630 lines
26 KiB
TeX
630 lines
26 KiB
TeX
\section{Theoretical Background}
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\label{sec:theory}
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The theoretical background is everything related to the physics part of the
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project. It covers the calculating the inertia of different types of polygons;
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different algorithms to detect whether there is a collision between two
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polygons; the resolution of the collision, i.e. finding the final
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velocity vectors and angular speed of those polygons.
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\subsection{Moment of inertia}
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\label{sub:moment}
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The inertia of an object refers to the tendency of an object to resist a change
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of its state of motion or rest, it describes how the object behaves when forces
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are applied to it. An object with a lot of inertia requires more force to change
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its motion, either to make it move if it's at rest or to stop it if it's already
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moving. On the other hand, an object with less inertia is easier to set in
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motion or bring to a halt.
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The moment of inertia is similar but is used in a slightly different context, it
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specifically refers to the rotational inertia of an object. It measures an
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object's resistance to changes in its rotational motion and how its mass is
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distributed with respect to is axis of rotation.
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In the case of this project the axis of rotation is the one along the $z$-axis
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(perpendicular to the plane of the simulation) and placed at the barycenter of
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the polygon.
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The general formula for the moment of inertia is
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\begin{equation}
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\label{eq:moment_general}
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I_Q = \int \vec r^2 \rho(\vec r) \diff \mathcal{A}
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\end{equation}
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where $\rho$ is the density of object $Q$ in the point $\vec r$ across the
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small pieces of area $\mathcal A$ of the object.
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In our case, since we are implementing a 2D engine we can use the $\mathbb{R}^2$
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coordinate systems, thus the formula becomes
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$$ I_Q = \iint \rho(x, y) \vec r^2 \diff x\diff y$$
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and since the requirements express that the mass of the polygons is spread
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uniformly across its surface, the formula finally becomes
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\begin{equation}
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\label{eq:moment}
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I_Q = \rho \iint x^2 + y^2 \diff x\diff y
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\end{equation}
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The bounds of the integral depend on the shape of the polygon. In the following
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sections, we will describe how to compute those bounds, then we will show a
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different technique to compute the moment of inertia of arbitrary polygons.
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\subsubsection{Rectangle}
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The moment of inertia of a rectangle of width $w$ and height $h$ with respect to
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the axis of rotation that passes through its barycenter can be visualized in the
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\figref{fig:rectangle_inertia}.
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\begin{figure}[H]
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\centering
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\hfill
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\begin{subfigure}[]{.4\textwidth}
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\centering
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\inputtikz{rectangle_inertia2d}
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\caption{2d view of rectangle with axis of rotation}
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\label{fig:rectangle_inertia2d}
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\end{subfigure}
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\hfill
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\begin{subfigure}[]{.4\textwidth}
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\centering
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\inputtikz{rectangle_inertia3d}
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\caption{3d view of rectangle with axis of rotation}
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\label{fig:rectangle_inertia3d}
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\end{subfigure}
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\hfill\null
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\caption{Representation of rectangle with respect to axis of rotation $z$}
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\label{fig:rectangle_inertia}
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\end{figure}
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As figure \figref{fig:rectangle_inertia2d} implies, the bounds of equation
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\ref{eq:moment} are trivial to derive:
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\begin{equation}
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\label{eq:rect_moment}
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I_{\text{rect}} = \rho \int_{-\frac{h}{2}}^{\frac{h}{2}}
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\int_{-\frac{w}{2}}^{\frac{w}{2}} x^2 + y^2 \diff x \diff y
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= \frac{\rho wh}{12} \left( w^2 + h^2 \right)
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\end{equation}
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and since $\rho w h$ is the density of the rectangle multiplied by its area, we
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can replace this term by its mass $m$, thus
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\begin{equation}
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I_{\text{rect}} = \frac{1}{12} m\left(w^2 + h^2\right)
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\end{equation}
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All the steps to compute equation~\ref{eq:rect_moment} can be found in equation
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\ref{eq:rect_moment_long} in Appendix \ref{appendix:calculations}.
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\subsubsection{Regular Polygons}
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\label{sub:regular_polygons}
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A regular polygon is a shape that has sides of equal length and angles between
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those sides of equal measure. A polygon of $n$ sides can be subdivided in $n$
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congruent (and isosceles since they are all the radius of the circumscribing
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circle) triangles that all meet in the polygon's barycenter,
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as demonstrated in Figure \ref{fig:pentagon_triangles} with a pentagon.
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\begin{figure}[H]
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\centering
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\hfill
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\begin{subfigure}[]{.45\textwidth}
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\centering
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\inputtikz[.6]{pentagon}
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\caption{Regular polygon of 5 sides with its barycenter}
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\label{fig:pentagon}
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\end{subfigure}
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\hfill
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\begin{subfigure}[]{.45\textwidth}
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\centering
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\inputtikz[.6]{pentagon_congruent}
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\caption{Pentagon divided in 5 congruent triangles}
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\label{fig:pentagon_triangles}
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\end{subfigure}
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\hfill\null
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\caption{Subdivision of regular polygons into congruent triangles}
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\label{fig:regular_poly}
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\end{figure}
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If we define one of the sub-triangle of the regular polygon as $T$, then we can
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find the moment of inertia $I_T$ when it is rotating about the barycenter. To
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find the bounds of the integral in equation \ref{eq:moment}, we can take the
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triangle $T$ and place it along the $x$-axis so that it is symmetric likes shown
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in figure. Assuming the side length of the polygon is $l$, the height of the
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triangle $T$ is $h$ and the angle of the triangle on the barycenter of the
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polygon to be $\theta$, then
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\begin{figure}[H]
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\centering
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\inputtikz[.3]{isosceles}
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\caption{Sub-triangle $T$ of regular polygon}
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\label{fig:subtriangle}
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\end{figure}
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we can see the bounds for the integral
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\begin{equation}
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\label{eq:subtriangle_moment}
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I_{T} = \rho \int_0^h\int_{-\frac{lx}{2h}}^{\frac{lx}{2h}}x^2 + y^2 \diff
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y\diff x= \frac{m_Tl^2}{24} \left(1 + 3\cot^2\left(\frac{\theta}{2}\right)\right)
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\end{equation}
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All the steps to compute equation~\ref{eq:subtriangle_moment} can be found in
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equation \ref{eq:subtriangle_moment_long} in Appendix
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\ref{appendix:calculations}.
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Now that we have the moment of inertia of the sub-triangle, we can make the link
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to the overall polygon. Since
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$$ \theta = \frac{2\pi}{n} \implies \frac{\theta}{2} = \frac{\pi}{n} $$
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and the moment of inertia are additive (as long they are as they are about the
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same axis) we can get the moment of inertia with
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$$ I_{\text{regular}} = n I_T $$
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and since the mass of the regular polygon $m$ is the sum of the masses of the
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sub-triangle
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$$ m = n m_T $$
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we have that
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\begin{equation}
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\label{eq:regular_moment}
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I_{\text{regular}} = \frac{ml^2}{24} \left( 1 + 3\cot^2\left(\frac{\pi}{n}\right) \right)
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\end{equation}
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\subsubsection{Arbitrary Polygons}
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For arbitrary polygons, we are taking a slightly different approach. Using the
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Cartesian coordinate system to solve the equation \ref{eq:moment} revealed to be
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more cumbersome than useful. But similarly to regular polygons (c.f. Section
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\ref{sub:regular_polygons}), we can use the additive property of the moment
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inertia to divide our arbitrary polygon into sub-triangles. As opposed to
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regular polygons, these triangles won't be congruent, so we can't just get the
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moment of inertia of one of them and multiply it by the number of sides, but we
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need to calculate them individually. So given a polygon of $n$ sides, we can
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construct $n$ sub-triangles $T_i$, for $i = 1, \dots, n$. So the moment of
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inertia $I$ of the polygon will be
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\begin{equation}
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I = \sum_i I_{T_i}
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\end{equation}
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\begin{figure}[H]
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\centering
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\begin{subfigure}[]{.5\textwidth}
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\centering
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\inputtikz[.7]{arbitrary}
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\caption{An arbitrary 6-sided polygon}
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\label{fig:arbitrary}
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\end{subfigure}
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\begin{subfigure}[]{.49\textwidth}
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\centering
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\inputtikz[.7]{arbitrary_divided}
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\caption{Arbitrary polygon divided into 6 sub-triangles}
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\label{fig:abitrary_divded}
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\end{subfigure}
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\end{figure}
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To calculate the moment of inertia $I_{T_i}$, instead of using the classical
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$x$- and $y$-axis as we did before, we decided to use the edges of the triangle
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as axis and therefore express what we need to integrate in function of those as
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can be seen in Figure \ref{fig:abitrary_subtriangle}.
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\begin{figure}[H]
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\centering
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\inputtikz[.7]{arbitrary_subtriangle}
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\caption{Sub-triangle of arbitrary polygon}
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\label{fig:abitrary_subtriangle}
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\end{figure}
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In Figure \ref{fig:abitrary_subtriangle}, $C$ represent the barycenter of the
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polygon (as is shown in Figure \ref{fig:abitrary_divded}). The axis we are going
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to integrate on are $\vv{CA}$ and $\vv{AB}$.
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We can now define
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\begin{equation} \label{eq:alpha}
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\vv{CP_1} = \alpha \vv{CA}, \qquad \vv{CP_2} = \alpha
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\vv{CB}, \qquad \forall \alpha \in [0, 1]
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\end{equation}
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and
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$$ \vv{P_1Q} = \beta \vv{P_1P_2}, \qquad \forall \beta \in [0, 1] $$
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From \ref{eq:alpha}, it quickly follows that
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\[
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\vv{P_1P_2} = \alpha \vv{AB}
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\]
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therefore
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\begin{equation} \label{eq:beta_alpha}
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\vv{P_1Q} = \beta \alpha \vv{AB}
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\end{equation}
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Finally, if we put together equations \ref{eq:alpha} and \ref{eq:beta_alpha}, we
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have that
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\begin{equation}\label{eq:r}
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\vec r = \vv{CP_1} + \vv{P_1Q} = \alpha \vv{CA} + \beta \alpha \vv{AB}
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\end{equation}
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Now we got the first part equation \ref{eq:moment_general}. To find the $\diff
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\mathcal A$, we
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just need to get the area of the square that contains $Q$ in Figure
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\ref{fig:abitrary_subtriangle}. Since $\|\vv{AB}\|$ represents the base of the
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triangle $T_i$, we can define
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$$ b = \| \vv{AB}\| $$
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we consequently have that
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\begin{equation} \label{eq:dA}
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\diff \mathcal{A} = b \alpha \diff \beta h\diff \alpha
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\end{equation}
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where $h = \| \vv{CH} \|$ is the height of triangle.
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We can now assemble \ref{eq:r} and \ref{eq:dA}
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\begin{equation}
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\label{eq:subtriangle_arbitrary_moment}
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I_{T_i} = \rho \int_0^1 \int_0^1 \vec r^2 hb \alpha \diff \alpha
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\diff \beta = \frac{\rho h b}{4} \left(\frac{1}{3} \vv{AB}^2 +
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\vv{AB} \cdot \vv{CA} + \vv{CA}^2\right)
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\end{equation}
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Since $\frac{\rho h b}{2}$ is the mass of the triangle we can write the result
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as
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\begin{equation}
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I_{T_i} = \frac{m_{T_i}}{2} \left(\frac{1}{3} \vv{AB}^2 + \vv{AB} \cdot \vv{CA}
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+ \vv{CA}^2\right)
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\end{equation}
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All the steps to compute equation~\ref{eq:subtriangle_arbitrary_moment} can be
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found in equation \ref{eq:subtriangle_arbitrary_moment_long} in Appendix
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\ref{appendix:calculations}.
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Now that we have the moment of inertia of the sub-triangle, we can make the link
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to the overall polygon.
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\begin{equation}
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I_{\text{arbitrary}} = \sum_i I_{T_i} = \sum_{i=1}^n \frac{m_{T_i}}{2}
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\left(\frac{1}{3} \vv{P_iP_{i+1}}^2 + \vv{CP_i} \cdot \vv{P_iP_{i+1}} +
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\vv{CP_i}^2\right)
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\end{equation}
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where, $P_{n+1} = P_1$ in the case of $i = n$.
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\subsection{Collision detection}
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\label{sub:collision-detection}
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Collision detection, as the name suggests, are the algorithms used to detect
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whether two polygons are colliding. The result of this procedure must be an
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impact point and a normal vector, that will then be used for the collision
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resolution \ref{sub:resolution}.
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\subsubsection{Separating Axis Theorem}
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This algorithm was the first one studied for this project and was inspired by
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the works of David Eberly \cite{convexcollisionsSAT}. The separating axis
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theorem (SAT) states that if you can draw a line between two convex objects,
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they do not overlap. We will call this line a \textit{separating line}. More
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technically, two convex shapes do not overlap if there exists an axis onto which
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the two objects' projections do not overlap. We'll call this axis a \textit{separating
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axis}. This concept can be visualized in Figure \ref{fig:SAT-intro}.
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\begin{figure}[H]
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\centering
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\inputtikz[.7]{SAT_intro}
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\caption{SAT: Separating axis ($A$) vs non-separating axis ($B$), with
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separating line ($C$)}
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\label{fig:SAT-intro}
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\end{figure}
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As we can see in Figure \ref{fig:SAT-intro}, the axis $B$ show that the
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projections of the both polygons overlap, but we were able to find an axis $A$
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where this is not the case. As soon as we find an axis for which the projections
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do not overlap, it means that the polygons are not colliding. For 2D objects, we
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only need to consider the axes that are orthogonal to each edge. In Figure
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\ref{fig:SAT-intro}, only two of those axes are shown for better readability,
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but they would be 7, one for each edge.
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To move (or push) one polygon away from the other, we also need to find a vector
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that, when added to the polygons position, will make the shapes not overlap. We
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want the minimum displacement possible, We'll call this vector the minimum push
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vector (MPV). For 2-dimensional polygons, this vector will lie in some of the
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orthogonal axes.
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\begin{figure}[H]
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\centering
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\inputtikz[.7]{SAT_mvp}
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\caption{SAT: Minimum push vector $\vec v_i$ on axis defined by $\vec o_i$,
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orthogonal to edge $e_i$}
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\label{fig:SAT-mpv}
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\end{figure}
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The candidate MPVs $\vec v_i$ are the vectors that define the axis $\vec o_i$
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(orthogonal to edge $e_i$), with $\| \vec o_i \| = 1$, multiplied by the minimum
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overlap between the two polygons, as shown in \ref{fig:SAT-mpv}. The final MPV
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is simply the $\vec v_i$ with the smallest norm.
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\paragraph{Pitfalls of SAT} The issue with the SAT algorithm is that although it
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is good to find whether two polygons are colliding and the MPV, it isn't trivial
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to gather the point of impact, i.e. the vertex that is penetrating the other
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polygon. It is doable, but during the implementation, it came with some caveats
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that introduced some bugs, so we decided to switch strategy and go with an
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algorithm of our own. Moreover, SAT only supports convex polygons, which limits
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the original objective of the project, which was to have any arbitrary polygon.
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\subsubsection{Vertex collisions}
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\label{sub:vertex-collision}
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The solution that was adopted for the project, after trying SAT, was a more
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intuitive one, developed by Prof. Carzaniga. The idea is simple: check if a
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vertex of a polygon is colliding with an edge of another polygon.
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\begin{figure}[H]
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\centering
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\inputtikz[.5]{vertex_intro}
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\caption{Vertex-edge collision between polygons $A$ and $B$}
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\label{fig:vertex-edge}
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\end{figure}
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If we have a polygon defined as a set of points $P \subset \mathbb{R}^2$, we
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define a vertex as a pair of segments $\left(\overline{V_{i-1}V_i},
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\overline{V_{i+1}V_i}\right)$. To check if vertex $V_i$ of polygon $A$ is inside
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polygon $B$, we just check if the both segments $\overline{V_{i-1}V_i}$ and
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$\overline{V_{i+1}V_i}$ intersect edge $e_j$. If such is the case, we know that
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$V_i$ is inside, and we can use it as impact point. We can now take the vector
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perpendicular to the edge $e_j$ and normalize it, which is the normal we need
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for the collision resolution.
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\paragraph{Edge cases} With this approach (and many other collision detection
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algorithms), it is easy to see that the case described in the Figure
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\ref{fig:vertex-edge} is only a general one. It will ultimately happen most
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often, but there are especially two edge cases that are note-worthy and occurred
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during the simulation a greater number of times than expected.
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\paragraph{Parallel collision} Parallel collision occur when two edge collide
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with each other, an example can be seen in Figure \ref{fig:vertex-parallel}.
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This collision does not get detected by the vertex-edge detection method because
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the edge of $A$ parallel to the edge of $B$ do not collide, since they are
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parallel.
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\begin{figure}[H]
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\centering
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\inputtikz[.5]{vertex_parallel}
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\caption{Parallel edges collision between polygons $A$ and $B$}
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\label{fig:vertex-parallel}
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\end{figure}
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To determine if polygon $A$ is having a parallel collision with polygon $B$ we
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check if only the segment $\overline{V_{i-1}V_i}$ intersects with edge $e_j$ and
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if the segment $\overline{V_{i+1}V_i}$ is parallel to edge $e_j$.
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To find the impact point, we first need to find the minimum overlap between the
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parallel edges. We can calculate it by projecting the points that make the
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parallel edges of $A$ and $B$ on the axis generated by the edge of $A$ (c.f.
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Figure \ref{fig:parallel-impact}).Finally, the impact point, is the midpoint of
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the said overlap.
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\begin{figure}[H]
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\centering
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\begin{subfigure}[]{.5\textwidth}
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\centering
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\inputtikz[.7]{vertex_parallel_full}
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\caption{Edge fully contained by other edge}
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\end{subfigure}
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\begin{subfigure}[]{.49\textwidth}
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\centering
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\inputtikz[.7]{vertex_parallel_partial}
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\caption{Edge partly contained by other edge}
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\end{subfigure}
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\caption{Parallel collision, finding the impact point}
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\label{fig:parallel-impact}
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\end{figure}
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The normal vector is given in the same way as the vertex-edge collision, i.e.
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taking the perpendicular vector to~$e_j$ and normalizing it.
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% TODO: ask Carza about the possibility of resolving vertex-vertex normal with SAT
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\paragraph{Vertex on vertex collision} These collision happen when, at the
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moment of the frame, two polygons are "inside each other", i.e. they both have
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have a vertex present inside the area of the other polygon, as shown in Figure
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\ref{fig:vertex-vertex}.
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\begin{figure}[H]
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\centering
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\inputtikz[.5]{vertex_vertex}
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\caption{Vertex on vertex collision between polygons $A$ and $B$}
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\label{fig:vertex-vertex}
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\end{figure}
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\noindent
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Two problems arise when trying to deal with this edge case:
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\begin{enumerate}
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\item determining which of the two vertices we chose as the impact point;
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\label{itm:impact}
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\item determining what normal vector.
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\label{itm:normal}
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\end{enumerate}
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% \noindent
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|
For point \ref{itm:impact}, it actually doesn't really matter. What is
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|
represented in Figures~\ref{fig:vertex-edge}-\ref{fig:vertex-vertex} are an
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|
over exaggeration of what happens in the engine. Since the time delta between
|
|
two frames is so small, the collisions look more like what is in
|
|
Figure~\ref{fig:real-vertex-vertex}, where the concerned vertices are located
|
|
practically in the same spot, and the difference is negligible. So for convenience
|
|
with the general vertex-edge case, we will take the vertex of $A$ being inside
|
|
$B$ as the impact point.
|
|
|
|
For point \ref{itm:normal}, that's where the real problem of the edge case
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|
occur. We are unable to determine what vectors is supposed to be the normal
|
|
vector. One might say "just take the vector that goes from the vertex of $A$
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|
(that is inside $B$) to the one of $B$ (that is inside $A$)", but it doesn't
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|
work out in general. It works (kind of) when we have non-rotating objects going
|
|
straight at each other, but as soon as you have rotational motion, this
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|
reasoning collapses. The solution that was decided (together with advisor Prof.
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|
Carzaniga) was to treat the collision as a vertex-edge collision, and choosing
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|
whatever the first edge of $B$ comes up first in the calculations as the edge to
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|
find the normal. The results look realistic enough to be accepted.
|
|
|
|
|
|
\begin{figure}[H]
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|
\centering
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|
\begin{subfigure}[]{.33\textwidth}
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|
\centering
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|
\inputtikz[.7]{vertex_edge_real}
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|
\caption{Realistic vertex-edge collision}
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|
\end{subfigure}
|
|
\begin{subfigure}[]{.32\textwidth}
|
|
\centering
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|
\inputtikz[.7]{vertex_parallel_real}
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|
\caption{Realistic edge-edge collision}
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|
\end{subfigure}
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|
\begin{subfigure}[]{.34\textwidth}
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|
\centering
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|
\inputtikz[.7]{vertex_vertex_real}
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|
\caption{Realistic vertex-vertex collision}
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|
\label{fig:real-vertex-vertex}
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|
\end{subfigure}
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|
\caption{Realistic collisions}
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|
\label{fig:real-collisions}
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|
\end{figure}
|
|
|
|
\subsection{Collision resolution}
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|
\label{sub:resolution}
|
|
|
|
The collision resolution is the last step in the processing of the collision.
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|
Algorithmically, it is much less heavy than collision detection, since, once the
|
|
simulation has two colliding polygons, a point of impact and a normal vector,
|
|
it's just a case of applying the rigid body physics formulas to the polygons
|
|
that are colliding. This part has been helped a lot by the works of Erik Neumann
|
|
\cite{collision:resolution-site} and Chris Hecker
|
|
\cite{collision:resolution-paper}.
|
|
|
|
\begin{figure}[H]
|
|
\centering
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|
\inputtikz[.5]{collision_resolution}
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|
\caption{Collision resolution between polygons $A$ and $B$}
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|
\label{fig:collision_resolution}
|
|
\end{figure}
|
|
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|
\paragraph{Variable definition} Before getting into any maths, let's define some
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|
variables that we are going to use
|
|
|
|
\begin{multicols}{2}
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|
\begin{itemize}
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|
\item $m_a, m_b = $ mass of the bodies $A$ and $B$
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|
\item $\vec r_{ap} = $ distance vector from center of mass of body $A$ to
|
|
point $P$
|
|
\item $\vec r_{bp} = $ distance vector from center of mass of body $A$ to
|
|
point $P$
|
|
\item $\omega_{a1}, \omega_{b1} = $ initial angular velocity of bodies
|
|
$A, B$
|
|
\item $\omega_{a2}, \omega_{b2} = $ final angular velocity of bodies
|
|
$A, B$
|
|
\item $\vec v_{a1}, \vec v_{b1} =$ initial velocities of center of mass
|
|
bodies $A, B$
|
|
\item $\vec v_{a2}, \vec v_{b2} =$ final velocities of center of mass
|
|
bodies $A, B$
|
|
\item $\vec v_{ap1}=$ initial velocity of impact point $P$ on body $A$
|
|
\item $\vec v_{bp1}=$ initial velocity of impact point $P$ on body $B$
|
|
\item $\vec v_{p1}=$ initial relative velocity of impact points on body $A, B$
|
|
\item $\vec v_{p2}=$ final relative velocity of impact points on body $A, B$
|
|
\item $\vec n=$ normal vector
|
|
\item $ e=$ elastic coefficient (0 = inelastic, 1 = perfectly elastic)
|
|
\end{itemize}
|
|
\end{multicols}
|
|
|
|
Some of those variables, like the ones in the left column, are already given by
|
|
the simulation, some of them have been computed thanks to the algorithms in
|
|
section \ref{sub:collision-detection} (normal vector and position of point $P$),
|
|
and some have still to be defined mathematically, such as $\vec v_{ap1},\vec
|
|
v_{bp1},\vec v_{p1}$ and $\vec v_{p2}$. So the velocity vectors of impact
|
|
point $P$ on both bodies, before the collision, are
|
|
\begin{equation} \label{eq:vabp1}
|
|
\begin{split}
|
|
\vec v_{ap1} = \vec v_{a1} + \omega_{a1} \times \vec r_{ap} \\
|
|
\vec v_{bp1} = \vec v_{b1} + \omega_{b1} \times \vec r_{bp}
|
|
\end{split}
|
|
\end{equation}
|
|
|
|
Similarly, the final velocities are
|
|
\begin{equation} \label{eq:vabp2}
|
|
\begin{split}
|
|
\vec v_{ap2} = \vec v_{a2} + \omega_{a2} \times \vec r_{ap}\\
|
|
\vec v_{bp2} = \vec v_{b2} + \omega_{b2} \times \vec r_{bp}
|
|
\end{split}
|
|
\end{equation}
|
|
Here we are regarding the angular velocity as a 3-dimensional vector
|
|
perpendicular to the plane, so that the cross product is calculated as
|
|
|
|
$$ \omega \times \vec r = \begin{pmatrix} 0\\0\\\omega \end{pmatrix} \times
|
|
\begin{pmatrix} r_x\\r_y\\0 \end{pmatrix} = \begin{pmatrix} -\omega r_y \\
|
|
\omega r_x \\0\end{pmatrix} $$
|
|
|
|
We these variables, we can finally define the relative velocities $\vec
|
|
v_{p1}$ and $\vec v_{p2}$
|
|
|
|
\begin{equation}
|
|
\label{eq:vp1}
|
|
\begin{split}
|
|
\vec v_{p1} = \vec v_{ap1} - \vec v_{bp2}\\
|
|
\vec v_{p2} = \vec v_{ap2} - \vec v_{bp2}
|
|
\end{split}
|
|
\end{equation}
|
|
If we expand by using \ref{eq:vabp1} and \ref{eq:vabp2}, we get
|
|
\begin{equation}
|
|
\begin{split}
|
|
\vec v_{p1} = \vec v_{a1} + \omega_{a1} \times \vec r_{ap} - \vec v_{b1}
|
|
+ \omega_{b1} \times \vec r_{bp}\\
|
|
\vec v_{p2} = \vec v_{a2} + \omega_{a2} \times \vec r_{ap} - \vec v_{b2} + \omega_{b2} \times \vec r_{bp}
|
|
\end{split}
|
|
\end{equation}
|
|
|
|
The relative velocity of point $P$ along the normal vector $\vec n$ is
|
|
$$ \vec v_{p1} \cdot \vec n $$
|
|
Note that for a collision to occur this relative normal velocity must be
|
|
negative (that is, the objects must be approaching each other). Let e be the
|
|
elasticity of the collision, having a value between 0 (inelastic) and 1
|
|
(perfectly elastic). We now make an important assumption in the form of the
|
|
following relation
|
|
\begin{equation}
|
|
\label{eq:vp2n}
|
|
\vec v_{p2} \cdot \vec n = - e \vec v_{p1} \cdot \vec n
|
|
\end{equation}
|
|
This says that the velocity at which the objects fly apart is proportional to
|
|
the velocity with which they were coming together. The proportionality factor is
|
|
the elasticity $e$.
|
|
|
|
\paragraph{Collision Impulse} In simple terms, collision impulse refers to the
|
|
change in momentum experienced by an object during a collision. It is a measure
|
|
of the force applied to an object over a short period of time. We imagine that
|
|
during the collision there is a very large force acting for a very brief period
|
|
of time. If you integrate (sum) that force over that brief time, you get the
|
|
impulse.
|
|
|
|
In our simulation, we are assuming that no friction is happening during the
|
|
collision, so that the only force we have to consider is the one of along the
|
|
normal vector $\vec n$. The friction would create a force perpendicular to the
|
|
normal, and it would make things a little too complicated for the scope of this
|
|
project.
|
|
|
|
Since the only force we consider is the normal one, we can consider the net
|
|
impulse to be $j \vec n$, where $j$ is the impulse parameter. The body $A$ will
|
|
experience the net impulse $j \vec n$ and body $B$ will experience it's negation
|
|
$- j \vec n$ since the force that $B$ experience is equal an opposite to the one
|
|
experienced by $A$. The impulse is a change in momentum. Momentum has units of
|
|
velocity times mass, so if we divide the impulse by the mass we get the change
|
|
in velocity. We can relate initial and final velocities as
|
|
|
|
\begin{equation}
|
|
\label{eq:va2}
|
|
\vec v_{a2} = \vec v_{a1} + \frac{j\vec n}{m_a}
|
|
\end{equation}
|
|
\begin{equation}
|
|
\label{eq:vb2}
|
|
\vec v_{b2} = \vec v_{b1} - \frac{j\vec n}{m_b}
|
|
\end{equation}
|
|
|
|
|
|
For the final angular speed, it's change from the impulse $j\vec n$ is given by
|
|
$\vec r_{ap} \times j \vec n$. We can divide the result by the moment of
|
|
inertia, which was calculated in section \ref{sub:moment}, to get convert the
|
|
change in angular momentum into change in angular speed. Similarly as above, we
|
|
can relate the initial and final angular velocity as
|
|
|
|
\begin{equation}
|
|
\label{eq:omega_a2}
|
|
\omega_{a2} = \omega_{a1} + \frac{\vec r_{ap} \times j\vec n}{I_a}
|
|
\end{equation}
|
|
\begin{equation}
|
|
\label{eq:omega_b2}
|
|
\omega_{b2} = \omega_{b1} - \frac{\vec r_{bp} \times j\vec n}{I_b}
|
|
\end{equation}
|
|
|
|
\paragraph{Solving for the impulse parameter}
|
|
Now we have everything we need to solve for the impulse parameter $j$. The bulk
|
|
of the calculations can be found in section \ref{app:impulse_long} of the
|
|
appendix \ref{appendix:calculations}. But basically we start with equation
|
|
\ref{eq:vp2n} and we end up with
|
|
\begin{equation}
|
|
\label{eq:j}
|
|
j = \frac{ - (1+e) \cdot \vec v_{ap1} \cdot \vec n }{\frac{1}{m_a} + \frac{1}{m_b} +
|
|
\frac{\left( \vec r_{ap} \times \vec n \right)^2}{I_a} + \frac{\left( \vec
|
|
r_{bp} \times \vec n \right)^2}{I_b}}
|
|
\end{equation}
|