I think what you want to do is store the incoming angle of the ball as
separate X and Y vectors. the caluclation of a 'bounce' off eny
flatsurface is then

newX = oldY
newY = oldX

as a heading for the ball. the ball will move along the vector a given
speed, which should not change unless you are trying to calculate
reduction from friction etc. Note that this does NOT apply to curved
surfaces directly.

Is this what you wanted ?
-A


Andrew Phelps
Department of Information Technology
Rochester Institute of Technology
http://www.it.rit.edu/
http://andysgi.rit.edu/



On Tue, 27 Feb 2001, Thomas Cotton wrote:

> Hi List -
> 
> How does one calculate the change in velocity of a bouncing ball if it hits
> an angled wall (not vertical or horizontal)?
> 
> Edge detection & angle calcs are OK; The maths of bouncing is not %`)
> 
> An example of what I am trying to achieve can be found at:
> http://www.chnexus.com/paths/v-path.htm
> (Awesome physics simulation stuff here)
> 
> Thanks,
> 
> Tom
> 
> 
> 
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