In the context of
classical mechanics
Classical mechanics is a physical theory describing the motion of macroscopic objects, from projectiles to parts of machinery, and astronomical objects, such as spacecraft, planets, stars, and galaxies. For objects governed by classical ...
simulations and
physics engines employed within
video games
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedb ...
, collision response deals with models and algorithms for simulating the changes in the motion of two solid bodies following collision and other forms of contact.
Rigid body contact
Two
rigid bodies in unconstrained motion, potentially under the action of forces, may be modelled by solving their equations of motion using
numerical integration
In analysis, numerical integration comprises a broad family of algorithms for calculating the numerical value of a definite integral, and by extension, the term is also sometimes used to describe the numerical solution of differential equations ...
techniques. On collision, the kinetic properties of two such bodies seem to undergo an instantaneous change, typically resulting in the bodies rebounding away from each other, sliding, or settling into relative static contact, depending on the elasticity of the materials and the configuration of the collision.
Contact forces
The origin of the rebound phenomenon, or ''reaction'', may be traced to the behaviour of real bodies that, unlike their perfectly rigid idealised counterparts, do undergo minor compression on collision, followed by expansion, prior to separation. The compression phase converts the kinetic energy of the bodies into potential energy and to an extent, heat. The expansion phase converts the potential energy back to kinetic energy.
During the compression and expansion phases of two colliding bodies, each body generates reactive forces on the other at the points of contact, such that the sum reaction forces of one body are equal in magnitude but opposite in direction to the forces of the other, as per the Newtonian principle of action and reaction. If the effects of friction are ignored, a collision is seen as affecting only the component of the velocities that are directed along the contact normal and as leaving the tangential components unaffected
Reaction
The degree of relative kinetic energy retained after a collision, termed the ''restitution'', is dependent on the elasticity of the bodies‟ materials. The
coefficient of restitution
The coefficient of restitution (COR, also denoted by ''e''), is the ratio of the final to initial relative speed between two objects after they collide. It normally ranges from 0 to 1 where 1 would be a perfectly elastic collision. A perfect ...
between two given materials is modeled as the ratio