Mechanics of planar particle motionThis article describes a particle in planar motion when observed from non-inertial reference frames. The most famous examples of planar motion are related to the motion of two spheres that are gravitationally attracted to one another, and the generalization of this problem to planetary motion. See centrifugal force, two-body problem, orbit and Kepler's laws of planetary motion. These problems fall in the general field of analytical dynamics, determining orbits from the given force laws.
Angular momentum of lightThe angular momentum of light is a vector quantity that expresses the amount of dynamical rotation present in the electromagnetic field of the light. While traveling approximately in a straight line, a beam of light can also be rotating (or "spinning, or "twisting) around its own axis. This rotation, while not visible to the naked eye, can be revealed by the interaction of the light beam with matter. There are two distinct forms of rotation of a light beam, one involving its polarization and the other its wavefront shape.
Second moment of areaThe second moment of area, or second area moment, or quadratic moment of area and also known as the area moment of inertia, is a geometrical property of an area which reflects how its points are distributed with regard to an arbitrary axis. The second moment of area is typically denoted with either an (for an axis that lies in the plane of the area) or with a (for an axis perpendicular to the plane). In both cases, it is calculated with a multiple integral over the object in question.
Orbital angular momentum of lightThe orbital angular momentum of light (OAM) is the component of angular momentum of a light beam that is dependent on the field spatial distribution, and not on the polarization. It can be further split into an internal and an external OAM. The internal OAM is an origin-independent angular momentum of a light beam that can be associated with a helical or twisted wavefront. The external OAM is the origin-dependent angular momentum that can be obtained as cross product of the light beam position (center of the beam) and its total linear momentum.
Moment (physics)In physics, a moment is a mathematical expression involving the product of a distance and physical quantity. Moments are usually defined with respect to a fixed reference point and refer to physical quantities located some distance from the reference point. In this way, the moment accounts for the quantity's location or arrangement. For example, the moment of force, often called torque, is the product of a force on an object and the distance from the reference point to the object.
Total angular momentum quantum numberIn quantum mechanics, the total angular momentum quantum number parametrises the total angular momentum of a given particle, by combining its orbital angular momentum and its intrinsic angular momentum (i.e., its spin). If s is the particle's spin angular momentum and l its orbital angular momentum vector, the total angular momentum j is The associated quantum number is the main total angular momentum quantum number j.
Spin angular momentum of lightThe spin angular momentum of light (SAM) is the component of angular momentum of light that is associated with the quantum spin and the rotation between the polarization degrees of freedom of the photon. Spin is the fundamental property that distinguishes the two types of elementary particles: fermions with half-integer spins and bosons with integer spins. Photons, which are the quanta of light, have been long recognized as spin-1 gauge bosons. The polarization of the light is commonly accepted as its “intrinsic” spin degree of freedom.
PhysicsPhysics is the natural science of matter, involving the study of matter, its fundamental constituents, its motion and behavior through space and time, and the related entities of energy and force. Physics is one of the most fundamental scientific disciplines, with its main goal being to understand how the universe behaves. A scientist who specializes in the field of physics is called a physicist. Physics is one of the oldest academic disciplines and, through its inclusion of astronomy, perhaps the oldest.
Game physicsComputer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes.
Euclidean vectorIn mathematics, physics, and engineering, a Euclidean vector or simply a vector (sometimes called a geometric vector or spatial vector) is a geometric object that has magnitude (or length) and direction. Vectors can be added to other vectors according to vector algebra. A Euclidean vector is frequently represented by a directed line segment, or graphically as an arrow connecting an initial point A with a terminal point B, and denoted by . A vector is what is needed to "carry" the point A to the point B; the Latin word vector means "carrier".
Physics engineA physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film (). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation.
Vector (mathematics and physics)In mathematics and physics, vector is a term that refers colloquially to some quantities that cannot be expressed by a single number (a scalar), or to elements of some vector spaces. Historically, vectors were introduced in geometry and physics (typically in mechanics) for quantities that have both a magnitude and a direction, such as displacements, forces and velocity. Such quantities are represented by geometric vectors in the same way as distances, masses and time are represented by real numbers.