How does angular velocity of a ball affects it's speed after a bounce? I'm trying to simulate 2D bouncing ball physics. I've found a nice solution how to calculate ball's velocity after a bounce:

mVelocity.x *= 1 + mi * (e - 1);
mVelocity.y *= -e;

where mVelocity.x is a component of ball's velocity parallel to the "surface" of a bounce, mi is coefficient of friction, e<=1 representsthe energy loss during the impact.

It's looks quite realistic, however I'd like to calculate angular velocity as well - and I assume it's also affecting how the ball actually bounces. I tried to achieve it using matrix found on wolfram site - http://demonstrations.wolfram.com/BouncingASuperball/ (it's in the bottom of the page), but its implementation doesn't look realistic at all, ball is acting very wierdly. How can I calculate it?


Forumlas here - http://www.kellegous.com/j/2006/02/19/bouncing-ball/ - seem to be working quite well, however if anyone knows an alternative version, please post it.

| improve this answer | |

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.