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Question by Glenno · May 11, 2011 at 04:07 PM · raycasthitbouncespherecast

anyone know the maths to take into account Bounciness when calculating trajectories?

Um.. following on from this question http://answers.unity3d.com/questions/58286/rigidbody-is-heading-to-a-slightly-different-angle-to-where-im-calculating-it-wou

Does anyone know the maths that would take the bounciness of the rigidBodies physical material into account when im calculating my guideLines? As I cant change the Bounciness, without spoiling the pool table 'feel' of the physics.

Thanks in advance, Glenno

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Answer by hellcats · May 11, 2011 at 04:54 PM

The "bounciness" is also called the "coefficient of restitution" in rigid body physics circles. For a good introduction see Baraffs classic paper (pg. G47, eqn. 8-18 for the impulse 'j'. 'Epsilon' is the restitution). Also see this answer for computing the impulse needed to achieve a desired rotation in Unity which describes the particulars of Unity's (i.e. PhysX') representation of inertia.

The Baraff paper shows how to compute the change in linear and angular velocity of a rigid body once you have the collision impulse 'j'. With this you information you should be able to replicate PhsyX' collision response.

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avatar image Jean-Fabre · May 11, 2011 at 05:08 PM 0
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nice set of references, thanks!

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