Rolling ball physics in 2D, how?

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Discussion Overview

The discussion revolves around simulating the physics of a rolling ball in a 2D animation, focusing on the effects of mass, friction, gravity, and initial speed. Participants explore how to accurately represent the motion of the ball, considering factors such as rolling versus sliding, moment of inertia, and energy conservation.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested

Main Points Raised

  • One participant seeks a formula to calculate the distance traveled by the ball in pixels based on initial speed, mass, friction, and gravity.
  • Another participant inquires about the ramp's characteristics, suggesting a straight incline.
  • There is a discussion about whether to consider the ball's size and angular energy, with some advocating for a more accurate model that includes these factors.
  • Participants debate the importance of moment of inertia and angular momentum in the simulation, with one expressing uncertainty about the physics involved.
  • A participant suggests using energy equations to account for potential and kinetic energy, as well as friction, while cautioning about the complexity of including spin in the simulation.

Areas of Agreement / Disagreement

Participants express differing views on whether to include angular momentum and moment of inertia in the simulation. There is no consensus on the best approach to model the ball's motion, and various ideas are presented without resolution.

Contextual Notes

Participants mention the need to consider the distribution of mass when calculating moment of inertia, and some suggest working in energy terms to simplify the simulation process. There are unresolved questions about the implications of including or excluding certain physical factors.

Who May Find This Useful

This discussion may be useful for individuals interested in physics simulations, game development, or anyone looking to understand the dynamics of rolling motion in a computational context.

C.T.
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Im creating a little dynamic animation of a ball rolling seen from straight above. I would like the user to input the mass, friction, gravity and initial speed of the rolling ball.

I wonder how i can simulate this pretty accurate to real world.

The ball is rolling on a straight line, the x axis, and the animation is running at 60 frames per second.

I have gravity (9.81), friction, mass (kg), and initial speed (km/h).

To animate this i need the distance the ball have travelled, measured in pixel (lets say 10 pixel = 1 cm for the example), in 1/60 second (because of 60 fps) to add on ball.x (the balls position).

So, what is the formula to get distance traveled in pixels with given initial speed, mass, friction and gravity? (in case the user wants to simulate ballrolling on Pluto :-p )


Hope this made sense :)
 
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Describe the ramp that it's rolling down. Is it a straight incline?

cookiemonster
 
Yes there's no curve, i was thinking only 100% flat, but to add on a degree for straight incline, where the ball could roll back again could be fun :)

I thought originally that the ball had an initial speed for starting speed.
 
Now do you want to assume the ball has significant enough size that you need to consider angular energy, as well? Or would you prefer to assume that it is a point particle so you can disregard angular stuff?

The first is more accurate whereas the second is simpler, but only really an upper bound.

cookiemonster
 
hmm angular energy, on a ball? I am not quiet with you, but in the basics, its defined by one point on the x axis, so that is enough.
 
The question is do you want a rolling motion or sliding? If the ball is rolling to get a decent simulation you will need to account for the Moment of Inertia of the ball and the fact that the rolling ball has angular momentum.
 
Aha, i get it. I guess the Inertia should be in.. but i don't really understand the physics behind it. What determines the Intertia?
 
The distribution of mass.

See, we're just running around asking questions you'd never have thought about and not actually helping you. Sorry about that. =\

cookiemonster
 
Moment of inertia is determined by geometry. For a sphere

[tex]I= \frac 2 5 mr^2[/tex]


You may want to find a Physic is text (Haliday and Resnick for example). This will guide you to a good solution to your problem. I recommend finding a complete solution in meters then covert to pixels only when it is time to plot on the screen.
 
  • #10
If I were you, I would work in energy. Ball starts out with some energy 'E'. This will be only potential grav energy if it starts at rest on top of the ramp. Could be both is you have an initial speed. Anyways, you can just sent up energy equations. This will make it easy to include Kinetic, Potential, Inertial, friction and so on. If you are going to make the ball spin and you haven't really worked with that subject before then you might want to leave it out. It could get a little tricky putting in spin with friction cause friction won't be sliding, it will be spinning. A few years ago in high school I spent a lot of time messing around wihjt physics in my comp sci class so i have been in the position you are in now.
 

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