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Darkwraith
Jul 8th, 2003, 11:11 PM
How do you find the final velocities of two circular objects (think pool balls or pucks on a spark table) on a non-head on a perfectly elastic collision? They do not simply exchange velocities.

I have all masses, velocities, positions, and the angle at which they collide.

twanvl
Jul 9th, 2003, 06:22 AM
Preservation of momentum:
p1 + p2 = p'1 + p'2 = m1v1 + m2v2 =
m1v'1 + m2v'2
Preservation of energy:
E1 + E2 = E'1 + E'1
.5 (m1v'12 + m2v22) = .5 (m1v'12 + m2v'22)

You only have to use relative velocities, therefore:
v1r = 0
v2r = v2 - v1
Then:
v'1 = v1 + v'1r
v'2 = v1 + v'2r

The equations now become:
v2r =
(m1v'1r + m2v'2r) / m2 = (m1/m2)v'1r + v'2r
and:
v2r2 = (m1v'1r2 + m2v'2r2)/m2
= (m1/m2)v'1r2 + v'2r2

You can now solve these equations to get v'1r and v'2r (too lazy to do it now).

The above story only applies to a head-on collision. If they collide at a different angle, calculate the directional component of the velocites, put that into the equation. Substract the directional component from the total valocity, and add the new (calculated) directional velocity to it.

Darkwraith
Jul 9th, 2003, 04:28 PM
Are these vectors or scalar values that you are using for your equations?

twanvl
Jul 10th, 2003, 07:09 AM
The velocities are vectors (the masses are of course scalars). By the way, I worked out these equations some time ago, and I found them again:
v'1r = v'2r*(2m2)/(m1+m2)
v'2r = v'2r*(m2-m1)/(m1+m2)
and:
v'1 = (v'1-v'2)*(m2-m1)/(m1+m2) + v2
v'2 = (v'1-v'2)*(2m2)/(m1+m2) + v2
these are what you get when you make v2=0, that's what I did in my old equations, the result should be the same

Darkwraith
Jul 10th, 2003, 04:04 PM
Ok. I didn't see any notation to indicate that you were using the vector quantities, so thanks for clearing that up. :)

Now how would I find the directional component at time of impact of the velocity.

Darkwraith
Jul 15th, 2003, 05:45 PM
Is the directional component the vector formed by the centers of the colliding objects?

Darkwraith
Jul 23rd, 2003, 06:09 PM
:confused:

If your velocities are vectors, how could you treat them as scalars (you are multiplying them together.)

twanvl
Jul 24th, 2003, 09:55 AM
Oops, they are indeed scalars, I should think before I write something. :o
Also, the last two equations in my previous post should of course use v1 and v2 instead of v'1 and v'2.

To calculate the directional components you need to do something like this:
s=s1-s2 (vector)
sunit=s/|s| (vector)
v1,scalar=v1 . sunit
same for v2
now calculate v'1,scalar and v'2,scalar
v'1=v1 + sunit(v'1,scalar-v1,scalar)
same for v2

something like this should work, but maybe you need to change something to get the right sign for sunit

Darkwraith
Jul 25th, 2003, 04:05 PM
Couldn't you tilt the plane at which you are viewing the collision at some angle once you have the relative velocities so that it becomes a head-on collision?

Also, why didn't you solve for v'1r and v'2r initially (in your first post?)

Darkwraith
Jul 25th, 2003, 05:05 PM
Did you use the conservation of energy equation? I used the equation for relative velocities:

V2f - V1f = -(V2i - V1i)

How did you solve it using the conservation of energy?

Darkwraith
Aug 3rd, 2003, 08:28 PM
Got a rough going so I am resolving this thread.

Check it out. :)

http://www.vbforums.com/showthread.php?s=&threadid=256222