Difference between revisions of "Darwinbots3/Physics"

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== Basic concepts ==
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* [[Darwinbots3/Physics/Response | Collision Response]] - Article covers math behind responding to collisions
 
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* [[Darwinbots3/Physics/Detection Collision Detection]] - Article covers methods of broad and narrow phase collision detection for simple 2D shapes
=== Forces' linear affects ===
 
Any force acting on a body, at any point on a body, applies the same change in acceleration to the body's center of mass.  Consider the diagram below:
 
__________
 
|        |
 
|        | 
 
|  X    |  <--- <math>\vec{Force_1}</math>
 
|       |
 
|________|  <--- <math>\vec{Force_2}</math>
 
 
''' Diagram 1 '''
 
 
 
Where X is the center of mass for the body.  <math>\vec{Force_1}</math> is exactly centered, so it produces no torque.  The change in acceleration of the body's center of mass is given by <math>\Delta \vec{a} = \frac{\vec{Force_1}}{Mass}</math>.
 
 
 
Let <math>\vec{Force_2}</math> have the same magnitude and direction as <math>\vec{Force_1}</math>.  However it's applying its force at a different point on the body, and will produce torque.  Even though it's off center, the change in acceleration for the body's center of mass is still <math>\Delta \vec{a} = \frac{\vec{Force_1}}{Mass}</math>.
 
 
 
=== Forces' angular affects ===
 
Consider Diagram 1 again.  <math>\vec{Force_1}</math> will not produce any change in angular acceleration for the body, because it is centered.  <math>\vec{Force_2}</math> ''will'' produce change in angular acceleration, because it is off center.  In general, the '''torque''' (<math>\tau</math>) produced by a force is given by:
 
 
 
:<math>\tau = \vec{F} \cdot \vec{r_{\perp}^{P}}</math>
 
 
 
And the change in angular acceleration is given by:
 
 
 
:<math>\Delta \alpha = \frac{\tau}{I}</math>
 
 
 
Where:
 
* <math>\tau</math> is the scalar torque term.
 
* <math>\vec{F}</math> is the vector Force term.
 
* <math>\vec{r_{\perp}^{P}}</math> is the vector perpendicular to the vector from the body's origin to the place <math>\vec{F}</math> is acting on the body.
 
* <math>\alpha</math> is the scalar angular acceleration
 
* <math>I</math> is the body's scalar moment of inertertia.
 
 
 
== Simple collision ==
 
 
 
__________      __
 
|        |    / |
 
  |        | ___/  |
 
|  X    |P___  Y |
 
|        |    \  |
 
|________|    \__|
 
 
 
''' Diagram 2 '''
 
 
 
 
 
Consider a collision between two bodies: body X and body Y.  They collide at point P.  We assume that the collision takes 0 time.  That is, the bodies "instantly" resolve their collision.
 
 
 
The change in angular and linear velocity for body X is given by:
 
 
 
: <math>\Delta\vec{v} = \frac{j_0}{m_X}</math>
 
: <math>\Delta\omega = j_0 * \frac{\vec{r_{\perp}^{XP}} \cdot \vec{n}}{I_X}</math>
 
 
 
where:
 
* <math>\Delta\vec{v}</math> is the change in linear velocity.
 
* <math>\Delta\omega</math> is the change in angular velocity.
 
* <math>j_0</math> is the scalar impulse term applied to the body at point P to correct its velocity from the collision.
 
* <math>m_X</math> is the scalar mass for the body.
 
* <math>I_X</math> is the scalar moment of inertia for the body.
 
* <math>n</math> is a vector representing the "normal" to the colision.  In the case of the vertex-on-edge collision in Diagram 2, n would probably be <math><1, 0></math>
 
* <math>\vec{r_{\perp}^{XP}}</math> is the vector perpendicular to the vector from the center of mass of body X to the collision point P.
 
 
 
Body Y likewise, but the changes are opposite in sign (equal and opposite reaction).
 
 
 
We can define a relationship between the velocities before and after the collision using the [http://en.wikipedia.org/wiki/Coefficient_of_restitution coefficient of restitution].  Which is basically a fractional scalar value between 0 (for inelastic collisions) and 1 (for perfectly elastic collisions).
 
 
 
: <math>v_{XPf} - v_{YPf} = -(1 + \epsilon) * (v_{XPi} - v_{YPi})
 
 
 
where:
 
* <math>v_{XPf}, v_{YPf}</math> are the final velocities of bodies X and Y at point P.
 
* <math>\epsilon</math> is the coefficient of restitution for the equation
 
* <math>v_{XPi}, v_{YPi}</math> are the initial velocities of bodies X and Y at point P.
 
 
 
To find the velocity of a body at a given point, use the formula:
 
 
 
: <math>v_P = v + \omega * r^P</math>
 
 
 
where:
 
* <math>v_P</math> is the velocity at a certain point on the body.
 
* <math>\omega</math> is the body's angular velocity.
 
* <math>r^P</math> is the vector from the body's center of mass to point P.
 
 
 
Using all of the equations above, we can find <math>j_0</math> by the following algorithm:
 
 
 
suppose we are supplied with:
 
  a contact point '''P'''
 
  a collision normal '''n'''
 
  two bodies in collision, '''bodyX''' and '''bodyY'''
 
  a coefficient of restitution '''e'''
 
 
Vector VelocityAtPoint(Body body, Vector point)
 
{
 
  return body.Velocity + body.AngularVelocity * (point - body.Position);
 
}
 
 
Scalar ResistanceFromBody(Body body, Vector point, Vector n)
 
{
 
  Vector rPerp = (point - body.Position).Perp();
 
  Scalar a = n.DotSquared(n) * body.InverseMass;
 
  Scalar q = rPerp.DotProduct(n) * body.InverseMomentOfInertia;
 
  q *= q;
 
 
 
  return a + q;
 
}
 
 
Scalar vXP = VelocityAtPoint(bodyX, P).DotProduct(n);
 
Scalar vYP = VelocityAtPoint(bodyY, P).DotProduct(n);
 
 
Scalar b = -(1 + e) * (vXP - vYP);
 
 
Vector rXPNorm = (point - bodyX.Position).Perp();
 
Vector rYPNorm = (point - bodyY.Position).Perp();
 
 
Scalar resistanceX = ResistanceFromBody(bodyX, P, n);
 
Scalar resistanceY = ResistanceFromBody(bodyY, P, n);
 
 
Scalar j0 = b / (resistanceX - resistanceY);
 
 
return j0;
 

Latest revision as of 05:56, 16 May 2009