This more advanced chapter concerns the motion of two or more particles in space. We will use 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
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.
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 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 or so atoms needed to describe macroscopic objects or the 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.
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:
| (13.1) | |||||
| etc. |
where , 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.
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 ( and ), as well as the ‘relative’ position (fig. 13.1).
The linear momentum balance equations are now
| (13.2) | |||||
| (13.3) |
which, when broken into , , and components give 6 second order ordinary differential equations. These equations can be written as 12 first order equations by defining a list of 12 variables: , , , , 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:
that the line between the earth and moon always lies on one fixed plane,
the center-of-mass moves at constant speed on a straight line,
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).
the total energy () of the system is constant,
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’.
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:
.
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.
.
As for linear momentum, the force sum can be replaced with only the forces that act externally on the system.
.
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.
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.
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’
.
Assume the two particles are and with positions and (relative to the origin of a coordinate system fixed in a Newtonian frame). The force on particle 1 from particle 2 is
where is the position of particle 2 relative to particle 1, is the distance between the particles and is the magnitude of the attractive force. We assume the force on particle 2 is the opposite of this
The instantaneous velocities are and . We can find the center of mass G of the pair of particles as
with .
Either by system linear momentum balance or by adding up for each of the particles it is easy to see that
Thus we could put the origin of a good Newtonian reference frame at the center of mass . The positions, velocities and accelerations relative to G, indicated with a prime (’), are
where we can skip use of the prime for the acceleration. Now some facts.
so . For all time the two positions (relative to the center of mass) are in the opposite direction and proportional. Similarly and .
At a given instant there is a single plane defined by and 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
because the relative position of the masses passes through the origin G.
In the special case of inverse-square gravitational attraction
where is a fictitious mass at G we find using the substitution .
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.
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.
With many particles all manner of complicated motion is possible. And there are few solutions which are known analytically. One solution has the 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 to 3 or 1000 interacting particles you can see all manner of -body solutions on your computer.
SAMPLE 13.1
Location of the center-of-mass. A structure is made up of three point masses, and . At the instant of interest, the coordinates of the three masses are (1.25, 3), (2, 2), and (0.75, 0.5), respectively. At the same instant, the velocities of the three masses are and , respectively.
Find the coordinates of the center-of-mass of the structure.
Find the velocity of the center-of-mass.
Solution
Let be the coordinates of the mass-center. Then from the definition of mass-center
Similarly,
Thus the center-of-mass is located at the coordinates (1.25, 1.42).
Answer:
For a system of particles, the linear momentum
Answer:
SAMPLE 13.2
A spring-mass system in space. A spring-mass system consists of two masses, and , and a weak spring with stiffness . 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 , , , and . Track the motion of the system for the next 20 seconds. In particular,
Plot the trajectory of the two masses in space.
Plot the trajectory of the center-of-mass of the system.
Plot the trajectory of the two masses as seen by an observer sitting at the center-of-mass.
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.
From the linear momentum balance of the two masses, we can write the equations of motion as follows.
Let and . Substituting above and dotting the two equations with , , and , we get
Thus we get six second order coupled linear ODEs as equations of motion.
To plot the trajectory of the two masses, we need to solve for and , i.e., for , and . 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.
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.
We can find the trajectory of the center-of-mass using the following relationships.
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 , , and 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 -plane ( is constant). This is expected since the initial velocity of the center of mass has no -component:
The trajectory of the two masses with respect to the center-of-mass can be easily obtained by the following relationships.
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.
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.
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:
13.1.1 Linear momentum balance applied to the whole of a system consisting of multiple interacting particles reduces to if you interpret the terms correctly. What are the correct interpretations of , and ? Answer: is the sum of all external forces, is total mass of the system of particles, and is the acceleration of the center of mass of the system of particles.
13.1.2 A particle of mass and a particle of mass are moving in the -plane. At a particular instant of interest, particle 1 has position , velocity , and acceleration ; and particle 2 has position , velocity , and acceleration .
Find the linear momentum and its rate of change of each particle at the instant of interest. Answer: , , , and .
Find the linear momentum and its rate of change of the system of the two particles at the instant of interest. Answer: and
Find the center of mass of the system at the instant of interest. Answer:
Find the velocity and acceleration of the center of mass. Answer: and
13.1.3 A particle of mass and a particle of mass are moving in space. At a particular instant of interest, particle 1 has position, velocity, and acceleration
respectively, and particle 2 has position, velocity, and acceleration
respectively. For the system of particles at the instant of interest, find its
linear momentum , Answer:
rate of change of linear momentum , Answer:
angular momentum about the origin , Answer:
rate of change of angular momentum about the origin , Answer:
kinetic energy , and Answer:
rate of change of kinetic energy. Answer:
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 of the system, where 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 from particle being with all known.
What is the commonly assumed assumption about the relation between, say, and ? Answer:
What is the total force on particle 5? Answer: Total force on particle 5 =
13.1.6 Two particles each of mass are connected by a massless elastic spring of spring constant and unextended length . The system slides without friction on a horizontal table, so that no net external forces act.
Is the total linear momentum conserved? Justify your answer. Answer: Yes, total external force on the system is zero.
Can the center of mass accelerate? Justify your answer. Answer: No, sum of all external forces on the system is zero.
Draw free-body diagrams for each mass.
Derive the equations of motion for each mass in terms of cartesian coordinates.
What are the total kinetic and potential energies of the system? Answer: KE , PE
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).
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 held by a cord that exerts for each meter it is extended from the central position.
Draw a free-body diagram showing the forces that act on the mass at an arbitrary position.
Write the differential equations that describe the motion. Answer:
Describe in physical and mathematical terms the nature of the motion for the three cases
;
;
.
(You are not asked to solve the equation of motion.) Answer: For 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.
13.1.8 identical particles with mass are on the vertices of an sided regular polygon. Equivalently, particles are equally spaced on a circle with radius . At they all have velocities tangent to the circle and equal in magnitude . All the particles are attracted to each other with an inverse square gravitational attraction. For the numerical simulations below pick values of , , and any way that pleases you.
Find an initial value for 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.
Find a value for so all the particles travel on circular trajectories.
Can you find a formula for above in terms of the other parameters in the problem? Answer:
13.1.9 Two masses, both with travel in circles on the plane according to
Assume inverse square attraction and find a set of values for and so the assumed circular path is a solution of the equations of motion. Answer:
A third mass 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 . Run a simulation for some time.
Does the third mass stay exactly on the 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 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 , are attracted by an inverse-square gravity law with . That is, each mass is attracted to the other by where is the distance between them. Use these unusual and special initial positions:
and initial velocities
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.)
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.
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.
Same as above, but change the initial conditions slightly. Answer: The trajectories make a beautiful swirl resembling a figure 8.
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.
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
rather than its detailed time-history . 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 and acting on and . Rather than looking at the acceleration of mass during the collision one just calculates
Before the collision two particles and have velocities and (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 . Just after the collision the particles have velocities and 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: ; 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 .
frictionless restitution with and .
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.
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
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
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 and and the common after-collision velocity . Also relevant is the interaction impulse . That’s 4 vector quantities (8 scalars in 2D, 12 in 3D). The governing equations are momentum balance for the two particles
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 and we find by solving the momentum balance equations that
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 of an effective ‘reduced mass’ with a value of (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: acts on and acts on particle 2. If we know one we know the other, so let’s call the force on . 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:
Thus we can write
The ‘reduced mass’ or ‘effective mass’ is that which connects the interaction force with the relative acceleration 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 . 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 the effective mass is .
Integrating in time the effective mass also relates the interaction impulse with the change in relative velocity.
where acts on and .
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 of the speed at which they approached. The speed of approach and separation are measured in the direction.
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 direction
The separation speed, measured just after the collision, has the same definition but with a sign change
Newton’s law of collisional restitution
is
| (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 and have pre-collision velocities of and and collide frictionlessly with coefficient of restitution on the tangent plane with normal . The post collision velocities and , as well as the impulse are found by simultaneously solving these equations.
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.
where , and . 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 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 () 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 (). 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 ().
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 .
where we used that .
This formula applies for both sticking collisions, in which case and , and to explosions where and . 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 direction. Thus the issue of energy loss or gain is determined by whether the projection of the relative velocity in the direction decreases or increases in magnitude. Thus a collision with loses energy and a collision with increases energy. We included 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 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 direction. So with no component in the direction.
Generally one assumes that the coefficient of restitution is between zero and one:
For the masses have to pass through each other. For 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 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 direction).
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 and are stuck together and moving at when they explode and an impulse separates them. After the collision
The full range of behavior for sticking collisions to explosions can be captured with a single restitution coefficient (see box 13.2).
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.
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 . Let’s assume that the collision(s) whatever they are, are completely elastic and conserve energy (). 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 . Then B collides elastically with C and B comes to rest and C shoots off with the .
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 and another with mass . Such an elastic collision would leave B and C going forwards at and A going the other way with . 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.
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
| (13.5) | |||||
However, for explosions the coefficient of restitution is . If one is equally interested in energy absorbing or energy creating collisions one can use a more democratic coefficient of generation
| (13.6) | |||||
We can write the collisional coefficient of generation in terms of the restitution coefficient, and vice versa, as
The generation coefficient is -1 for sticking collisions and 1 for explosions. This coefficient is zero for energetically neutral collisions (no gain, no loss, ). And the coefficient of generation does not allow for passing-through or passing-by collisions ().
As a replacement for the conventional coefficient of restitution the coefficient of generation 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 ( and ) and active ( and ). 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 with 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 (towards or towards ?) 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:
This has solution that the time of flight is
where is the vertical component of the velocity at the start of flight. The distance of flight is
where is the constant horizontal component of velocity.
What happens in the ‘collision’ with the ground?
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 . The work of the legs would be the increase in kinetic energy.
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
where is the angle of the trajectory at liftoff. The function has its minimum value of 2 at so the cost of such locomotion, in terms of average power, is . 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
that is twice the weight times the speed. The chemical energy needed per unit distance would be about .
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 or .
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.
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
The time of flight is again and so, for this model the average work per unit time is
and the work per unit distance would be
and the metabolic cost per unit distance, taking muscle efficiency as 25% again, would be the weight times . 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 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
Projectile hits a slanted floor: A ball of mass is thrown in the air at an angle with initial speed . The ball lands on a hard, frictionless floor that is tilted at angle with the horizontal. The coefficient of restitution between the floor and the ball is . 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 and the velocity of rebound (just after impact) be . Let us first find .
The ball undergoes projectile motion before it lands at A. Its initial (launch) velocity is . From energy conservation, we know that the kinetic energy just before impact at A, , must be the same as kinetic energy at launch, . Thus . And, from the symmetry of the flight, we can conclude that must make the same angle with the horizontal that does. Thus, using fig. 13.16, we have
Now we are ready to do collision mechanics at point A.
We need to determine given 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,
Writing out , and noting that and , we get, from the equations above,
These are two equations in two unknowns, and . Writing them in a matrix form and solving the matrix equation, we get
Thus, we know the rebound velocity .
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 , we can use the formula with at the maximum height to get,
Substituting the given values of , , , and , and using , we get,
Answer:
You can see that the inclined plane helps in getting the ball to reach higher on the bounce. If the floor were flat (), we would get . It should be obvious that for maximum height, we should have which gives .
SAMPLE 13.4
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 cart with an inclined face rests on a frictionless floor. A ball of mass is shot horizontally with speed 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 and that of the cart be . Let their after collision velocities be and , respectively. Let the impulse during this collision be .
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, . From this relationship, we have,
Writing out the unknown velocities in terms of their and components and dotting the resulting equation with and separately, we get the following two scalar equations:
| (13.7) | |||||
| (13.8) |
We have four unknowns here, , , , and . 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:
Now, writing and carrying out the dot products (after writing and in terms of their components), we get,
| (13.9) |
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,
Again, separating out this equation in scalar equations (by dotting the equation with and separately), we get,
| (13.10) | |||||
| (13.11) |
Now, we have added another unknown , 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,
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
Answer:
Collision between the cart and the ground: Now, we consider the collision between the cart and the ground, taking 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 direction. Just to keep our notations straight, let us denote the velocity of the cart after collision as (after the second collision) and keep the incoming velocity as . Then, from impulse momentum, we have,
This is a vector equation which we can write as two scalar equations in the and directions. Note that and we already know as found before. Thus,
Answer:
SAMPLE 13.5
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 , mass of the cart , between the ball and the cart, and the velocity of the ball before impact, .
Solution
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 from the ground acting on this system in the direction. Using this information, we now write impulse-momentum equation for this system:
Assuming that and , and using the given information , we obtain the following two scalar equations from the vector impulse-momentum equation:
| (13.12) | |||||
| (13.13) |
So far, we have two equations and four unknowns — , , and . Obviously, we need more equations. Now, let us consider the collision between the cart and the ball. Let the impulse of this collision be . Then the impulse-momentum equation for the ball gives us,
Once again, we separate out the scalar equations from this vector equation, using the information :
| (13.14) | |||||
| (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:
| (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:
Solving this equation as in the previous sample, we get,
Answer:
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!
13.2.1 Assuming , and to be known quantities, write the following equations in matrix form set up to solve for and :
Answer:
13.2.2 The equation ( relates relative velocities of two point masses before and after frictionless impact in the normal direction of the impact. If , and , find the scalar equation relating the velocities in the normal direction. Answer:
13.2.3 The following three equations are obtained by applying the principle of conservation of linear momentum on some system.
Assume , , and are the only unknowns. Write the equations in matrix form set up to solve for the unknowns. Answer:
13.2.4 The following three equations are obtained to solve for , , and :
Set up these equations in matrix form. Answer:
13.2.5 Solve for the unknowns , , and in problem 13.2 taking , and . Use any computer program. Answer: , , and
13.2.6 Using the matrix form of equations in Problem 13.2, solve for and if and . Answer: and
13.2.7 Two frictionless equal-mass pucks sliding on a plane collide as shown below. Puck A is initially at rest. Given that , , and , find the approach angle and rebound angle . The coefficient of restitution is .
13.2.8 Reconsider problem 13.2. Given instead that , , and , find the initial velocity of puck .
13.2.9 A ball of mass is thrown up in the air with initial speed at an angle . The ball lands on and bounces off a slanted floor that makes an angle with the horizontal. Assume the collision with the floor to be elastic and ignore air drag on the ball.
Find the impulse of the collision of the ball, Answer:
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: ; The distance after bouncing off a slanted floor is more.
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.
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: . This should have the solution .
Solve the problem given in the sample text given in the initial problem statement.
13.2.11 A projectile is launched at with speed . The projectile lands on a steel plate that can be adjusted to make any angle 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.
Find the required angle of the plate. Answer: is the solution to equ.
Can you always find some for any launch angle such that ? Answer: can be obtained only for .
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 . How fast was it going? Answer: 112 mph
13.2.13 A ball is thrown horizontally at height and speed . It then has a sequence of bounces on the horizontal ground. Treating each collision as frictionless with restitution coefficient how far has the ball travelled horizontally when it just finishes bouncing? Answer in terms of some or all of and . Answer:
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 from a height . The pedal is located at from the wall that houses the slot at height . The slot itself is in extent. The coefficient of restitution between the pedal and the ball is . The air resistance is negligible. Find the angle or the range of this angle, so that the ball makes it through the slot. You can ignore the dimensions of the ball. Answer:
13.2.15 An airplane is flying steadily at an altitude of at a speed of . 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; and . The angle of the inclined face is very shallow, . The ball hits the cart with the velocity . The impact of the ball with the ramp is elastic and frictionless. The ramp ends up moving in the 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 while if the collision between the cart and ground is considered first we get . If the mass ratio is reversed we get and in the two cases respectively.
13.2.17 Consider the simultaneous collisions problem of problem 13.29 again. Now assume that , , , , and the angle . What is the net loss of energy in the impacts as calculated the two different ways? Answer: Energy lost is by one method while it is by another method.