Cricket Physics, Basic Modeling

I code the simulation of a cricket player throwing the ball, and I came to the part where the player throws the ball. I don’t think that my ball simulation is very accurate, although I’m not quite sure why (I don’t know what to look for in physics). That I still have something similar to this, the hand has a rotation speed, and the ball is released at a certain point. Therefore, I approached this using the vector from hand to ball, I understood the direction in which the ball should move in the direction of the normal normal. So this is what I have for direction.

throwSpeedHorz = -1*sin(bowlerArmRotation * (3.14159/180)); // * rotationSpeed
throwSpeedVert = cos(bowlerArmRotation * (3.14159/180)); // * rotationSpeed

I have a problem in how to use hand speed for this to get the overall speed for each. I tried to multiply it by the speed of rotation, which gave too high a number for speed. If someone can point me in the right direction, it will be very appreciated.

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The speed is usually set in revolutions per second, so the speed of the bowler’s hand tip is determined

speed = rotationSpeed * 2 * PI * bowlerArmLength

(more precisely, the distance of the ball from the axis of rotation). You can then retrieve the horizontal and vertical components as described in your question.

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