In addition to gravity pulling bodies together, atmospheric drag affecting bodies near each other, and friction for bodies in contact, I wanted to accurately model the impact of bodies - collisions.
There are 3 types of collisions:
Elastic - Partial bounce (some stick). The degree of elasticity is called the coefficient of restitution, a value between 0.0 and 1.0. The higher the coefficient, the more the bounce.
Perfectly Elastic - No loss of kinetic energy, perfect bounce. The coefficient of restitution is 1.0. In reality there are no perfectly elastic collisions but billiard balls impacting are a rough real world example.
Perfectly Inelastic (Plastic) - Bodies stick together upon impact. The coefficient of restitution is 0.0.
Ua = Primary Body Approach Speed
Ub = Secondary Body Approach Speed
Ma = Primary Body Mass
Mb = Secondary Body Mass
Cr = Coefficient of Restitution, 0 = Inelastic, 1 = Elastic
Va = Primary Body Departure Speed
Vb = Secondary Body Departure Speed
https://en.wikipedia.org/wiki/Collision
https://en.wikipedia.org/wiki/Elastic_collision
https://en.wikipedia.org/wiki/Inelastic_collision
https://en.wikipedia.org/wiki/Coefficient_of_restitution
Orbital Aero Code - update()
A refresher of our update() function in the OrbitalAeroModel class.
// Primary function to process the physics and kinematics all bodies.
bool OrbitalAeroModel::update(double timeStep_seconds)
{
// It's important all forces are calculated before all positions are updated before all collisions
// are checked, etc. That way the order in which bodies are looped through does not affect how they
// affect other bodies in space.
// Calculate Motor Thrust (From control system and motor abilities.)
// Sum all the forces acting on every body, including forces from thrust, gravity, atmospheric drag,
// and friction.
processForces();
// Can now translate and rotate each body.
processKinematics(timeStep_seconds);
// After moving the body, check for collisions and adjust positions/velocities as appropriate.
processCollisions(timeStep_seconds);
return true;
}
Orbital Aero Code - processCollisions()
// Handle collisions between bodies.
bool OrbitalAeroModel::processCollisions(double timeStep_seconds)
{
// Loop through all bodies and check for collisions.
// Unlike the forces calculations, not every body needs to be run through in the secondary loop.
// For example, if you have 4 bodies, the following loops will process as follows:
// Primary 1 Secondary 2
// Primary 1 Secondary 3
// Primary 1 Secondary 4
// Primary 2 Secondary 3
// Primary 2 Secondary 4
// Primary 3 Secondary 4
// Primary loop is through all bodies.
map <uint64, BodyModel>::iterator iteratorPrimaryBody = tableBodies.begin();
while (iteratorPrimaryBody != tableBodies.end())
{
BodyModel &primaryBody = iteratorPrimaryBody->second;
if (primaryBody.active)
{
// Secondary loop begins one after the primary body iterator.
map <uint64, BodyModel>::iterator iteratorSecondaryBody = iteratorPrimaryBody;
iteratorSecondaryBody++;
// Continue the secondary loop to the end of the bodies list.
while (iteratorSecondaryBody != tableBodies.end())
{
BodyModel &secondaryBody = iteratorSecondaryBody->second;
if (secondaryBody.active && (&primaryBody != &secondaryBody))
{
// Calculate the distance betweeen bodies.
Vector relativeDistance_meters = secondaryBody.location_meters - primaryBody.location_meters;
double relativeDistanceMagnitude_meters = relativeDistance_meters.magnitude();
double combinedRadii_meters = primaryBody.radius_meters + secondaryBody.radius_meters;
// Do the bodies occupy the same space?
if (relativeDistanceMagnitude_meters < combinedRadii_meters && relativeDistanceMagnitude_meters > 0)
{
// Potential impact. Get elevation at that location (convert to geodetic).
// Not loading terrain yet, just do the impact.
// Coefficient of Restitution
// 0 = Perfectly Plastic, objects remain together
// 1 = Perfectly Elastic, kinetic energy conserved / bounce
double Cr = 0.5;
// Primary body impacting secondary body.
//
// Approach--> \ |
// \ |
// \ | <-- Surface
// Normal--> /_____\|
// \ /|
// / |
// / |
// Departure--> |/_ |
//
// Take the dot product of the velocity vector with the normal surface to get the magnitude of the impact speed.
Vector vectorNormalToImpact = -relativeDistance_meters.unit();
double primaryBodyPerpendicularApproachSpeed_metersPerSecond = Vector::dotProduct(primaryBody.velocity_metersPerSecond, vectorNormalToImpact);
double secondaryBodyPerpendicularApproachSpeed_metersPerSecond = Vector::dotProduct(secondaryBody.velocity_metersPerSecond, vectorNormalToImpact);
// Determine departure speeds based on coefficient of restitution, perpendicular speeds, and masses.
// Va = (Ma * Ua + Mb * Ub + Mb * Cr * (Ub - Ua)) / (Ma + Mb)
// Vb = (Ma * Ua + Mb * Ub + Ma * Cr * (Ua - Ub)) / (Ma + Mb)
// Ua = Primary Body Approach Speed
// Ub = Secondary Body Approach Speed
// Ma = Primary Body Mass
// Mb = Secondary Body Mass
// Cr = Coefficient of Restitution, 0 = Inelastic, 1 = Elastic
// Va = Primary Body Departure Speed
// Vb = Secondary Body Departure Speed
double primaryBodyPerpendicularDepartureSpeed_metersPerSecond =
(primaryBody.massTotal_kilograms() * primaryBodyPerpendicularApproachSpeed_metersPerSecond +
secondaryBody.massTotal_kilograms() * secondaryBodyPerpendicularApproachSpeed_metersPerSecond +
secondaryBody.massTotal_kilograms() * Cr * (secondaryBodyPerpendicularApproachSpeed_metersPerSecond - primaryBodyPerpendicularApproachSpeed_metersPerSecond)) /
(primaryBody.massTotal_kilograms() + secondaryBody.massTotal_kilograms());
Vector primaryPerpendicularChange_metersPerSecond = vectorNormalToImpact * (primaryBodyPerpendicularDepartureSpeed_metersPerSecond - primaryBodyPerpendicularApproachSpeed_metersPerSecond);
primaryBody.velocity_metersPerSecond += primaryPerpendicularChange_metersPerSecond;
double secondaryBodyPerpendicularDepartureSpeed_metersPerSecond =
(primaryBody.massTotal_kilograms() * primaryBodyPerpendicularApproachSpeed_metersPerSecond +
secondaryBody.massTotal_kilograms() * secondaryBodyPerpendicularApproachSpeed_metersPerSecond +
primaryBody.massTotal_kilograms() * Cr * (primaryBodyPerpendicularApproachSpeed_metersPerSecond - secondaryBodyPerpendicularApproachSpeed_metersPerSecond)) /
(primaryBody.massTotal_kilograms() + secondaryBody.massTotal_kilograms());
Vector secondaryPerpendicularChange_metersPerSecond = vectorNormalToImpact * (secondaryBodyPerpendicularDepartureSpeed_metersPerSecond - secondaryBodyPerpendicularApproachSpeed_metersPerSecond);
secondaryBody.velocity_metersPerSecond += secondaryPerpendicularChange_metersPerSecond;
// Reposition the entities based on the "bounce".
primaryBody.location_meters += primaryBody.velocity_metersPerSecond * timeStep_seconds;
secondaryBody.location_meters += secondaryBody.velocity_metersPerSecond * timeStep_seconds;
// Recalculate the distance, ensure we're still not occupying the same space.
Vector relativeDistanceAfterMovement_meters = secondaryBody.location_meters - primaryBody.location_meters;
double relativeDistanceAfterMovementMagnitude_meters = relativeDistanceAfterMovement_meters.magnitude();
if (relativeDistanceAfterMovementMagnitude_meters < combinedRadii_meters)
{
// Still occupying the same space, reposition the less dense mass outside.
Vector unitVectorToIntercept = relativeDistanceAfterMovement_meters.unit();
if (primaryBody.massBase_kilograms > secondaryBody.massBase_kilograms)
{
secondaryBody.location_meters = primaryBody.location_meters + (unitVectorToIntercept * (combinedRadii_meters + 0.01));
}
else
{
primaryBody.location_meters = secondaryBody.location_meters + (-unitVectorToIntercept * (combinedRadii_meters + 0.01));
}
}
} // (relativeDistanceMagnitude_meters < combinedRadii_meters && relativeDistanceMagnitude_meters > 0)
} // ((secondaryBody.active) && (primaryBody.index != secondaryBody.index))
iteratorSecondaryBody++;
} // (iteratorSecondaryBody != tableBodies.end())
} // (primaryBody.active)
iteratorPrimaryBody++;
} // (iteratorPrimaryBody != tableBodies.end())
return true;
}
Results
Two bodies impacting with a coefficient of restitution of 1.0
Two bodies impacting with a coefficient of restitution of 0.5
Two bodies impacting with a coefficient of restitution of 0.0
How about a game of billiards?
Ball approaching (slightly off angle)...
After impact...
And finally impacting something with a much higher mass...
Copyright (c) 2016 Clinton Kam
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