# How can I simulate a rigid bounced from a wall?

How can I simulate a rigid sword bounced from a wall and hit the ground(like in physical world)?

I want to simulate a simple animation.

The sword is controlled by a center/mass point.(Actually finally it't in a game engine).

I can detect the figure and the size of the sword(maybe needed in doing bounce).

And the position is $\{x,y,z\}$

rotation can be controled by quaternions/matrix/euler angles.[In mathematica, by default is matrix]

# Step1

point1 = {0, 0, 500};point2 = {500, 0, 500};


Fly 500 miles. (Here I can add an acceleration)

Graphics3D[{Red, Cuboid[{600, -100, 400}, {510.1, 200, 600}],   GeometricTransformation[swordX[[1]],    TranslationTransform /@ {point1, point2}]}, ViewPoint -> Front]


As you see in the picture, my sword inserted into the Red wall.

# step2

sword bounced from the wall, It should turn the head and do rotations and fly to the ground.

Something like a projectile

How can I simulate this physical process?

Maybe what I need is an equation and some parameters?

Any references?

I've played with this Mathematica Demonstration model, and I've made a video before.

And I need make it more physical, especially how the sword hit and bounced from the wall and fly like a hammer in this model...

video[03:07]

# step3

hit the ground, (maybe can bounce from the ground and hit again...)

Some model maybe the same as that in step2.

I have no physical engines in Mathematica, if you know, welcome to tell me something related.

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Have you considered momentum conservation? – Kyle Kanos Oct 15 '13 at 13:31
@KyleKanos ?what do you mean? When sword hit on the ground for several times, it'll stop, of course. – HyperGroups Oct 15 '13 at 13:32
Obviously, but it is a starting point, isn't it? – Kyle Kanos Oct 15 '13 at 13:42