In a prototype I'm building, a particle can spawn anywhere within a larger, confining circle. Important to note is that the particle will not spawn in the origin of the larger circle, but anywhere within it.
This particle will essentially be given a random x and y velocity and set on it's way.
When the particle hits the edge of the confining circle, I want it to bounce back inwards appropriately.
Unfortunately I'm extremely new to vector math, and have never really directly dealt with it before.
Given that I'm treating the particle as a point, and I don't care about any loss of force or friction, what should I ultimately do to the particle's x and y velocities after the bounce?
I will know the particle's x and y velocity, it's x and y coordinate when it hits the outer circle, the radius of the outer circle, and the x and y coordinates of the origin of the outer circle (since its origin will likely not be 0,0).
My brief research on vector math tells me I need to find the normal velocity at the point where the particle hits the outer circle and then negate that, but unfortunately I'm not sure how to do that exactly.