Hi Guys. I currently want to build a snooker game. I am not using the unreal physic simulate system for my snookerball. I am updating the ball location at the actor tick function so I wanted to know how to calculate the angle of the snooker ball when ball A hit the ball B. Here is how i want them to move
I could calculate the angle of reflect of ball A but I don know how to calculate the angle of reflect of ball B.
I calculate the reflection of Ball A using this formula from a tutorial:
FVector ReflectedVelocity =-2 x FVector::DotProduct(MyballVelocity, HitNormal) * HitNormal + MyballVelocity;
The MyballVelocity is a FVector type which store my ball CurrentVelocity. The HitNormal is provided by the EventHit blueprint function.
I Update my ball location on the Event Tick by doing this
SetActorLocation(GetActorLocation() + MyballVelocity * DeltaTime, true);
My question is how to calculate the Ball B reflected velocity in Fvector.
Any help will be appreciated.