|
"Alexander" <alexander.erlich@gmail.com> wrote in message <he94at$33r$1@fred.mathworks.com>...
> Hello,
>
> I have often asked myself simulations where a stare cube, or even more complicated body, falls on a solid ground and bounces off. Also, it is possible (e.g. in games) to create bodies like made out of springs, bodies that experience a deformation when they hit the ground (or other bodies).
>
> How are such things created and programmed? In classical mechanics (seen from a physics student's point of view), we use differential equations which we solve numerically once we've figured them out. But objects physicists treat are usually much more simple than cubes, as even e.g. the three body problem of point charges and its transition to chaos are complex enough to study. But such simulations as described above probably take a completely different approach, and I am curious about that. Maybe you can give me some links or some literature, or just some general ideas?
>
> Also, if I wanted to program a solid cube bouncing off a solid surface, how could I start / approach this undertaking?
>
> Thanks in advance,
>
> Alexander
Accurate models of these things often require some
work. For example, consider a simple scenario - the
"reverse spaghetti problem".
What is the reverse spaghetti problem? The spaghetti
problem is to model the path of the tip of a piece of
spaghetti, as you suck it into your mouth. Why might
it flip up and hit the tip of your nose? The reverse
spaghetti problem is to model the path of the tip of
the flexible beam, as it extrudes from your mouth.
Even worse, suppose as this beam extends out,
suppose it hits against wall that blocks the path of
the spaghetti?
Maybe it seems easy to model this process, maybe
not. I will point out that a friend of mine earned
his doctorate with a thesis on this topic. Models of
mechanical systems like this can be easy, if you
choose to ignore some aspects of the physical
system, or more difficult, depending on how much
of the real world you allow to intrude into the
model.
The point is, how much of the real world do you
allow into a model of a bouncing cube? You might
start out with a spherical cube. Yeah, I know, this
seems a contradiction, but a sphere might be an
adequate approximation for some purposes.
Is the cube homogeneous in its material properties?
Are they the same in all directions? (I.e., is it
isotropic or anisotropic? (A block of wood would
probably be anisotropic, since the elastic properties
will be differ in each direction, but a block of rubber
or a block of steel is probably well modeled as an
isotropic material.)
Is it rotating as it falls? What are the properties of
the ground on which it falls? Is the surface a
linearly elastic medium? (Dirt probably is not well
modeled as linearly elastic, but within limits, rubber
may probably be adequately modeled as such.)
At an even deeper level, any time two objects
interact, there is some probability that one or
both of them will exhibit nonlinear elastic behaviors.
For example, if a crack appears, this is nonlinear,
and very nasty to model. But any time you have
elastic deflections of a material, if you look deeply
enough, there will be stuff like this happening at
a molecular level. So a truly complete model of
such a system might want to include far more
than just simple Newtonian mechanics. Yeah, I
know. Really nasty.
It is a skill to know your problem, and to know
which terms in such a physical model can be
ignored to achieve a realistic model that can
be solved in a finite amount of time.
John
|