Lab 9: Bouncing Ball Consider the following setup of a bouncing ball (ignore drag for the purpose of this lab): descending ascending YA= 1.20 m Yo= 0. Show your calculation for the impulse delivered by the ground during the bounce, Show your calculation for how fast the ball was going right after the bounce (right as it left the ground). Show your calculation for how fast the ball was going right before it hit the ground. Show your calculations for how much thermal energy was lost during the bounce. Show your calculations for the potential energy at point A and at point G. Outline the energy transformation as the ball goes from point A to point G. Draw a FBD for the ball (a) before the bounce (b) during the bounce (c) after the bounce. The ball is pulled downward by gravity, which causes it to accelerate vertically. Pictorial representation (sketch the setup) 3. The physics that governs the motion of a bouncing ball is quite simple. Pictorial representation (sketch the setup)įor the write-up: 1. As shown in Equation 1, the ball has a gravitational potential energy that is equal to the mass of the ball, times the acceleration due to gravity, times the. I guess you might also be able to do it by reducing the velocity towards zero (use Vector3.MoveTowards, as I did in my example, to move the current velocity towards Vector3.zero a little bit each physics frame).Transcribed image text: Consider the following setup of a bouncing ball (ignore drag for the purpose of this lab): For the write-up: 1. Do that by either adjusting the drag on the fly during the run, or by applying a force opposite the ball's current velocity. If that alone isn't enough, then you may have to look into active braking when the inputs are at zero. Then increase the force you're applying to move to compensate for all that drag. First, turn up drag considerably, so that when you stop applying force to a ball rolling on a flat part, it comes to a stop fairly quickly. Which brings you back to your original problem, and it's going to take a lot of tweaking to get a behavior you like. You could of course do it all yourself, but by the time you've accounted for acceleration up/down slopes and bouncing off of things, it will have gotten at least as hairy as wrestling with the physics engine. And in that case, you were right to use physics in the first place. ![]() OK, now I think it's finally clear what you're trying to do. I'll whip up a quick example of how to do it the old fashioned (and IMHO, better) way. activity coefficient of restitution objective: to investigate the loss of energy of bouncing ball with each additionally, to see practical application. you certainly could do it that way, but you'll waste a lot of time tweaking and adjusting and wrangling with the physics engine trying to get the behavior you want, and you may never achieve the sort of tight, video-gamey control you're after. If this is indeed your objective, then yeah, you shouldn't be using the physics engine for this. You want the ball to smoothly but quickly accelerate to some maximum speed in the direction of the inputs, and quickly (but smoothly) come to a stop when the inputs are zero. The ball doesn't actually rotate, and movement control is absolute, i.e., a horizontal positive input should always move the ball in the +X direction, and a vertical positive input should always move it in the +Z direction. This is because the higher the starting height of the ball, the higher the ball’s potential energy. It appears from what you've said and what the code does, that you want to control the movement of a ball in the XZ plane (maintaining constant Y). The balls dropped from 75 centimeters will bounce higher than those dropped from 50 centimeters, and the balls in the 50 centimeter trials will bounce higher than those in the 25 centimeter trials. So what's this "gravity" you mentioned in the first post? If the objective is really what you said ("it just basically needs to move in the desired direction the input gives it, and after which it slows down"), then I don't see how gravity has anything to do with it.
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