Game Development Reference
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and concepts developed in the previous section can be applied to a general two-body collision.
In this section, the equations will be developed to model two-dimensional collisions.
The collision will affect the velocity components along (that is, parallel to) the line of
action of the collision.
Velocity components perpendicular to the line of action are unchanged by the collision.
The key to general two-dimensional collision analysis is to rotate the frame of reference so
that one axis of the rotated coordinate system is parallel to the line of action for the collision.
A two-dimensional collision, as the name would suggest, is one where the vector that defines
the line of action lies in a two-dimensional plane. For example, consider the collision between
object 1 and object 2 shown in Figure 6-6. The collision takes place in the x-y plane, and the line
of action of the collision is at an angle q with respect to the x-axis.
Figure 6-6. A general two-dimensional collision
Object 1 has pre-collision velocity components in the x- and y-directions equal to v x and
v y . In order to analyze the collision, the velocity along the line of action, v p , must be determined.
Once v p has been calculated, the post collision velocities along the line of action can be calcu-
lated according to Equation (6.14a). The velocity along the line of action can be computed from
the trigonometric relation shown in Equation (6.16).
v p
=
v x
cos
θ
+
v y
sin
θ
(6.16)
Let's dig a little deeper into where Equation (6.16) came from. To get the velocity along the
line of action, the original Cartesian coordinate system has to be rotated by an angle of q as
shown in Figure 6-7.
 
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