Collisions

Jim Hurley jhurley0305 at sbcglobal.net
Sun Mar 25 09:56:26 EDT 2012


P.S.

In the simplest case, equal  masses, just interchange the velocities of the two balls after the collision.

Proof:
If one assumes that the solution is unique, and since interchanging the velocities conserves momentum and energy (for balls of equal mass), this solution is THE solution.

Jim

> Richard,
> 
> Collision detection is the easier part. Just calculate the distance between centers and, if it is greater than the sum of the radii (assuming they are circular) you have a collision.
> 
> The more difficult part is the physics, what happens after the collission. Are they of equal mass and size? You need to conserve momentum and energy.
> 
> To get started you may  look at a pool game. See:
> 
>     http://jamesphurley.com/runrev.html
> 
> and look for "Nine ball pool."
> 
> You may  want to also checkout "Bouncing ball tools" at the same site to see how to work with collision with different shapes, and how to deal with enclosures that are may  be convex.
> 
> Jim Hurley
> 
> 
> 
> 
>> I'm working on a very simple iPad app where 4 large shapes randomly float around on the screen.  What I'd like to do is have them be able to bounce off each other if they happen to touch.  Are there any tutorial pages or sample stacks out there that anyone knows of that I could use as a starting point?  I can do collision detection with intersect, but before I spend countless hours reinventing the wheel, I thought I'd ask.
>> 
>> ---
>> Richard MacLemale
>> Music = 
>> http://www.richardmac.com
>> 
>> Programming = 
>> http://www.macandchee.se
> 




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