision detection system is separate and returns a time of collision for the response system to work with) and I found this really great guide: http://www.myphysicslab.com/collision.html

The equation I'm struggling with is Vap1 = Va1 + (ωa1 x rap)

Two questions:
1) The angular velocity is and has to be in radians/time_unit, correct? (Probably a stupid question, but I can't figure it out for sure and wanted to be certain). Or does it even matter as long as I'm consistent? Why?
2) How can you cross the angular velocity with the rap vector? Isn't the angular velocity a scalar? An example of how to accomplish the math would be greatly appreciated.

Thank you in advance for your time and help!
 
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  • #2
1. yes (radiens per sec). yes (it matters). (why?) because if you mess with the units you have to add in a scale factor to convert. (The equation uses the definition of "radians".)

2. Angular velocity is a pseudoector like torque. eg. picture a small mass moving in a circle anticlockwise with radius r and speed v.
At 12O'clock, the instantaneous velocity is to the left, the position vector points straight up, and the angular velocity (pseudo)vector points towards you. Notice how the relationship follows?

Also, in general, the 3D moment of inertia is a tensor.
 
  • #3
Thank you for your reply; that was exactly what I was looking for!
 
  • #4
No worries... happy hacking.
 
  • #5


1) Yes, the angular velocity is typically measured in radians per unit of time (usually seconds). This is because angular velocity is a measure of how much an object is rotating, and radians are a unit of measurement for angles. It is important to be consistent in your units when working with equations to ensure accurate results.

2) The angular velocity is actually a vector, not a scalar. It has both magnitude (speed of rotation) and direction (axis of rotation). The cross product between the angular velocity vector and the rap vector results in a new vector that is perpendicular to both vectors. This vector represents the linear velocity at the point of contact due to the rotation of the rigid body. Here is an example of how to calculate this mathematically:

Let's say the angular velocity vector is ωa1 = [0, 0, 1] (indicating rotation around the z-axis) and the rap vector is rap = [1, 0, 0] (indicating a point on the x-axis).

To calculate the cross product, we use the following formula: Vap1 = ωa1 x rap = [ωa1y * rapz - ωa1z * rapy, ωa1z * rapx - ωa1x * rapz, ωa1x * rapy - ωa1y * rapx]

Plugging in our values, we get: Vap1 = [0 * 0 - 1 * 0, 1 * 0 - 0 * 0, 0 * 0 - 0 * 1] = [0, 0, 0]

This means that the linear velocity at the point of contact is zero, as expected since the point is not moving due to the rotation.

I hope this helps and good luck with your physics engine!
 

FAQ: Rigid Body Collision: Angular Velocity Question

What is a rigid body collision?

A rigid body collision is a type of collision that occurs between two objects that have a fixed shape and do not deform upon impact.

How is angular velocity related to rigid body collisions?

Angular velocity is a measure of how quickly an object is rotating around a fixed axis. In rigid body collisions, the angular velocity of the objects involved can affect the outcome of the collision.

How do you calculate the angular velocity after a rigid body collision?

The angular velocity after a rigid body collision can be calculated using the conservation of angular momentum equation: 1 = Iω2, where I is the moment of inertia and ω is the angular velocity. This equation states that the total angular momentum before and after the collision remains constant.

What is the difference between elastic and inelastic rigid body collisions?

In an elastic collision, the kinetic energy and momentum of the objects are conserved, while in an inelastic collision, some energy is lost due to deformation or heat. This means that the objects involved in an elastic collision will bounce off each other, while in an inelastic collision, they may stick together or deform.

How do you determine the outcome of a rigid body collision?

The outcome of a rigid body collision can be determined by applying the laws of conservation of momentum and conservation of energy. These laws take into account the masses, velocities, and angular velocities of the objects involved to determine the final states of the objects after the collision.

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