Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Arrow right icon
View More author details
Toc

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...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime