Darwinbots3/Physics/Response
This page covers the math behind collision response, especially in the case of multiple bodies forming a chain of direct and indirect collisions, such as a stack of bodies. This is called an island.
Contents
Basic concepts
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 | <---| | |________| <---
Diagram 1
Where X is the center of mass for the body. is exactly centered, so it produces no torque. The change in acceleration of the body's center of mass is given by
.
Let have the same magnitude and direction as
. 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
.
Forces' angular affects
Consider Diagram 1 again. will not produce any change in angular acceleration for the body, because it is centered.
will produce change in angular acceleration, because it is off center. In general, the torque (
) produced by a force is given by:
And the change in angular acceleration is given by:
Where:
-
is the scalar torque term.
-
is the vector Force term.
-
is the vector perpendicular to the vector from the body's origin to the place
is acting on the body.
-
is the scalar angular acceleration
-
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:
where:
-
is the change in linear velocity.
-
is the change in angular velocity.
-
is the scalar impulse term applied to the body at point P to correct its velocity from the collision.
-
is the scalar mass for the body.
-
is the scalar moment of inertia for the body.
-
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
-
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 coefficient of restitution. Which is basically a fractional scalar value between 0 (for inelastic collisions) and 1 (for perfectly elastic collisions).
where:
-
are the final velocities of bodies X and Y at point P.
-
is the coefficient of restitution for the equation
-
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:
where:
-
is the velocity at a certain point on the body.
-
is the body's angular velocity.
-
is the vector perpindicular to the vector from the body's center of mass to point P.
Using all of the equations above, we can find 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.LengthSquared() * body.InverseMass; // The resistance to linear acceleration Scalar q = Squared(rPerp.DotProduct(n)) * body.InverseMomentOfInertia; // The resistance to angular acceleration return a + q; } Scalar vXP = VelocityAtPoint(bodyX, P); Scalar vYP = VelocityAtPoint(bodyY, P); Scalar b = -(1 + e) * (vXP - vYP).DotProduct(n); Vector rXPNorm = (point - bodyX.Position).Perp(); Vector rYPNorm = (point - bodyY.Position).Perp(); Scalar resistanceX = ResistanceFromBody(bodyX, P, n); Scalar resistanceY = -ResistanceFromBody(bodyY, P, n); //equal but opposite Scalar j0 = b / (resistanceX - resistanceY); return j0;
Multiple collisions
Consider the case of collisions between N bodies simultaneously. We can expand from the last section to handle N contact points. The change in linear and angular velocity of a body is described by the equation:
- Failed to parse (unknown function "\Large"): \Delta\vec{v} = \Large{\frac{\sum_{i=0}^{N-1} j_i \cdot \vec{n}}{m}}
- Failed to parse (unknown function "\Large"): \Delta\omega = \Large{\frac{\sum_{i=0}^{N-1} j_i \cdot \vec{r_{\perp}^{Pi}} \cdot \vec{n}}{I}}
where:
-
is 0 if that contact point isn't part of that body's collision.
We can now form N equations (one for each collision), and solve for N unknowns (each collision impulse ).
The equation for collision is given by:
- Failed to parse (unknown function "\large"): \large{V_{BPi} + V_{APi} = b_i}
- Failed to parse (unknown function "\large"): \large{V_{XPi} = \sum_{k=0}^{k=N-1} (aX_k + qX_k)} \cdot j_k
- Failed to parse (unknown function "\large"): \large{aX_k = \frac{\vec{n_i} \cdot \vec{n_k}}{m_X}}
- Failed to parse (unknown function "\large"): \large{qX_k = \frac{ (\vec{r^{XPi}_\perp} \cdot \vec{n_i}) \cdot (\vec{r^{XPk}_\perp} \cdot \vec{n_k})}{I_X}}
- Failed to parse (unknown function "\large"): \large{b_i = -(1 + \epsilon) ((V_{BP} - V_{AP}) \cdot n_i)}
- Failed to parse (unknown function "\large"): \large{V_{XP} = V_X + \omega_X \cdot r^{XP}_\perp}
All terms in the above quantities are known at the beginning of the collision except for . So we can represent the system of equation as:
- Failed to parse (unknown function "\large"): \large{\mathbf{A} \mathbf{j} = \mathbf{b} }
For an example, suppose that there are 4 collisions. One between body A and body B (collision 0), two between body B and body C (collision 1 and 2), and one between body C and body D (collision 3). If we take the equation for above, are replace
with commas, we can form the system of equations into a matrix:
- Failed to parse (unknown function "\large"): \large{ \begin{bmatrix} V_{BP0} - V_{AP0} \\ V_{CP1} - V_{BP1} \\ V_{CP2} - V_{BP2} \\ V_{DP3} - V_{CP3} \\ \end{bmatrix} \begin{bmatrix} j_0 \\ j_1 \\ j_2 \\ j_3 \\ \end{bmatrix} = \begin{bmatrix} b_0 \\ b_1 \\ b_2 \\ b_3 \\ \end{bmatrix} }
Which can then be solved in .