Trigonometry problem for collision detection and reflection

In summary, to work out the position of point 1 where a particle strikes a circle, you can use the Law of Sines and Law of Cosines to find the angles and sides of a triangle, which can then be used to write the coordinates of point 1 as (x, y). Point 1 is on a circle of known radius, and is also a known distance from Point 2. By solving equations derived from these known values, the coordinates of Point 1 can be found accurately using the Euler method. The time passed for the particle typically is 0.1 seconds. Assistance and guidance is appreciated in this 2D astronomy simulator project. May the force be with you!
  • #1
darkdave3000
242
5
A particle moves from point 0 to point 2. Both positions are known. The center of the circle and it's radius is also known. I am trying to work out the position of 1 where the particle strikes the circle.

This is for a 2D astronomy simulator to work out where a particle will strike a 2D representation of Earth. I've exhausted my brain and I am hoping you guys can lend a hand. I've tried using SecTheta but its an imperfect solution, just like Tan Theta.

Purple lines and points are known magnitudes and positions and any other colors are unknowns.

The way the simulator works is it uses the Euler method to increment the position of a moving object, so the particle will move from say point 0 to point 2 between a computer cycle. The time passed typically is 0.1 seconds.

Please help. Kind Regards, David
And may the force be with u.
 

Attachments

  • problem.png
    problem.png
    20.3 KB · Views: 519
  • i126^cimgpsh_orig.png
    i126^cimgpsh_orig.png
    44.6 KB · Views: 546
Last edited:
Mathematics news on Phys.org
  • #2
darkdave3000 said:
A particle moves from point 0 to point 2. Both positions are known. The center of the circle and it's radius is also known. I am trying to work out the position of 1 where the particle strikes the circle.

This is for a 2D astronomy simulator to work out where a particle will strike a 2D representation of Earth. I've exhausted my brain and I am hoping you guys can lend a hand. I've tried using SecTheta but its an imperfect solution, just like Tan Theta.

Purple lines and points are known magnitudes and positions and any other colors are unknowns.

The way the simulator works is it uses the Euler method to increment the position of a moving object, so the particle will move from say point 0 to point 2 between a computer cycle. The time passed typically is 0.1 seconds.

Please help. Kind Regards, David
And may the force be with u.
How about this?
In the called-out triangle in your drawing, you know the two longer sides and the side opposite the longer one. Use the Law of Sines to get the angle at point 1. Once that angle is known, you can get the third angle (at the bottom end of your drawing), and use the Law of Cosines to get the length of the short side of your triangle.

With all angles and sides of the triangle known, you can write the coordinates of point 1 as (x, y). Point 1 is on a circle of known radius, from which you can derive an equation in x and y. Point 1 is also a known distance from Point 2, which gives you another equation in x and y. Solve these two equations simultaneously to find the coordinates of Point 1.
 
  • Like
Likes mfb
  • #3
Mark44 said:
How about this?
In the called-out triangle in your drawing, you know the two longer sides and the side opposite the longer one. Use the Law of Sines to get the angle at point 1. Once that angle is known, you can get the third angle (at the bottom end of your drawing), and use the Law of Cosines to get the length of the short side of your triangle.

With all angles and sides of the triangle known, you can write the coordinates of point 1 as (x, y). Point 1 is on a circle of known radius, from which you can derive an equation in x and y. Point 1 is also a known distance from Point 2, which gives you another equation in x and y. Solve these two equations simultaneously to find the coordinates of Point 1.

Sounds solid! Ok I will do it! There is no try with the force :)
 

FAQ: Trigonometry problem for collision detection and reflection

What is the purpose of using trigonometry in collision detection and reflection?

Trigonometry is used to calculate the angle of incidence and angle of reflection for objects involved in a collision. This information is crucial in determining the direction and velocity of the objects after the collision.

How is trigonometry applied in collision detection and reflection?

Trigonometric functions such as sine, cosine, and tangent are used to calculate the angles and distances between objects. These values are then used in mathematical equations to determine the direction and speed of the objects after a collision.

Can't we use other mathematical methods for collision detection and reflection?

While other mathematical methods can be used for collision detection and reflection, trigonometry is the most commonly used due to its simplicity and accuracy. It also allows for more complex scenarios, such as collisions involving multiple objects, to be solved easily.

What are the limitations of using trigonometry in collision detection and reflection?

One limitation is that trigonometry assumes that objects are perfect points, which may not be the case in real-world scenarios. Additionally, it does not take into account factors such as friction and air resistance, which can affect the outcome of a collision.

Are there any real-world applications of trigonometry in collision detection and reflection?

Trigonometry is widely used in fields such as physics, engineering, and video game development for collision detection and reflection. It is also used in sports, such as billiards and bowling, to predict the trajectory of objects after a collision.

Back
Top