forFor a physics engine I need to calculate the force that results from rotating objects colliding with each other.
I need to get the force that applies to a defined point (x,y,z$x,y,z$ - coordinates) with a defined mass, if a rotating object with a defined mass, a defined momentum of inertia, a defined axis of torque and rotational speed collides with that point due to its rotation. I thought I could calculate this force similar to calculating the force that applies if to points collide with each other:
F = dp / dt;$F = dp / dt$;
dp = (v1 - v2) * mass;$dp = (v_1 - v_2) \cdot mass$;
Analog for rotation:
L$L$: angular of momentum, M$M$: torque, J$J$: moment of inertia, w$\omega$: rotational speed
M = dL / dt;$M = dL / dt$;
dL = (w1 - w2) * J;$dL = (\omega_1 - \omega_2) \cdot J$;
However, i do not know if I can do it like this without breaking laws of physics and if it is possible I am not sure how to calculate w2$\omega_2$ (preservation of the angular momentum?).
All of these things need to be done in a 3d coordinate system. If
If I misused some physical terms don't blame me, blame google translator.