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Collision response


In the context of classical mechanics simulations and physics engines employed within video games, collision response deals with models and algorithms for simulating the changes in the motion of two solid bodies following collision and other forms of contact.

Two rigid bodies in unconstrained motion, potentially under the action of forces, may be modelled by solving their equations of motion using numerical integration techniques. On collision, the kinetic properties of two such bodies seem to undergo an instantaneous change, typically resulting in the bodies rebounding away from each other, sliding, or settling into relative static contact, depending on the elasticity of the materials and the configuration of the collision.

The origin of the rebound phenomenon, or reaction, may be traced to the behaviour of real bodies that, unlike their perfectly rigid idealised counterparts, do undergo minor compression on collision, followed by expansion, prior to separation. The compression phase converts the kinetic energy of the bodies into potential energy and to an extent, heat. The expansion phase converts the potential energy back to kinetic energy.

During the compression and expansion phases of two colliding bodies, each body generates reactive forces on the other at the points of contact, such that the sum reaction forces of one body are equal in magnitude but opposite in direction to the forces of the other, as per the Newtonian principle of action and reaction. If the effects of friction are ignored, a collision is seen as affecting only the component of the velocities that are directed along the contact normal and as leaving the tangential components unaffected

The degree of relative kinetic energy retained after a collision, termed the restitution, is dependent on the elasticity of the bodies‟ materials. The coefficient of restitution between two given materials is modeled as the ratio of the relative post-collision speed of a point of contact along the contact normal, with respect to the relative pre-collision speed of the same point along the same normal. These coefficients are typically determined empirically for different material pairs, such as wood against concrete or rubber against wood. Values for close to zero indicate inelastic collisions such as a piece of soft clay hitting the floor, whereas values close to one represent highly elastic collisions, such as a rubber ball bouncing off a wall. The kinetic energy loss is relative to one body with respect to the other. Thus the total momentum of both bodies with respect to some common reference is unchanged after the collision, in line with the principle of conservation of momentum.


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