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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

Angular Impulse

Now that we have orientation, collisions require both a linear and angular response. This means we need an equation that gives us the impulse magnitude in terms of both linear and angular components.

From the previous section, Linear Impulse, we already know the linear impulse of the collision:

Angular Impulse

We need to find the angular component of this impulse. In the last section, Angular Velocity, we covered that the velocity of a point, P, at R distance away from the center of mass is given by the following equation:

Angular Impulse

We can find the total velocity (linear plus angular) by adding the rotational velocity to the Linear Velocity of the rigidbody at the center of mass. We also need to find the torque from the point of impact and collision normal divided by the inertia tensor. Knowing this, we can find the final equation for j:

Angular Impulse

We must also update the formula for tangential impulse to apply friction. To do so, we replace all instances of the collision normal n with the tangent vector t:

Angular Impulse

Getting...

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