3D sphere oblique impacts calculations

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Discussion Overview

The discussion revolves around the calculations involved in simulating oblique impacts of 3D spheres, focusing on how to extend collision dynamics from 2D to 3D. Participants explore the application of linear momentum conservation and the effects of various conditions such as rigidity and elasticity on the final velocities of colliding spheres.

Discussion Character

  • Exploratory
  • Technical explanation
  • Mathematical reasoning

Main Points Raised

  • One participant seeks guidance on creating a relative axis for calculating final velocities in 3D sphere collisions, referencing the conservation of linear momentum.
  • Another participant emphasizes that the outcome depends on several factors, including whether the spheres are rigid or not, elastic or inelastic, and whether friction is present.
  • A later reply confirms the rigidity of the spheres and specifies the use of the coefficient of restitution without friction, providing a mathematical framework for calculating kinetic energy and momentum exchange during the collision.
  • The mathematical expressions presented involve the initial total kinetic energy and the relationship between momentum change and distance between the spheres, leading to a formula for final kinetic energy.

Areas of Agreement / Disagreement

Participants agree on the importance of defining the conditions of the collision (rigidity, elasticity, friction) but do not reach a consensus on the specific methods for calculating the final velocities in 3D impacts.

Contextual Notes

The discussion includes assumptions about the rigidity of the spheres and the absence of friction, but does not resolve how these assumptions affect the calculations or the applicability of the presented equations.

Logan Blinco
Hello,

Im creating a physics simulator and I am struggling to expand my collisions from 2D to 3D. In 2D the velocity only changes parallel to the line of center so I presume this is the same for 3D.I can get a Cartesian equation of line but I am not sure how to get the velocity component relative to this line.

So my question is how can I create a relative axis which would let me use linear momentum conservation or more generically how to Calculate the final velocity of 3D sphere collisions.
 
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It depends: Rigid or not rigid? Elastic or inelastic? Friction or no friction? ...
 
DrStupid said:
It depends: Rigid or not rigid? Elastic or inelastic? Friction or no friction? ...
Rigid.Using coefficient of Restitution and no friction.
 
Logan Blinco said:
Rigid.Using coefficient of Restitution and no friction.

OK, let's say p is the momentum of one of the two sphere in their common rest frame. Than the corresponding initial total kinetic energy is

E = \frac{{p^2 }}{2} \cdot \left( {\frac{1}{{m_1 }} + \frac{1}{{m_1 }}} \right)

During the collision the the momentum

\Delta p = k \cdot \Delta r

is exchanged, where ##\Delta r## is the distance between the spheres. This results in the final kinetic energy

E' = \frac{{\left( {p + k \cdot \Delta r} \right)^2 }}{2} \cdot \left( {\frac{1}{{m_1 }} + \frac{1}{{m_1 }}} \right) = e^2 \cdot E

where e is the coefficient of restitution. Now you just need to solve for k and and calculate the resulting velocities.
 

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