![]() At any instant, half the collisions are, to a varying extent, inelastic collisions (the pair possesses less kinetic energy in their translational motions after the collision than before), and half could be described as “super-elastic” (possessing more kinetic energy after the collision than before). The molecules-as distinct from atoms-of a gas or liquid rarely experience perfectly elastic collisions because kinetic energy is exchanged between the molecules’ translational motion and their internal degrees of freedom with each collision. the angle between the force and the relative velocity is acute).Ĭollisions of atoms are elastic, for example Rutherford backscattering.Ī useful special case of elastic collision is when the two bodies have equal mass, in which case they will simply exchange their momenta. the angle between the force and the relative velocity is obtuse), then this potential energy is converted back to kinetic energy (when the particles move with this force, i.e. In an ideal, perfectly elastic collision, there is no net conversion of kinetic energy into other forms such as heat, noise, or potential energy.ĭuring the collision of small objects, kinetic energy is first converted to potential energy associated with a repulsive or attractive force between the particles (when the particles move against this force, i.e. In physics, an elastic collision is an encounter ( collision) between two bodies in which the total kinetic energy of the two bodies remains the same. Five atoms are colored red so their paths of motion are easier to see. On average, two atoms rebound from each other with the same kinetic energy as before a collision. If(hit) return Vector2.Reflect(velocity, hit.As long as black-body radiation (not shown) doesn't escape a system, atoms in thermal agitation undergo essentially elastic collisions. RayOrigin = new Vector3(, ) - (direction * 1f) We missed - Try hitting on top of projectile. Hit = Physics2D.Raycast(rayOrigin, direction, 2, 1 << ) RayOrigin = new Vector3(, bounds.$$anonymous$$.y) - (direction * 1f) We missed - Try hitting on bottom of projectile RaycastHit2D hit = Physics2D.Raycast(rayOrigin, direction, 2, 1 << ) Try hitting from the center of the projectile Vector3 rayOrigin = bulletTransform.position - (direction * 1f) If that raycast missed cast a ray from the top of the collider public static Vector2 getReflectVelocity(Transform bulletTransform, Vector2 velocity, Collider2D col, Collider2D bulletCollider) ![]() If that raycast missed cast a ray from the bottom of the collider So this solution worked except when my ray wasn't hitting the object, since my collider could be wider than the ray. Var rayDir : Vector3 = Vector3.Reflect( (hit.point - transform.position).normalized, hit.normal ) Var hit: RaycastHit2D = Physics2D.Raycast (transform.position, transform.up, 0.5, hitMask) The projectile now casts a ray in front of it and when the ray hits something it does the calculation figures out the reflection vector and then rotates to face that vector. However I had a perfectly working example of how to do it with simple lines and ray casts. Basically, I could not figure out how to get the reflection vector from the collision. I don't know if this is the best solution but the following is how I got it to work for my purposes. I would really appreciate it if someone could explain what I am doing wrong. Var targetRot = Quaternion.AngleAxis(angle, Vector3.forward) Var angle : float = Mathf.Atan2(-dir.x,dir.y) * Mathf.Rad2Deg Var dir = Vector3.Reflect( ( - transform.position).normalized, ) If((Health) != null)Ĭ(Health).Hurt(Dammage) Code for my projectile here: function OnCollisionEnter2D(coll: Collision2D) But when I try to use the same calculation on my projectile, it derps of whatever which way it feels like. Now the thing that has me really confused is the above code works perfectly fires the little laser and bounces off the walls. RayDir = Vector3.Reflect( (hit.point - startPoint).normalized, hit.normal ) Hit = Physics2D.Raycast (startPoint, rayDir, 1000) ĭebug.DrawLine (startPoint, hit.point, Color.red, 0.1, false) Their Code (adapted for Physics2D): function drawLaser(startPoint:Vector3,n:int) I was found this: and tried to reverse engineer the code but it is not working correctly for me. Bullet hits wall, bounces off like a laser. Ok I am trying to do what I thought would be a simple bouncing bullet.
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