Chapter 13 Two or more particles in space (unconstrained)

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This more advanced chapter concerns the motion of two or more particles in space. We will use 𝐅=m𝐚 for each particle. We will use Cartesian coordinates only. The start is the set up of “two-body” type problems which are easily generalized to 3 or more particles. The first section concerns smooth motions due to forces from gravity, springs, smoothly applied forces and friction. The second section concerns the sudden change in velocities when impulsive forces are applied.

In the previous chapter you saw that once you know the forces on a particle, or how to find those forces given a particle’s position, velocity and time, you can easily set up the equations of motion. That is, the linear momentum balance equation for a particle

𝑭=m𝒂,

with initial conditions, gives a well defined mathematical problem. The solution of this math problem gives the position and velocity of the particle as a function of time. The solution may be hard or impossible to find with pencil and paper, but can usually be found quite directly using numerical integration.

Now we generalize this idea to two, three or more particles. In one model of the universe every one of its parts is made of particles, and each particle obeys Newton’s laws.

We could think of all materials as made of atoms, and of all the atoms moving in deterministic ways governed by Newton’s laws and known force laws. If we knew the initial positions and velocities accurately enough, then we could accurately predict the motions of all things for all time.

margin: The mathematician and mechanician Laplace (1749-1827) imagined a ’vast intellect’ that could solve the differential equations that describe the universe. “Laplace’s demon” was a hyper mega super computer with access to perfect data: “We may regard the present state of the universe as the effect of its past and the cause of its future. An intellect which at any given moment knew all of the forces that animate nature and the mutual positions of the beings that compose it, if this intellect were vast enough to submit the data to analysis, could condense into a single formula the movement of the greatest bodies of the universe and that of the lightest atom; for such an intellect nothing could be uncertain and the future just like the past would be present before its eyes.”

To put it in other words, given a simple atomic view of the world and a big computer, we could end a course on dynamics here. You know how to use 𝑭=m𝒂 for each atom, so you could then simulate anything by simulating the motions of the atoms which make it up.

Of course there are some serious limitations to this point of view, so before proceeding, we list some serious caveats:

  • there are no computers big enough to keep track of the 1023 or so atoms needed to describe macroscopic objects or the 1079 or so atoms in the universe;

  • the laws of interaction between the most fundamental particles are not given by Newton’s laws but by quantum chromodynamics, or whatever;

  • one feature of the rules of the world, as physicists now understand them, is that they are not deterministic, quantum mechanics says that you cannot know the state of the world perfectly;

  • the state of the world (the positions and velocities of all the bits is not that well known);

  • the solutions of dynamics equations are often unstable in that the smallest of errors in the initial conditions propagates into a large error in the predicted motion (so called “chaos theory”);

  • some common descriptions of mechanical interactions, particularly those for contact between nominally rigid objects, are genuinely non-deterministic in that the governing equations do not have unique solutions; and finally

  • massive simulations, even if accurate, are not always the best way to understand how things work.

Despite these limitations, in this chapter we look at the nature of systems of interacting particles. Using this particle model we can, for example, derive some results about angular momentum that turn out to be reliable, despite the questionable microscopic physics. Also, the multi-particle model of the systems is good for intuition and is also useful for modeling machines with many parts as well as of galaxies.

13.1 Coupled motions of particles in space

Assume you know enough about a system so that you know the forces on each particle if someone tells you the time and the positions and velocities of all the particles. This means you can write the governing equations for the system of particles like this:

𝒂1 = 1m1𝑭1
𝒂2 = 1m2𝑭2
𝒂3 = 1m3𝑭3 (13.1)
   etc.

where 𝑭1, 𝑭2 etc. are the total of the forces on the corresponding particles. The force on each particle may come from air-friction, from springs or dashpots connected here and there, or from gravity interactions with other particles, from known applied loads, etc.. One way or another, all the forces on all the particles are known given the time, the positions and velocities of the particles. Thus eqn. (13.1) can be written as a system of first order differential equations in standard form, ready for computer simulation. Given accurate initial conditions and a good computer then the motions of all the particles can be found accurately.

Filename:tfigure8-rel-ang-vel
Figure 13.1: The earth and moon. Position is measured relative to some “fixed” point C.

Example: Coupled motion of the earth and moon in three dimensions.

Let’s neglect the sun and just look at the coupled motions of the earth and moon. They attract each other by the same law of gravity that we used for the sun and earth. The difference between this problem and a “central-force” problem is that we now need to look at the ‘absolute’ positions of the earth and the moon (𝒓e and 𝒓m), as well as the ‘relative’ position 𝒓m/e𝒓m𝒓e (fig. 13.1).

The linear momentum balance equations are now

me𝒓¨e = +Gmemm𝒓m/e|𝒓m/e|3and (13.2)
mm𝒓¨m = Gmemm𝒓m/e|𝒓m/e|3, (13.3)

which, when broken into x, y, and z components give 6 second order ordinary differential equations. These equations can be written as 12 first order equations by defining a list of 12 z variables: z1=xe, z2=x˙e, z3=ye, z4=y˙e, etc.

After you find solutions, using various initial conditions you can check if the computer finds such truths (that is, features of the exact solution of the differential equations) as:

  1. 1.

    that the line between the earth and moon always lies on one fixed plane,

  2. 2.

    the center-of-mass moves at constant speed on a straight line,

  3. 3.

    relative to the center-of-mass both the earth and moon travel on paths that are conic sections (circle, ellipse, parabola, hyperbola or a straight line).

  4. 4.

    the total energy (EK+EP) of the system is constant,

  5. 5.

    and that the angular momentum of the system about the center-of-mass is a constant.

These facts are discussed further below in the subsection on ‘Two-particle central force motion’.

Momentum and energy of systems

There are a plethora of theorems about the momentum and energy of systems of particles. These are discussed in section LABEL:sec:KonigSchmonig. The simplest of these are just the ones that you get from adding up the results for a single particle from section 12.2:

Linear momentum balance.

all forces𝑭j=mi𝒂i.
Either because the forces between particles in a system are usually assumed to come in equal and opposite pairs or because it is an independent postulate of mechanics for general systems, the force sum can be replaced with a sum over all the external forces.

Angular momentum balance.

all forces𝒓j/C×𝑭j=𝒓i/C×(mi𝒂i).
As for linear momentum, the force sum can be replaced with only the forces that act externally on the system.

Power balance.

all forces𝑭j𝒗j=ddtmivi2/2.
In this case the sum is over all the forces, internal and external. The simplification to just external forces doesn’t apply to system kinetic energy like it does for momentum and angular momentum.

The one-body problem

Let’s review one special problem from the previous section. The ‘one-body’ problem should properly be about the mechanics of a single particle interacting with nothing else. Such a particle moves at constant velocity and is too boring to get a name. Instead, when people refer to the ‘one-body’ problem they are talking about a particle flying around a stationary point mass to which it is attracted. That stationary point mass is held in place by, well, who knows what. It’s just an idealized thing anchored by a massless structure. The ‘one-body’ problem is to find the motion of the particle flying around.

As we discussed in the previous sections, if the gravitational attraction follows an inverse square law then the particle moves on a plane on a curve which is either an ellipse, a circle, a parabola or a hyperbola. These are, quite accurately, the trajectories of the planets and comets around the sun.

The two-body problem: two mutually attracting particles

If two particles are attracted equally to each other by mutually central forces, and no other forces act, this is called ‘the two-body problem’

margin: This is such a famous problem in the history of science that people use it for word play to describe certain social situations. For example if two people in a couple are having trouble finding jobs in the same city they are said to have a ‘two-body problem’.

.

Assume the two particles are m1 and m2 with positions 𝒓1 and 𝒓2 (relative to the origin of a coordinate system fixed in a Newtonian frame). The force on particle 1 from particle 2 is

𝑭12=F(r12)𝒓12r12

where 𝒓12=𝒓2/1 is the position of particle 2 relative to particle 1, r12 is the distance |𝒓12| between the particles and F is the magnitude of the attractive force. We assume the force on particle 2 is the opposite of this

𝑭21=𝑭12.

The instantaneous velocities are 𝒗1 and 𝒗2. We can find the center of mass G of the pair of particles as

mtot𝒓G=m1𝒓1+m2𝒓2

with mtot=m1+m2.

Either by system linear momentum balance or by adding up 𝑭=m𝒂 for each of the particles it is easy to see that

𝒂G=𝟎and𝒗G=constant.

Thus we could put the origin of a good Newtonian reference frame at the center of mass 𝒓G. The positions, velocities and accelerations relative to G, indicated with a prime (’), are

𝒓1 = 𝒓1𝒓G
𝒓2 = 𝒓2𝒓G
𝒗1 = 𝒗1𝒗G
𝒗2 = 𝒗2𝒗G
𝒂1 = 𝒂1
𝒂2 = 𝒂2

where we can skip use of the prime for the acceleration. Now some facts.

  • m1𝒓1+m2𝒓2=𝟎 so 𝒓1=(m2/m1)𝒓2. For all time the two positions (relative to the center of mass) are in the opposite direction and proportional. Similarly 𝒗1=(m2/m1)𝒗2 and 𝒂1=(m2/m1)𝒂2.

  • At a given instant there is a single plane defined by 𝒓1,𝒓2,𝒗1,𝒗2,𝒂1 and 𝒂2 because the positions and accelerations are all parallel (or antiparallel) and the two velocities are (anti) parallel.

  • The plane above is constant in time. This is because neither the velocity nor the acceleration has a component orthogonal to the plane, thus there is no tendency to leave the plane.

  • Each particle moves as if it was a single particle attracted to a central force at G. Why? Let’s look at the force on mass 1

    𝑭12=F(r12)𝒓12r12=F(r12)𝒓1r1

    because the relative position of the masses passes through the origin G.

  • In the special case of inverse-square gravitational attraction

    F=Gm1m2r122=Gm1m2(r1+r2)2=Gm1Mr12

    where M=m2/(1+2(m1/m2)+(m1/m2)2) is a fictitious mass at G we find using the substitution r2=(m1/m2)r1.

What we have found here is somewhat remarkable. Two particles are flying around in space attracted to each other by inverse-square gravitational attraction. Instead of doing something wild, they each move, relative to their joint center of mass, as if they were in central force motion with a fixed mass. That is, the 3D two-body problem reduces, exactly, to the 2D one body problem. You just have to use a coordinate system that is on the plane of motion and whose origin is at the center of mass.

Thus, the moon doesn’t really go around the earth. Rather the moon and earth go around their common center of mass (a point about 3/4 of the way out towards the earth’s surface from its center). And Jupiter doesn’t go around the sun, the sun and Jupiter go around their combined center of mass just outside the sun. But both of these examples are, in detail, wrong. Because the earth-moon system is affected by the sun and jupiter. And the Jupiter-sun system is affected by the earth and moon.

The three-body problem

With inverse-square attraction, one body goes around a fixed point on one or another conic section. Two bodies go around each other in exactly the same way as one body about a fixed point. The two-body problem reduced to the one-body problem. What about lots of bodies? Let’s start with three. How, in general, do three bodies move that are all mutually attracted with inverse-square gravitation? Great question. Lots of people have asked it. And no-one knows the answer. Given any three masses and their initial conditions we could use a computer program to find out their subsequent positions and velocities. But no-one knows how to categorize all the possible motions of such systems.

Some things are known about ‘the three body problem.’ One is that it is hard, the best minds haven’t been able to solve it in general. Another is that the solutions can be pretty wild. For example, three particles might tumble around each other for a long time and, with no change in the equations, all of a sudden one of the particles will be ejected at high speed and never return (as if on a hyperbolic trajectory relative to the other two particles). A few special solutions of the three-body problem are known. For example, with the right initial conditions, three identical particles can move in either a circle or in Montgomery’s figure 8.

Despite the difficulty of analytic description, there is no special impediment to finding solutions to any 3-body problem with computer simulation.

The n-body problem

With many particles all manner of complicated motion is possible. And there are few solutions which are known analytically. One solution has the n particles chasing each-other around in a circle, with the particles forming a regular polygon. Another amazing approximate solution, the Buck solution, is that a string of thousands of particles will all chase each-other around an arbitrary curve in 3-dimensional space. At least approximately, for a while.

By applying 𝑭=m𝒂 to 3 or 1000 interacting particles you can see all manner of n-body solutions on your computer.

SAMPLE 13.1

Filename:tfigure8-ang-vel-ex
Figure 13.2:

Location of the center-of-mass. A structure is made up of three point masses, m1=1kg,m2=2kg and m3=3kg. At the instant of interest, the coordinates of the three masses are (1.25m, 3m), (2m, 2m), and (0.75m, 0.5m), respectively. At the same instant, the velocities of the three masses are 2m/sıˆ, 2m/s(ıˆ1.5ȷˆ) and 1m/sȷˆ, respectively.

  1. 1.

    Find the coordinates of the center-of-mass of the structure.

  2. 2.

    Find the velocity of the center-of-mass.

Solution

  1. 1.

    Let (x¯,y¯) be the coordinates of the mass-center. Then from the definition of mass-center

    x¯ = miximi=m1x1+m2x2+m3x3m1+m2+m3
    = 1kg1.25m+2kg2m+3kg0.75m1kg+2kg+3kg
    = 7.5kgm6kg=1.25m.

    Similarly,

    y¯ = miyimi
    = 1kg3m+2kg2m+3kg0.5m1kg+2kg+3kg
    = 8.5kgm6kg=1.42m.

    Thus the center-of-mass is located at the coordinates (1.25m, 1.42m).

    Answer: (1.25m, 1.42m)

  2. 2.

    For a system of particles, the linear momentum

    𝑳 = mi𝒗i=mtot𝒗cm
     𝒗cm = mi𝒗imtot
    = 1kg(2m/sıˆ)+2kg(2ıˆ3ȷˆ)m/s+3kg(1m/sȷˆ)6kg
    = (6ıˆ3ȷˆ)kgm/s6kg
    = 1m/sıˆ0.5m/sȷˆ.

    Answer: 𝒗cm=1m/sıˆ0.5m/sȷˆ

SAMPLE 13.2

Filename:tfigure8-ang-vel
Figure 13.3:

A spring-mass system in space. A spring-mass system consists of two masses, m1=10kg and m2=1kg, and a weak spring with stiffness k=1N/m. The spring has zero relaxed length. The system is in 3-D space where there is no gravity. At the instant of observation, i.e., at t=0, 𝒓1=𝟎, 𝒓2=1m(ıˆ+ȷˆ+𝒌ˆ),𝒓˙1=𝟎, and 𝒓˙2=6m/s(ıˆ+ȷˆ). Track the motion of the system for the next 20 seconds. In particular,

  1. 1.

    Plot the trajectory of the two masses in space.

  2. 2.

    Plot the trajectory of the center-of-mass of the system.

  3. 3.

    Plot the trajectory of the two masses as seen by an observer sitting at the center-of-mass.

  4. 4.

    Compute and plot the total energy of the system and show that it remains constant during the entire motion.

Solution The free-body diagrams of the two masses are shown in fig. 13.4. The only force acting on each mass is the force due to the spring which is directed along the line joining the two masses. Thus, the system represents a central force problem.

Filename:tfigure8-ang-accel
Figure 13.4: Free-body diagram of the two masses.

From the linear momentum balance of the two masses, we can write the equations of motion as follows.

m1𝒓¨1 = k(𝒓2𝒓1)
m2𝒓¨2 = k(𝒓2𝒓1)

Let 𝒓1=x1ıˆ+y1ȷˆ+z1𝒌ˆ and 𝒓2=x2ıˆ+y2ȷˆ+z2𝒌ˆ. Substituting above and dotting the two equations with ıˆ, ȷˆ, and 𝒌ˆ, we get

x¨1=km1(x2x1); x¨2=km2(x2x1)
y¨1=km1(y2y1); y¨2=km2(y2y1)
z¨1=km1(z2z1); z¨2=km2(z2z1)

Thus we get six second order coupled linear ODEs as equations of motion.

  1. 1.

    To plot the trajectory of the two masses, we need to solve for 𝒓1(t) and 𝒓2(t), i.e., for x1(t),y1(t),z1(t), and x2(t),y2(t),z2(t). We can do this by first writing the six second order equations as a set of 12 first order equations and then solving them using a numerical ODE solver. Here is a pseudocode to accomplish this task.

    Filename:tfigure8-ang-accel-ex
    Figure 13.5: 3-D trajectory of m1 and m2 plotted from numerical solution of the equations of motion.
        ODEs = {x1dot = u1,
                u1dot = k/m1*(x2-x1),
                y1dot = v1,
                v1dot = k/m1*(y2-y1),
                z1dot = w1,
                w1dot = k/m1*(z2-z1),
                x2dot = u2,
                u2dot = -k/m2*(x2-x1),
                y2dot = v2,
                v2dot = -k/m2*(y2-y1),
                z2dot = w2,
                w2dot = -k/m2*(z2-z1) }
        IC   = {x1(0)=0, y1(0)=0, z1(0)=0,
                u1(0)=0, v1(0)=0, w1(0)=0,
                x2(0)=1, y2(0)=1, z2(0)=1,
                u2(0)=-sqrt(6), v2(0)=sqrt(6), w2(0)=0}
        Set  k=1, m1=10, m2=1
        Solve ODEs with IC for t=0 to t=20
        Plot {x1,y1,z1} and {x2,y2,z2}
    

    The 3-D plot showing the trajectory of the two masses obtained from the numerical solution is shown in fig. 13.5. From the plot, it seems like the smaller mass goes around the bigger mass as the bigger mass moves on its trajectory.

    Filename:tfigure8-ang-accel1
    Figure 13.6: The center-of-mass coordinates xcm(t), ycm(t), and zcm(t). The center-of-mass moves on a straight line in a plane parallel to the xy-plane.
  2. 2.

    We can find the trajectory of the center-of-mass using the following relationships.

    xcm=m1x1+m2x2m1+m2,ycm=m1y1+m2y2m1+m2,zcm=m1z1+m2z2m1+m2.

    Since there is no external force on the system if we consider the two masses and the spring together, the center-of-mass of the system has zero acceleration. Therefore, we expect the center-of-mass to move on a straight path with constant velocity. The center-of-mass coordinates xcm, ycm, and zcm are plotted against time in fig. 13.6 which show that the center-of-mass moves on a straight line in a plane parallel to the xy-plane (z is constant). This is expected since the initial velocity of the center of mass has no z-component:

    Filename:sfig8-2-3
    Figure 13.7: The paths of m1 and m2 as seen from the center-of-mass. The two masses are on closed orbits with respect to the center-of-mass.
    𝒗cm = m1𝒗1+m2𝒗2m1+m2
    = m1𝟎+1kg(6)m/s(ıˆ+ȷˆ)10kg+1kg
    = 0.22m/s(ıˆ+ȷˆ).
  3. 3.

    The trajectory of the two masses with respect to the center-of-mass can be easily obtained by the following relationships.

    x1/cm=x1xcm, y1/cm=y1ycm, z1/cm=z1zcm
    x2/cm=x2xcm, y2/cm=y2ycm, z2/cm=z2zcm

    The trajectories thus obtained are shown in fig. 13.7. It is clear that the two masses have closed orbits with respect to the center-of-mass. These closed orbits are actually conic sections as we would expect in a central force problem.

    Filename:sfig8-2-3a
    Figure 13.8: The kinetic energy of the two masses and the potential energy of the spring sum up to the constant total energy of the system.
  4. 4.

    We can calculate the kinetic energy of the two masses and the potential energy of the spring at each instant during the motion and add them up to find the total energy.

    (Ek)m1 = 12m1(u12+v12+w12)
    (Ek)m2 = 12m2(u22+v22+w22)
    Ep = 12k[(x2x1)2+(y2y1)2+(z2z1)2]
    Etotal = (Ek)m1+(Ek)m2+Ep

    The energies so calculated are plotted in fig. 13.8. It is clear from the plot that the total energy remains constant during the entire motion.

Answer:

Problems for 13.1 Coupled motions of particles in space

Preparatory Problems

13.1.1   Linear momentum balance applied to the whole of a system consisting of multiple interacting particles reduces to 𝑭=m𝒂 if you interpret the terms correctly. What are the correct interpretations of 𝑭, m and 𝒂? Answer: F is the sum of all external forces, m is total mass of the system of particles, and 𝒂 is the acceleration of the center of mass of the system of particles.

13.1.2   A particle of mass m1=6kg and a particle of mass m2=10kg are moving in the xy-plane. At a particular instant of interest, particle 1 has position 𝒓1=3mıˆ+2mȷˆ, velocity 𝒗1=16m/sıˆ+6m/sȷˆ, and acceleration 𝒂1=10m/s2ıˆ24m/s2ȷˆ; and particle 2 has position 𝒓2=6mıˆ4mȷˆ, velocity 𝒗2=8m/sıˆ+4m/sȷˆ, and acceleration 𝒂2=5m/s2ıˆ16m/s2ȷˆ.

  1. (a)

    Find the linear momentum 𝑳 and its rate of change 𝑳˙ of each particle at the instant of interest. Answer: L1=(18ıˆ+12ȷˆ)kgm/s, 𝑳˙1=(60ıˆ144ȷˆ)N, 𝑳2=(80ıˆ+40ȷˆ)kgm/s, and 𝑳˙2=(50ıˆ160ȷˆ)N.

  2. (b)

    Find the linear momentum 𝑳 and its rate of change 𝑳˙ of the system of the two particles at the instant of interest. Answer: L=L1+L2=(98ıˆ+52ȷˆ)kgm/s and 𝑳˙=𝑳˙1+𝑳˙2=(110ıˆ304ȷˆ)N

  3. (c)

    Find the center of mass of the system at the instant of interest. Answer: rcm=78(3ıˆ+2ȷˆ)m

  4. (d)

    Find the velocity and acceleration of the center of mass. Answer: vcm=(1ıˆ+4.75ȷˆ)m/s and 𝒂cm=(6.875ıˆ19ȷˆ)m/s2

13.1.3   A particle of mass m1=5kg and a particle of mass m2=10kg are moving in space. At a particular instant of interest, particle 1 has position, velocity, and acceleration

𝒓1 = 1mıˆ+1mȷˆ
𝒗1 = 2m/sȷˆ
𝒂1 = 3m/s2𝒌ˆ

respectively, and particle 2 has position, velocity, and acceleration

𝒓2 = 2mıˆ
𝒗2 = 1m/s𝒌ˆ
𝒂2 = 1m/s2ȷˆ

respectively. For the system of particles at the instant of interest, find its

  1. (a)

    linear momentum 𝑳, Answer: (10ȷˆ+10kˆ)kgm/s

  2. (b)

    rate of change of linear momentum 𝑳˙, Answer: (10ȷˆ+15kˆ)kgm/s2

  3. (c)

    angular momentum about the origin 𝑯/O, Answer: (20ȷˆ+10kˆ)kgm2/s

  4. (d)

    rate of change of angular momentum about the origin 𝑯˙/O, Answer: (15ıˆ15ȷˆ+30kˆ)kgm2/s2

  5. (e)

    kinetic energy EK, and Answer: 15kgm2/s2

  6. (f)

    rate of change of kinetic energy. Answer: 40W

13.1.4   If you are given the total mass, the position, the velocity, and the acceleration of the center of mass of a system of particles can you find the angular momentum 𝑯/O of the system, where O is not at the center of mass? If so, how and why? If not, then give a reason and/or a counter example. Answer: No. You need to know the angular momenta of the particles relative to the center of mass to complete the calculation, information which is not given.

13.1.5   Seventeen particles are interacting with the force on particle i from particle j being 𝑭ij with all 𝑭ij known.

  1. (a)

    What is the commonly assumed assumption about the relation between, say, 𝑭36 and 𝑭63? Answer: F36=F63

  2. (b)

    What is the total force on particle 5? Answer: Total force on particle 5 = i=117𝑭5i

More-Involved Problems

13.1.6  Two particles each of mass m are connected by a massless elastic spring of spring constant k and unextended length 2R. The system slides without friction on a horizontal table, so that no net external forces act.

  1. (a)

    Is the total linear momentum conserved? Justify your answer. Answer: Yes, total external force on the system is zero.

  2. (b)

    Can the center of mass accelerate? Justify your answer. Answer: No, sum of all external forces on the system is zero.

  3. (c)

    Draw free-body diagrams for each mass.

  4. (d)

    Derive the equations of motion for each mass in terms of cartesian coordinates.

  5. (e)

    What are the total kinetic and potential energies of the system? Answer: KE =12(m1v12+m2v22), PE =12k(|𝒓12|2R)2

  6. (f)

    For constant values and initial conditions of your choosing, plot the trajectories of the two particles and of the center of mass (on the same plot).

Filename:sfig8-2-3b
Figure 13.9:

13.1.7  Two ice skaters whirl around one another. They are connected by a linear elastic cord whose center is stationary in space. We wish to consider the motion of one of the skaters by modeling her as a mass m held by a cord that exerts kNewtons for each meter it is extended from the central position.

  1. (a)

    Draw a free-body diagram showing the forces that act on the mass at an arbitrary position.

  2. (b)

    Write the differential equations that describe the motion. Answer: 2rr˙θ˙+r3θ¨=0

  3. (c)

    Describe in physical and mathematical terms the nature of the motion for the three cases

    1. (a)

      ω<k/m ;

    2. (b)

      ω=k/m ;

    3. (c)

      ω>k/m.

    (You are not asked to solve the equation of motion.) Answer: For ω=k/m the skaters will follow an elliptical trajectory with rate of whirling slowing down as the skater goes away from the center similar to planetary motion.

Filename:sfig8-3-1
Figure 13.10:

13.1.8   n identical particles with mass m are on the vertices of an n sided regular polygon. Equivalently, n particles are equally spaced on a circle with radius R. At t=0 they all have velocities tangent to the circle and equal in magnitude v0. All the particles are attracted to each other with an inverse square gravitational attraction. For the numerical simulations below pick values of n, m, G and R any way that pleases you.

  1. (a)

    Find an initial value for v0 so that all the masses spiral in and then bounce out again. Plot the trajectories of all the masses on one plot for a long-enough time so the plot is pleasing to the eye.

  2. (b)

    Find a value for v0 so all the particles travel on circular trajectories.

  3. (c)

    Can you find a formula for v0 above in terms of the other parameters in the problem? Answer: v0=3mri=2n1cot((i1)πn)

13.1.9   Two masses, both with M=1000m travel in circles on the xy plane according to

𝒓1=𝒓2=R(cosωtıˆ+sinωtȷˆ)
  1. (a)

    Assume inverse square attraction and find a set of values for m,G,R and ω so the assumed circular path is a solution of the equations of motion. Answer: ω=3M2R

  2. (b)

    A third mass m is introduced which is gravitationally attracted to the other two. Pick initial conditions for the two big masses that are consistent with their circular motion solution. For the third mass use initial conditions [𝒓0]xyz=[00z0]. Run a simulation for some time.

    • Does the third mass stay exactly on the z axis for all time in the simulation? Would it if the simulation was exact? If so, why? If not, why not? Answer: The mass would stay on the z axis if the solution was exact.

    • Is the motion of the third mass exactly periodic in the computer simulation? Would it be if the solution was exact? If so, why? If not, why not? Answer: The solution would be exactly periodic if the ratio of the masses was infinite rather than just 1000. There are special initial conditions for which the motion is periodic for any mass ratio, the oscillations of the light mass need to be synchronous with the in-and-out oscillations of the heavier nearly-circular-motion masses.

13.1.10  The amazing eight. Three equal masses, say m=1, are attracted by an inverse-square gravity law with G=1. That is, each mass is attracted to the other by F=Gm1m2/r2 where r is the distance between them. Use these unusual and special initial positions:

(x1,y1) = (0.97000436,0.24308753)
(x2,y2) = (x1,y1)
(x3,y3) = (0,0)

and initial velocities

(vx3,vy3) = (0.93240737,0.86473146)
(vx1,vy1) = (vx3,vy3)/2
(vx2,vy2) = (vx3,vy3)/2.

For each of the problems below show accurate computer plots and explain any curiosities. (Note, this solution was discovered independently, and nearly simultaneously, by Richard Montgomery and Chris Moore.)

  1. (a)

    Use computer integration to find and plot the motions of the particles. Plot each with a different color. Run the program for 2.1 time units. Answer: These three trajectories are all parts of the same figure 8.

  2. (b)

    Same as above, but run for 10 time units. Answer: The trajectories trace and retrace the same figure 8. If your integration is not accurate, the curves will not exactly retrace.

  3. (c)

    Same as above, but change the initial conditions slightly. Answer: The trajectories make a beautiful swirl resembling a figure 8.

  4. (d)

    Same as above, but change the initial conditions more and run for a much longer time. Answer: The trajectories get wild, possibly ejecting one or more masses off to infinity.

13.2 Collisions and explosions of particles in 2D and 3D

When two things bump into each other there is often a big interaction force. Think about a ball bouncing off the ground, two pool balls colliding, a baseball hitting a bat, two cars crashing, or the big forces when a satellite gravitationally slingshots around a planet it passes close by. Similarly there are big short-lived forces when things explode into two or more pieces. A big and short-lived force is often described by

 its net impulse 𝑷=𝑭𝑑t

rather than its detailed time-history 𝑭(t). The collision modeling assumption is that these interaction forces are so big that all other forces on the particles can be ignored. For a two-particle collision the impulses are 𝑷1=𝑷 and 𝑷2=𝑷 acting on m1 and m2. Rather than looking at the acceleration of mass during the collision one just calculates

the net change in velocity=Δ𝒗.
Filename:sfig8-3-1a
Figure 13.11: Two particles collide. Their velocities before the collision are 𝒗1 and 𝒗2. When they collide their common tangent plane has normal 𝒏ˆ. After the collision their velocities are 𝒗1+ and 𝒗2+.

Before the collision two particles m1 and m2 have velocities 𝒗1 and 𝒗2 (see fig. 13.11). The superscript “-” (minus) means just before the collision. Then the particles collide. Even though we ignore the spatial extent of the particles for most of the mechanics analysis, we note that the two particles have a common tangent plane. The normal of that plane, pointing out of particle 1, say, is 𝒏ˆ. Just after the collision the particles have velocities 𝒗1+ and 𝒗2+ with the superscript“+” indicating just after the collision.

The general collision problem is

Given some information about the motion before the collision, the motion after the collision, and the collisional impulse, find other information about these same quantities.

We find the unknowns using

  • Momentum balance for each particle: 𝑷=𝑭(t)𝑑t=mΔ𝒗; and

  • Some information about the collisional impulse, usually a constitutive law for the collision.

For collisional modeling the constitutive law for interaction involves impulse and change of velocity. We only consider two such constitutive models:

  • plastic sticking collisions where 𝒗1+=𝒗2+.

  • frictionless restitution with (𝒗1+𝒗2+)𝒏ˆ=e(𝒗1𝒗2)𝒏ˆ and 𝑷𝝀ˆ=0.

The constitutive models are discussed further below in the context of the three idealized collisions we treat here:

  • sticking collisions

  • frictionless collisions with restitution

  • explosions.

The only expansion in this section over the 1D collisions in section 10.5 is the need for 2D and 3D geometry.

Sticking collisions

Filename:sfig8-5-wiper
Figure 13.12: Two particles collide and stick together so in their subsequent motion 𝒗1+=𝒗2+=𝒗+. The action-reaction impulse pair is in whatever direction it needs to be to get this sticking; the impulses need not be in just the 𝒏ˆ direction.

The conceptually simplest collision is a sticking collision also called a perfectly plastic no-slip collision (see fig. 13.12). Here the word ‘plastic’ is used in its old latin meaning malleable or ‘clay like’. Imagine two lumps of wet clay colliding in space and just sticking together. The plastic collision model applies, for example,

  • when a projectile gets embedded in its target,

  • when two cars crash and get entangled so they move together after the collision, or

  • when two machine parts engage at contact because of a mechanism like a door catch.

In short, the constitutive law for plastic collisions is

Plastic (sticking collision)  𝒗1+=𝒗2+

And the impulse is what it is, as determined by momentum balance for the two particles. Here’s the simplest collision problem.

Example: A particle collides with an immovable object.

The impulse on the particle is

𝑷=mΔ𝒗=m(𝟎𝒗)=m𝒗.

And here is the general two-particle sticking collision problem.

Example: Two particles collide and stick.

There are three velocities to consider, the before-collision velocities 𝒗1 and 𝒗2 and the common after-collision velocity 𝒗+. Also relevant is the interaction impulse 𝑷. That’s 4 vector quantities (8 scalars in 2D, 12 in 3D). The governing equations are momentum balance for the two particles

𝑷=m1(𝒗+𝒗1)and𝑷=m2(𝒗+𝒗2)

making up 2 vector equations (4 scalar equations in 2D, 6 in 3D). Thus to solve a problem in 2D, 4 scalar quantities need to be given so that the other quantities can be found from the momentum balance equations. In 3D, 6 scalar quantities have to be given.

There are all different ways to involute such problems, say by taking one of the masses as unknown. Here is the most straightforward example.

Example: Find the post-collision velocities for a sticking collision.

Given m1,m2,𝒗1 and 𝒗2 we find by solving the momentum balance equations that

𝒗+=m1𝒗1+m2𝒗2m1+m2and𝑷1=𝑷2=m1m2m1+m2(𝒗2𝒗1).

The answer can be interpreted like this. The final velocity is the same as the pre-collision average velocity. This is also the system’s initial (and final) center of mass velocity. The impulsive interaction is associated with the change of velocity of 𝒗1𝒗2 of an effective ‘reduced mass’ with a value of mred=m1m2/(m1+m2) (see box 13.2 on page 13.2).

Box 13.1 Effective mass

In two-particle collisions the forces of interest are in the action-reaction pair between the particles: 𝑭1 acts on m1 and 𝑭2=𝑭1 acts on particle 2. If we know one we know the other, so let’s call 𝑭 the force 𝑭1 on m1. The two-particle system has no net acceleration, meaning the center of mass does not accelerate. All that the interaction force does is affect the relative motion of the particles.

So consider the relative acceleration of particle 1, say, relative to particle 2:

𝒂rel=𝒂1𝒂2=𝑭1m1𝑭2m2=𝑭1m1𝑭1m2=𝑭(1m1+1m2).

Thus we can write

𝑭=meff𝒂relwithmeff=(1m1+1m2)1=m1m2m1+m2

The ‘reduced mass’ or ‘effective mass’ meff is that which connects the interaction force with the relative acceleration 𝒂rel=𝒂1𝒂2 of the masses. To personalize it, imagine you have negligible mass and are floating in space between two big masses holding a handle on each. Then the relation between the tension in your arms and the relative acceleration of the masses is determined by the reduced effective mass meff. The effective mass is less than either of the masses separately (because the relative acceleration comes from the addition of the two accelerations). For two equal masses m=m1=m2 the effective mass is meff=m/2.

Integrating in time the effective mass also relates the interaction impulse with the change in relative velocity.

𝑷=meffΔ𝒗rel,

where 𝑷=𝑭𝑑t acts on m1 and 𝒗rel=𝒗1𝒗2.

Frictionless collisions with restitution

This is the most common model used in elementary mechanics courses. It is originally due to Newton, at least in the 1D case we discussed in section 10.5. Two particles collide and then separate. There is no interaction force in their common contact tangent plane (hence ‘frictionless’). See fig. 13.13. The impulse is such that the particles separate at a speed that is a fixed ratio e of the speed at which they approached. The speed of approach and separation are measured in the 𝒏ˆ direction.

Filename:sfig8-5-wiper-a
Figure 13.13: Two particles collide and bounce off each other frictionlessly. The assumption is that their relative separation speed is the coefficient of restitution e times their approach speed. Even though for momentum balance we treat the masses as particles, for considering the collision we look at the normal 𝒏ˆ of the common contacting tangent plane. The separation speed is (𝒗1+𝒗2+)𝒏ˆ and the approach speed is (𝒗1𝒗2)𝒏ˆ.

The speed of approach is the rate at which the distance between the particles decreases just before the collision. Really, this only makes precise sense if

  • the masses are round, or

  • the masses are not rotating.

The approach speed is the relative velocity dotted with the 𝒏ˆ direction

vapproach=(𝒗1𝒗2)𝒏ˆ.

The separation speed, measured just after the collision, has the same definition but with a sign change

vsep=(𝒗1+𝒗2+)𝒏ˆ.

Newton’s law of collisional restitution

margin: Why the word restitution? The particles approach each other with some momentum relative to their common center of mass. At some point during the collision they have none. Then some of the momentum is restituted, paid back, and they bounce. No restitution, e=0, and there is no bounce. Full restitution, e=1, and they separate with the as much relative momentum as they had when they approached.

is

vsep=evapproachor(𝒗1+𝒗2+)𝒏ˆ=e(𝒗1𝒗2)𝒏ˆ. (13.4)

We use the coefficient of restitution for approximate collisional modeling but,

the ‘coefficient of restitution’ equation is not an accurate law of nature.

Example: Two-particle elastic collision.

Two particles m1 and m2 have pre-collision velocities of 𝒗1 and 𝒗2 and collide frictionlessly with coefficient of restitution e on the tangent plane with normal 𝒏ˆ. The post collision velocities 𝒗1+ and 𝒗2+, as well as the impulse 𝑷 are found by simultaneously solving these equations.

𝑷 = m1(𝒗1+𝒗1)
𝑷 = m2(𝒗2+𝒗2)
(𝒗1+𝒗2+)𝒏ˆ = e(𝒗1𝒗2)𝒏ˆ

In 2D this makes up 5 scalar equations for 5 scalar unknowns. In 3D it’s 7 equations for 7 unknowns. The most direct solution is to set up and solve these equations using a computer.

Box 13.2 Energetics of collisions

Often one thinks of collisions as passive and energetically dissipative. However, as noted in the text, an explosion is a collision of sorts in which the system kinetic energy increases. We’d like to treat these cases in a unified way. First let’s calculate the total kinetic energy.

2EK = m1v12+m2v22
= mtotvcm2+m1|𝒗1𝒗cm|2+m2|𝒗2𝒗cm|2
= mtotvcm2+meff|𝒗1𝒗2|2
= mtotvcm2+meffvrel2

where mtot=m1+m2, meff=m1m2/(m1+m2) and vrel=|𝒗1𝒗2|. There are a few algebra steps needed to go from line to line above (see section LABEL:sec:KonigSchmonig for related calculations). The concept of effective mass meff is introduced in box 13.2. The key result is that the kinetic energy of a two-particle system can be written as the sum of two terms, one involving center of mass velocity and one involving the relative velocity of the two masses.

This is a special result for two-particle systems. For any system the kinetic energy is a center of mass term (mvcm2/2) plus a term for motion relative to the center of mass. But generally the relative motion term is written as a sum of terms, one for each particle, and the motion of each particle is measured relative to the center of mass (mvi/cm). What is special for two-particle systems is that the relative motion part can be written in terms of the motion of the two particles relative to each other. Because that is not the velocity of any real thing, it only gives the right kinetic energy when used with the corrected effective mass (meff).

What about energy and collisions? The center of mass velocity and energy do not change in the collision. So the only change in kinetic energy is that associated with changes in meffvrel2.

2ΔEK = meff((vrel+)2(vrel)2)
= 2𝒗rel𝑷+|𝑷|2/meff

where we used that 𝑷=meff(𝒗rel+𝒗rel).

This formula applies for both sticking collisions, in which case 𝑷=meff𝒗rel and 2ΔEK=meff(vrel)2, and to explosions where 𝑷=meff𝒗rel+ and 2ΔEK=meff(vrel+)2. It also applies to interactions in-between.

All that enters the change-of-energy equations above is the projection of the relative velocity in the 𝑷 direction. Thus the issue of energy loss or gain is determined by whether the projection of the relative velocity in the 𝑷 direction decreases or increases in magnitude. Thus a collision with 1<e<1 loses energy and a collision with |e|>1 increases energy. We included e<0 for completeness even though it is sometimes considered ‘non-physical’ in that it involves the particles passing by or passing through each other.

Rather it is an approximate empirical observation. Or, to put it another way, the value of the coefficient of restitution e depends on the material, the shape, the orientation and the speed of the colliding particles. It is not a true constant. Nonetheless, eqn. (13.4) is a reasonable approximation for some engineering purposes. Just don’t assume that predictions it makes will generally be highly accurate.

The ‘frictionless’ part of this collision law is expressed by the assumption that the net impulse of interaction is in the 𝒏ˆ direction. So 𝑷=P𝒏ˆ with no component in the 𝝀ˆ direction.

Generally one assumes that the coefficient of restitution is between zero and one:

0e1.
Filename:sfig8-5-2disks
Figure 13.14: An explosion is like a sticking collision run backwards in time. The particles initially have the same velocity 𝒗1=𝒗2=𝒗 and then separate due to an action-reaction impulse pair in any direction.

For e<0 the masses have to pass through each other. For e>1 the collision would involve a gain in energy. This might happen if there was explosive gunpowder in the contact region of the collision.

In the case e=0 the collision is perfectly plastic but still frictionless. This is generally not a sticking collision because the masses can enter and hence leave the collision with some relative velocity in the common contact plane (the 𝝀ˆ direction).

Explosions

If one particle explodes into pieces it’s as if the pieces had a collision. It’s just that the initial velocities of the pieces were all the same and the total kinetic energy of the system increases during the ‘collision’. See fig. 13.14.

The overall treatment is extremely similar to that for sticking collisions, but in some sense backwards. Instead of the particles entering the collision with different velocities and leaving with the same velocity, they enter with the same velocity and leave with different velocities. But the same momentum principles apply. There is no collision law or coefficient of restitution to apply, all of the post-collision relative velocity is restituted from nothing. Rather one just has to know (or find) the action-reaction impulse between the masses.

Example: An explosion.

Two particles m1 and m2 are stuck together and moving at 𝒗 when they explode and an impulse 𝑷 separates them. After the collision

𝒗1+=𝒗+𝑷/m1and𝒗2+=𝒗𝑷/m2.

The full range of behavior for sticking collisions to explosions can be captured with a single restitution coefficient eg (see box 13.2).

Frictional collisions

Our avoiding of frictional collisions is not because there generally is no friction during collisions. Friction is a fact of the mechanical world. We avoid friction here because a host of special assumptions are needed to make frictional problems deterministic. And no given set of assumptions is known to yield accurate predictions. Frictional collision models have too dis-satisfyingly low a ratio of accuracy to complexity for inclusion in a book at this level.

Simultaneous collisions

If one particle is involved in two collisions at one time then we have not explained how to calculate the resulting motion. In an attempt to make the situation clear one is tempted to say “Let’s make it ideal and assume the collisions are exactly instantaneous and at exactly the same time.” Then, unfortunately, one is making the situation exactly ambiguous.

Unfortunately for our hope of making reliable predictions, simultaneous collisions are not rare events. Why? Imagine B is touching C and both are stationary. Then A comes and bangs into B. Because B and C are already touching one must assume that there are impulsive forces not just between A and B, but also between B and C. And we have no reliable rules for sorting out the result. Nor will we find such rules if we make it a life’s work.

Example: A triangular array of identical spheres.

Imagine 15 accurately-machined nominally-identical spheres laid out in a tight triangle (5 in one row, 4 in the next, then 3,2, and 1) on a very flat smooth surface. Then imagine a 16th ball rolls in and hits the apex of the triangle. How do the 15 balls move?

This experiment is performed in smoky rooms full of intoxicated people night after night. It’s the ‘break’ in a pool game. And the game depends on the result being unpredictable. Each time, due to tiny differences, the results are different.

And, according to theory, the more rigid and perfect the balls are, the more sensitive are the results to the smallest of differences in the initial conditions.

What is the source of the problem?

Example: Three balls in a line.

Consider the one-dimensional collision of three identical particles. B and C are in line, stationary and touching and then A comes along with vA0=v. Let’s assume that the collision(s) whatever they are, are completely elastic and conserve energy (e=1,eg=0). Here are two ways to predict the outcome:

  • A hits B and C, being all the way at the other side of B, is oblivious to the interaction between A and B until it is complete. Thus A comes to rest and B is moving to the right with v. Then B collides elastically with C and B comes to rest and C shoots off with the v.

  • B and C are touching and act as a single rigid object throughout the collision with A. Thus the result is like that between a particle with mass m and another with mass 2m. Such an elastic collision would leave B and C going forwards at 2v/3 and A going the other way with vA+=v/3. A different result.

  • actually there is a one-parameter family of results that are consistent with energy conservation and momentum balance. We have three outcomes (the velocities of the three particles) and only 2 scalar equations restricting them (momentum and energy balance).

But what would really happen? That would depend on details that are not stated. Of course if the exact shape and configuration of the balls was known, and the exact rules for elastic and inelastic deformation, then one could calculate the resulting motion solving partial differential equations or with atomic simulations. In principle. But we generally do not know such details nor have such calculation abilities. And crowding that which we don’t know into concepts like ‘rigid-object’ and ‘exactly simultaneous’ crowds the prediction of the outcome to dependence on infinitesimal things.

So, as an engineer, what are you supposed to do when calculating in situations involving simultaneous collisions?

  • first relax and remember that no collision calculation is likely to be very accurate (unless the result only depends on balance of momentum). So simultaneous collisions, while philosophically worse in that even the equations are indeterminate, are not that much worse than the usual deterministic, but not accurate, collisional relations.

  • do experiments, and

  • take account of the range of outcomes depending on assumptions about the collision details.

Samples 13.18 and 13.22 starting on page 13.18 illustrate the ambiguity of simultaneous collisions in 2D.

Final comments

This is the second of three sections about collisions. Section 10.5 was about collisions in 1D, then this section about particles in 2D and 3D, and finally the ideas in this section will be extended from particles to rigid objects in section 17.5.

Box 13.3 Coefficient of generation

Often one thinks of collisions as passive and energetically dissipative. However, as noted in the text, an explosion is a collision of sorts in which the system kinetic energy increases. For passive frictionless collisions one can characterize the collision by the coefficient of restitution

e (separation speed)(approach speed) (13.5)
= (𝒗1+𝒗2+)𝒏ˆ(𝒗1𝒗2)𝒏ˆ

However, for explosions the coefficient of restitution is e=. If one is equally interested in energy absorbing or energy creating collisions one can use a more democratic coefficient of generation

eg (separation speed)-(approach speed)(separation speed)+(approach speed) (13.6)
= (𝒗1+𝒗2+)𝒏ˆ(𝒗1𝒗2)𝒏ˆ(𝒗1+𝒗2+)𝒏ˆ+(𝒗1𝒗2)𝒏ˆ

We can write the collisional coefficient of generation in terms of the restitution coefficient, and vice versa, as

eg=e1e+1ande=1+eg1eg.

The generation coefficient is -1 for sticking collisions and 1 for explosions. This coefficient is zero for energetically neutral collisions (no gain, no loss, e=1). And the coefficient of generation does not allow for passing-through or passing-by collisions (e<0).

As a replacement for the conventional coefficient of restitution the coefficient of generation eg is more complex to use in simple calculations in that eqn. (13.6) is more complex than eqn. (13.5). On the other hand the coefficient of generation is convenient for describing situations which are a mix of passive (e<1 and eg<0) and active (e>1 and eg>0). Such is the case, for example, in simple models of legged locomotion (see box 13.2 on page 13.2).

Note that in all the collisional restitution formulas we could replace 𝒏ˆ with 𝒏ˆ without affecting the validity of the equations. Similarly all the subscript 2’s could be replaced with 1’s and vice versa without affecting the validity of the equations. Knowing this relieves anxiety about the choice of normal 𝒏ˆ (towards m1 or towards m2?) or which particle to call 1 and which to call 2.

Box 13.4 A particle collision model of running

At every step a running person flies through the air, hits the ground with a foot and pushes on the ground. By action and reaction, the ground pushes back on the foot which pushes on the leg which pushes on the body which causes the body to slow its descent and then go from moving forward and somewhat down to moving forward and somewhat up. Then the foot leaves the ground and the person flies through the air again readying for the next foot contact.

Human bodies are somewhat bigger than human legs so one approximation is that the legs have negligible mass. Human bodies don’t tumble about much during a running step, so a next approximation is to neglect all distortion and rotation of the body and think of it as a particle. Finally, one might imagine that the ground contact time is short, and that the step on the ground is like a bounce. Thus running is like a sequence of collisions between a body and the ground. Obviously a running person is not a bouncing particle in all regards. Nonetheless, this model gives a means for making various estimates about running.

In the flight phase of running, neglecting air friction, the body moves in a parabolic arc according to:

𝑭=m𝒂  mgȷˆ=m𝒂

This has solution that the time of flight is

tf=2vy0/g

where vy0 is the vertical component of the velocity at the start of flight. The distance of flight is

d=vxtf=2vxvy/g

where vx is the constant horizontal component of velocity.

What happens in the ‘collision’ with the ground?

The horrible leap-frog model of running

We could think of each step as independent. Each running step would be a jump at the end of which the body would come to rest and then jump again. That is, each step would start with an explosion and, after a period of flight, end with a plastic no-slip collision. Then immediately after there would be another jump. How much energy would it take to run like that?

Each jump would involve an impulse to get the body from zero velocity to 𝒗=vxıˆ+vy0ȷˆ. The work of the legs would be the increase in kinetic energy.

W=mv2/2=m(vx2+vy02)/2

Then the legs would absorb that much energy at landing. Muscles, unlike generators, are not regenerative. If muscles were regenerative you would feel especially peppy after you walked down a long stair case. On the other hand, walking down stairs is not that tiring. So let’s approximate that there is no metabolic cost for absorbing work. So the energetic cost of locomotion per unit time would be

P=W/tf=m(vx2+vy02)/22vy0/g=mgvxtanθ+cotθ4

where tanθ=vy0/vx is the angle of the trajectory at liftoff. The function tanθ+cotθ has its minimum value of 2 at θ=45 so the cost of such locomotion, in terms of average power, is mgvx/2. Muscles use about 4 times as much chemical energy as they can produce work (i.e., about 25% efficient at best) so the chemical energy to run by jumping and landing, over and over again, would be about

 Metabolic Cost per unit time=Pmet=2mgvx,

that is twice the weight times the speed. The chemical energy needed per unit distance would be about 2(weight).

Obviously this seems like a tiring way to run. You shouldn’t stop and start your horizontal motion at every step. Real people don’t do that. Furthermore, the energy cost we have just predicted is bigger than what people use by a factor of about 5; the rate at which people use chemical energy to run is more like mgvx/2 or mgvx/3.

Notice that the energetic cost of this mode of ‘running’ does not depend on the step length or flight time but only on the initial angle of the trajectories. Smaller steps involve smaller collisions and hence smaller energy cost per collision. But with smaller jumps there are more collisions per unit distance. The two effects exactly cancel in this model. Only the angle of liftoff matters, not the length of the jumps.

Frictionless collision model of running

Although shoes generally have high friction, the legs pivot under the body during ground contact. The result is that the main force transmitted by the leg to the body is vertical. In effect the leg mediates an effectively frictionless collision. At least that’s an extreme idealization of what a leg does. Perhaps a better model of running is then a sequence of vertical frictionless collisions.

At each step there is, in effect, a plastic frictionless collision which absorbs energy immediately followed by an energetically generative collision that sends the body back up again. Together they look like a single frictionless elastic collision, but in this model we want to take account of the work absorbed in landing and the work needed to take off again. To start we will neglect that humans do have springs in their legs (e.g., tendons).

Thus at each step the energy needed to take off is

W=mvy02/2.

The time of flight is again tf=2vy0/g and so, for this model the average work per unit time is

P=W/tf=mvy02/22vy0/g=mgvy0/4

and the work per unit distance would be

work per unit distance=mgvy0/vx4=mgtanθ/4

and the metabolic cost per unit distance, taking muscle efficiency as 25% again, would be the weight times tanθ. So, at a given horizontal speed, the energy cost per unit distance can be made arbitrarily small by having the flight angle small and there being, consequently, more and more small collisions. But for a person to try to save energy that way she would have to swing her legs in impossibly tiring small rapid steps. To complete this model so that it would not predict that people should choose infinite frequency and infinitesimal steps we would have to add in a formula for the cost of swinging the legs rapidly.

If we evaluate this model with the step length of real human running, and the consequent launch angle θ we over-estimate the actual energetic cost of running by about a factor of 2. Why is that? Probably because people do use their springs to bounce. They don’t just throw away all their energy at each ground landing and then jump vertically. Rather their tendons store energy and release it at each step, doing something like half of the work needed to get airborne again.

SAMPLE 13.3

Filename:sfig8-4-1
Figure 13.15:

Projectile hits a slanted floor: A ball of mass m=0.2kg is thrown in the air at an angle θ=60 with initial speed v0=10m/s. The ball lands on a hard, frictionless floor that is tilted at angle α=20 with the horizontal. The coefficient of restitution between the floor and the ball is e=0.85. Ignore air resistance. Find the height of the ball after the rebound from the floor.


Solution This problem has two parts to it. In order to figure out the height after rebound, we need to find the rebound velocity. But to find the rebound velocity, we need to know the velocity of the ball before impact with the floor. Let the velocity just before the impact be 𝒗 and the velocity of rebound (just after impact) be 𝒗+. Let us first find 𝒗.

The ball undergoes projectile motion before it lands at A. Its initial (launch) velocity is 𝒗0=v0(cosθıˆ+sinθȷˆ). From energy conservation, we know that the kinetic energy just before impact at A, m|𝒗|2/2, must be the same as kinetic energy at launch, mv02/2. Thus |𝒗|=v0. And, from the symmetry of the flight, we can conclude that 𝒗 must make the same angle θ with the horizontal that 𝒗0 does. Thus, using fig. 13.16, we have

𝒗=v0(cosθıˆsinθȷˆ).
Filename:sfig8-4-1a
Figure 13.16: Trajectory of the ball through air: From the symmetry of the trajectory, we can conclude that the angle the velocity vector makes with the horizontal at point A is the same as the angle of launch, θ.

Now we are ready to do collision mechanics at point A.

We need to determine 𝒗+ given 𝒗 and the coefficient of restitution for the collision at A. From collision law, we know that the velocity component normal to the floor changes because of the normal impulse during collision, while the tangential velocity remains the same because there is no force or impulse parallel to the floor. Thus,

Filename:sfig8-6-2
Figure 13.17: Collision of the ball with the tilted floor: The ball strikes the floor with velocity 𝒗. It rebounds with velocity 𝒗+. The impulse during the collision acts in the normal direction to the floor at A. The unit normal and the unit tangent vectors at A are 𝒏ˆ=sinαıˆ+cosαȷˆ, and 𝝀ˆ=cosαıˆ+sinαȷˆ respectively.
𝒗+𝝀ˆ = 𝒗𝝀ˆ
𝒗+𝒏ˆ = e(𝒗𝒏ˆ).

Writing out 𝒗+=vx+ıˆ+vy+ȷˆ, and noting that 𝝀ˆ=cosαıˆ+sinαȷˆ and 𝒏ˆ=sinαıˆ+cosαȷˆ, we get, from the equations above,

cosαvx++sinαvy+ = v0cosθcosαv0sinθsinα=v0cos(θ+α)
sinαvx++cosαvy+ = ev0(cosθsinαsinθcosα)=ev0sin(θ+α).

These are two equations in two unknowns, vx+ and vy+. Writing them in a matrix form and solving the matrix equation, we get

(vx+vy+)=[cosαsinαsinαcosα](v0cos(θ+α)ev0sin(θ+α))=(v0cos(θ+2α)ev0sin(θ+2α)).

Thus, we know the rebound velocity 𝒗+=v0[cos(θ+2α)ıˆ+esin(θ+2α)ȷˆ].

To find the maximum height reached by the ball on the rebound, we only need the vertical component of the rebound velocity. Since the ball has a constant deceleration g, we can use the formula (vy)2=(vy0)22gh with vy=0 at the maximum height hmax to get,

hmax=(vy+)22g=e2v02sin2(θ+2α)2g

Substituting the given values of v0, e, θ, and α, and using g=9.81m/s2, we get,

hmax=3.57m.

Answer: hmax=3.57m

You can see that the inclined plane helps in getting the ball to reach higher on the bounce. If the floor were flat (α=0), we would get hmax=2.76m. It should be obvious that for maximum height, we should have sin(θ+2α)=1 which gives α=12(π2θ).

SAMPLE 13.4

Filename:sfig8-6-2a
Figure 13.18:

Simultaneous collisions: This problem involves two simultaneous collisions. In general, such problems are hard to solve. We are going to show one way of solving such problems by treating the collisions successively. However, this leads to nonuniqueness of solution. Here we solve the problem in one way and in the next sample, we solve the same problem in another way.

A 12kg cart with an inclined face rests on a frictionless floor. A ball of mass 3kg is shot horizontally with speed 30m/s at the inclined face of the cart. The coefficient of restitution between the cart and the ball is 0.9. The cart subsequently moves horizontally on the floor. Find the velocity of the ball and that of the cart after the collision.


Solution There are two simultaneous collisions in this problem. One collision is between the ball and the cart and the other is between the cart and the ground. Here, we will treat the two collisions one after the other, the one between the ball and the cart preceding the one between the cart and the ground. In Sample 13.22, we treat the ground collision first.

Collision between the ball and the cart: Here we assume that the ball hits the cart and both are free to move in any direction immediately after the collision. Let the mass of the ball be m1 and that of the cart be m2. Let their after collision velocities be 𝒗1+ and 𝒗2+, respectively. Let the impulse during this collision be P1.

Filename:efig1-2-28
Figure 13.19: The ball and the cart as a system during the collision. There are no external forces or impulses acting on the system. Therefore, the linear momentum must be conserved during the collision; i.e., 𝐋=𝐋+.

Let us consider the cart and the ball as a single system during the collision. Then, the impulse becomes internal to this system and there is no net impulse on this system. Therefore, the linear momentum is conserved; that is, 𝑳+=𝑳. From this relationship, we have,

m1𝒗1++m2𝒗2+=m1𝒗1+m2𝒗2=m1v0ıˆ.

Writing out the unknown velocities in terms of their x and y components and dotting the resulting equation with ıˆ and ȷˆ separately, we get the following two scalar equations:

m1v1x++m2v2x+ = m1v0 (13.7)
m1v1y++m2v2y+ = 0. (13.8)

We have four unknowns here, v1x+, v1y+, v2x+, and v2y+. So far, we have just two equations. We need more equations. We can write restitution equation relating the relative velocities of the ball and the cart in the normal direction before and after the collision:

(𝒗2+𝒗1+)𝒏ˆ=e(𝒗2𝒗1)𝒏ˆ=e(v0ıˆ)𝒏ˆ.

Now, writing 𝒏ˆ=nxıˆ+nyȷˆ and carrying out the dot products (after writing 𝒗1+ and 𝒗2+ in terms of their components), we get,

(v2x+v1x+)nx+(v2y+v1y+)ny=ev0nx. (13.9)
Filename:pfigure-blue-118-2
Figure 13.20: Free-body diagram of the ball during the collision. The impulse P1 acts normal to the plane of collision which is the inclined surface of the cart.

We still need another equation. Let us now consider the impulse acting on the ball during the collision. From the free-body diagram shown in fig. 13.2, we can write the change in momentum of the ball as,

P1𝒏ˆ = m1𝒗1+m1𝒗1
or P1(nxıˆ+nyȷˆ) = m1(v1x+ıˆ+v1y+ȷˆv0ıˆ).

Again, separating out this equation in scalar equations (by dotting the equation with ıˆ and ȷˆ separately), we get,

P1nxm1v1x+ = m1v0 (13.10)
P1nym1v1y+ = 0. (13.11)

Now, we have added another unknown P1, but fortunately, we have got an extra equation too. We now have five unknowns and five independent equations. So we should be able to solve for all the unknowns.

For solving these equations, we first write them in matrix form and then use a computer to solve them. We write eqn. (13.7)–eqn. (13.11) as,

[m10m2000m10m20nxnynxny0m1000nx0m100ny](v1x+v1y+v2x+v2y+P1)=(m1v00ev0nxm1v00).

Here is the pseudo computer code to solve this matrix equation:

m1 = 3, m2 = 12
theta = pi/6                 % angle in radians
nx = -sin(theta), ny = cos(theta) % components of the normal
v0 = 30
e =  0.9

A = [ m1   0   m2  0    0    % x comp of lin mom bal
      0    m1  0   m2   0    % y comp of lin mom bal
     -nx  -ny  nx  ny   0    % restitution equation
     -m1   0   0   0   -nx   % impulse-momentum for m1, x comp
      0   -m1  0   0   -ny]  % impulse-momentum for m1, y comp
b = [m1*v0  0  -e*v0*nx  -m1*v0  0]’ % the known right hand side
solve A*x = b for x

The solution thus computed gives us

v1x+=18.60m/s, v1y+=19.74m/s,
v2x+=2.85m/s, v2y+=4.94m/s,
P1=68.40Ns.

Answer: 𝒗1+=(18.60m/s)ıˆ+(19.74m/s)ȷˆ𝒗2+=(2.85m/s)ıˆ+(4.94m/s)ȷˆ

Collision between the cart and the ground: Now, we consider the collision between the cart and the ground, taking 𝒗2+ as the velocity of the cart just before the collision. Figure 13.21 shows the impulse from the ground acting on the cart. We know the final velocity of the cart has to be in the ıˆ direction. Just to keep our notations straight, let us denote the velocity of the cart after collision as 𝒗2++ (after the second collision) and keep the incoming velocity as 𝒗2+. Then, from impulse momentum, we have,

P2ȷˆ=m2𝒗2++m2𝒗2+.
Filename:pfigure-s95f3a
Figure 13.21:

This is a vector equation which we can write as two scalar equations in the ıˆ and ȷˆ directions. Note that 𝒗2++=v2++ıˆ and we already know 𝒗2+=(2.85m/s)ıˆ+(4.94m/s)ȷˆ as found before. Thus,

v2++ = 𝒗2+ıˆ=2.85m/s
P2 = m2𝒗2+ȷˆ=(12kg)(4.94m/s)=59.24kgm/s=59.24Ns.

Answer: 𝒗2++=2.85m/sıˆ

SAMPLE 13.5

Filename:Danef94s1q2
Figure 13.22:

Simultaneous collisions again: Consider the ball and the cart collision problem of Sample 13.18 again. This time, consider the ball and the cart together to have a collision with the ground first. Then consider the collision between the cart and the ball. Once again, you are to find the final horizontal velocity of the cart. The problem parameters are the same — mass of the ball m1=3kg, mass of the cart m2=12kg, e=0.9 between the ball and the cart, and the velocity of the ball before impact, v0=30m/s.


Solution

Filename:pfigure-blue-123-1
Figure 13.23: Free-body diagram of the ball-cart system during the collision with the ground. The ground impulse is P, the velocities of the ball and the cart before the collision are given — 𝒗1=v0ıˆ, 𝒗2=𝟎, and the velocities after the collision 𝒗2+=v2ıˆ and 𝒗1+=v1x+ıˆ+v1y+ȷˆ are unknown.

Let us consider the ball and the cart as a system colliding with the ground as shown in fig. 13.23. There is an unknown external impulse P2 from the ground acting on this system in the ȷˆ direction. Using this information, we now write impulse-momentum equation for this system:

P2ȷˆ=𝑳2𝑳1=m1𝒗1++m2𝒗2+m1𝒗1

Assuming that 𝒗1+=v1x+ıˆ+v1y+ȷˆ and 𝒗2+=v2+ıˆ, and using the given information 𝒗1=v0ıˆ, we obtain the following two scalar equations from the vector impulse-momentum equation:

m1v1x++m2v2+ = m1v0 (13.12)
m1v1y+P2 = 0 (13.13)
Filename:pfigure-blue-119-2
Figure 13.24: Free-body diagram of the ball during the collision with the cart. The cart impulse P1 acts along the normal 𝒏ˆ. From geometry, we find that 𝒏ˆnxıˆ+nyȷˆ=sinαıˆ+cosαȷˆ.

So far, we have two equations and four unknowns — v1x+, v1y+, v2+ and P2. Obviously, we need more equations. Now, let us consider the collision between the cart and the ball. Let the impulse of this collision be P1. Then the impulse-momentum equation for the ball gives us,

P1𝒏ˆ=m1(v1x+ıˆ+v1y+ȷˆ)m1v0ıˆ.

Once again, we separate out the scalar equations from this vector equation, using the information 𝒏ˆ=nxıˆ+nyȷˆ:

m1v1x+Pnx = m1v0 (13.14)
m1v1y+Pny = 0 (13.15)

Thus, we have now four equations; we still need one more. We now use the restitution equation to relate the normal components of the relative velocities of approach and departure of the ball and the cart:

(𝒗1+𝒗2+)𝒏ˆ = e(v1v2)𝒏ˆ
 v1x+nx+v1y+nyv2nx = ev0nx. (13.16)

Now we have five equations in five unknowns. All we need to do now is to solve these linear equations for all the unknowns. We do so by first writing the five equations (eqn. (13.12) to eqn. (13.16) in matrix form and then solving the matrix equation on a computer. The matrix equation is:

[m10m2000m1001m100nx00m10ny0nxnynx00](v1x+v1y+v2+P1P2)=(m1v00m1v00ev0nx.).

Solving this equation as in the previous sample, we get,

v1x+=16.59m/s,v1y+=23.23m/s,v2+=3.35m/s,P1=80.47Ns,P2=69.69Ns.

Answer: 𝒗2+=(3.35m/s)ıˆ

Note that the answer obtained here is not the same as that found in Sample 13.18; the cart moves a bit faster to the right in this answer. Depending on the mass ratios and the angle of impact, the two methods can give very different answers or very close answers. Welcome to the world of modeling!

Problems for 13.2 Collisions and explosions

Preparatory Problems

13.2.1   Assuming θ,v0, and e to be known quantities, write the following equations in matrix form set up to solve for vAx and vAy:

sinθvAx+cosθvAy=ev0cosθ
cosθvAxsinθvAy=v0sinθ.

Answer: vAx=v0(1e)sinθcosθ
vAy=v0(ecos2θ+sin2θ)

13.2.2   The equation (𝒗1𝒗2)𝒏ˆ=e(𝒗2𝒗1)𝒏ˆ relates relative velocities of two point masses before and after frictionless impact in the normal direction 𝒏ˆ of the impact. If 𝒗1=v1xıˆ+v1yȷˆ,𝒗2=v0ıˆ,e=0.5,𝒗2=𝟎,𝒗1=2ft/sıˆ5ft/sȷˆ, and 𝒏ˆ=12(ıˆ+ȷˆ), find the scalar equation relating the velocities in the normal direction. Answer: v1x+v1y+v0=1.5

13.2.3   The following three equations are obtained by applying the principle of conservation of linear momentum on some system.

m0v0=24m/smA.67mBvB.58mCvC
0=36m/smA+.33mBvB+0.3mCvC
0=23m/smA.67mBvB.58mCvC.

Assume v0, vB, and vC are the only unknowns. Write the equations in matrix form set up to solve for the unknowns. Answer:

(0.67mB.58mc00.33mB0.03mcm0.67mB.58mc)(v0vBvc)=mA(23m/s36m/s24m/s)

13.2.4   The following three equations are obtained to solve for vAx, vAy, and vBx:

(vBxvAx)cosθ=vAysinθ10m/s
vAxsinθ=vAycosθ36m/s
mBvBx+mAvAx=(60m/s)mA.

Set up these equations in matrix form. Answer:

(cosθsinθcosθsinθcosθ010mBmA)(vAxvAyvBx)=(10m/s36m/s60m/s)

13.2.5   Solve for the unknowns vAx, vAy, and vBx in problem 13.2 taking θ=50, mA=1.5mB and mB=0.8kg. Use any computer program. Answer: vAx=39.62, vAy=8.79, and vBx=13.59

13.2.6   Using the matrix form of equations in Problem 13.2, solve for vAx and vAy if θ=20 and v0=5ft/s. Answer: vAx=1.6(e1) and vAy=(4.4e+0.58)

More-Involved Problems

13.2.7   Two frictionless equal-mass pucks sliding on a plane collide as shown below. Puck A is initially at rest. Given that (VB)i=1.0m/s, (VA)i=0, and (VA)f=0.5m/s, find the approach angle ϕ and rebound angle γ. The coefficient of restitution is e=0.9.

Filename:pfigure-s95q14
Figure 13.25:

13.2.8   Reconsider problem 13.2. Given instead that γ=30, (VA)i=0, and (VA)f=0.5m/s, find the initial velocity of puck B.

13.2.9   A ball of mass m=0.5kg is thrown up in the air with initial speed v0=50m/s at an angle θ=60. The ball lands on and bounces off a slanted floor that makes an angle α=15 with the horizontal. Assume the collision with the floor to be elastic and ignore air drag on the ball.

  1. (a)

    Find the impulse of the collision of the ball, Answer: 2mv0sin(θα)(sinαıˆ+cosαȷˆ)

  2. (b)

    After bouncing off the slanted floor, how much horizontal distance does the ball travel before landing on the ground again? Is this distance more, less, or the same as it would have travelled had the floor not been slanted? Answer: d=v02gsin(2θ4α); The distance after bouncing off a slanted floor is more.

Filename:Danef94s3q2
Figure 13.26:

13.2.10   Solve the general two-particle frictionless collision problem. For example, write computer code that has lines like this near the start :

m1=3; m2=19 Set values of masses

v1zero=[10 20] Initial velocity of mass 1

v2zero=[-5 3] Initial velocity of mass 2

e=.5 Set coefficient of restitution

theta=pi/4 Angle that the normal to contact plane makes, measured CCW from +x axis, in radians

Your program (function, code, script) should calculate the impulse of mass 1 on mass 2, and the velocities of the two masses after the collision. Your program should assume consistent units for all quantities.

  1. (a)

    You should demonstrate that your program works by solving at least 4 different problems for which you can check your answer by simple pencil-and-paper calculations. These problems should have as much variety as possible. Sketch these problems clearly, show their analytic solution, and show that the computer agrees. Answer: One test problem is this: 𝒗1=ıˆ,𝒗2=𝟎,m1=m2=1,e=0,θ=0. This should have the solution 𝒗1+=𝒗2+=0.5ıˆ,𝑷=0.5ıˆ.

  2. (b)

    Solve the problem given in the sample text given in the initial problem statement.

13.2.11   A projectile is launched at θ=40 with speed v0=25m/s. The projectile lands on a steel plate that can be adjusted to make any angle α with the horizontal. The projectile bounces off the steel plate without losing any energy. The projectile is required to reach a height after rebound twice as much as it did during its flight before hitting the plate. Ignore air resistance.

  1. (a)

    Find the required angle α of the plate. Answer: α is the solution to equ. sin(θ+2α)=2sinθ

  2. (b)

    Can you always find some α for any launch angle θ<π/2 such that h2=2h1? Answer: α can be obtained only for 0θπ4. α=sin1(2sinθ)θ2

Filename:bikefork1-ang-accel
Figure 13.27:

13.2.12   Two equal mass cars approach an intersection at right angles. They crash and stick together. One of the cars was going at 30 mph before the crash. The other car’s path gets deflected by 15. How fast was it going? Answer: 112 mph

13.2.13   A ball m is thrown horizontally at height h and speed v0. It then has a sequence of bounces on the horizontal ground. Treating each collision as frictionless with restitution coefficient e how far has the ball travelled horizontally when it just finishes bouncing? Answer in terms of some or all of m,g,h,v0 and e. Answer: v02hg(1+e1e)

13.2.14   A game involves using a pedal to direct a falling ball into a fixed vertical slot by simply rotating the pedal when the ball hits the pedal. A model of this game is shown in the figure. The ball is thrown horizontally with an initial speed v=10m/s from a height h1=3m. The pedal is located at d=2m from the wall that houses the slot at height h2=2m. The slot itself is 0.3m in extent. The coefficient of restitution between the pedal and the ball is e=0.9. The air resistance is negligible. Find the angle α or the range of this angle, so that the ball makes it through the slot. You can ignore the dimensions of the ball. Answer: α=12tan1(2v02gh2v0+22gh2)

Filename:bikefork-ang-accel
Figure 13.28:

13.2.15   An airplane is flying steadily at an altitude of 30,000ft at a speed of 500mph. It explodes into two equal pieces. One piece is found to the right of the airplane’s initial trajectory and 8 miles forward of the explosion point. Where should you look for the other piece? Assume the interaction impulse is in the horizontal plane and make the approximation that the two pieces fly in frictionless parabolic trajectories. Answer: 4 miles forward of the explosion point.

13.2.16   Consider the simultaneous collision of a ball with a ramp and the ramp with the ground. Consider the ball to be much more massive than the cart; m1=20kg and m2=1kg. The angle of the inclined face is very shallow, α=2. The ball hits the cart with the velocity 𝒗1=50m/sıˆ. The impact of the ball with the ramp is elastic and frictionless. The ramp ends up moving in the ıˆ direction. Find the subsequent velocities of the ball and the cart using the two methods discussed in Sample 13.18 and Sample 13.22. Comment on the answers you get. How will your answers change if you reversed the mass ratio? Answer: If the collision between the ball and the cart is considered first we get vcart=0.11m/s while if the collision between the cart and ground is considered first we get vcart=2.26m/s. If the mass ratio is reversed we get vcart=0.0055m/s and vcart=0.0058m/s in the two cases respectively.

Filename:bikefork1-alt
Figure 13.29:

13.2.17   Consider the simultaneous collisions problem of problem 13.29 again. Now assume that m1=5kg, m2=10kg, 𝒗1=50m/s, e=0.75, and the angle α=88. What is the net loss of energy in the impacts as calculated the two different ways? Answer: Energy lost is 1829.3J by one method while it is 1824.9J by another method.

Filename:bikefork-alt
Figure 13.30: