I Elastic collision between two spheres

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In an elastic collision between two equal mass spheres, the final velocities depend on the scattering angle, and they do not simply exchange velocities unless the collision is head-on. The discussion explores whether it's possible to determine final velocities using only velocity vectors without relying on trigonometry. A counter-example using a pool table illustrates that glancing impacts do not result in a straightforward exchange of velocities. The conversation also touches on the challenges of using trigonometry in collision calculations, suggesting that while vectors can simplify some aspects, they still involve trigonometric concepts. Ultimately, understanding the dynamics of elastic collisions requires a blend of vector analysis and geometry.
Tim667
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Suppose I have two spheres in 3 dimensions of equal mass. In cartesian coordinates, sphere A is traveling with velocity uAi, and sphere B travels with vBi. They will collide elastically.

I want to find the final velocities after the collision, ie uAf and vBf.

Am I correct in saying that elasticity means all kinetic energy from A will be transferred to B, and vice versa? In this case, uAf=vBi and vBf=uAi.

If this is not correct, is there a general expression for the final velocities of two colliding spheres, given two initial velocity vectors (in cartesian coords)?

Thank you
 
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The final velocities depend on the variable scattering angle of the collision.
 
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PeroK said:
The final velocities depend on the variable scattering angle of the collision.
Is there a way to do this with just the velocity vectors? Without the trigonometry?
 
Tim667 said:
Is there a way to do this with just the velocity vectors? Without the trigonometry?
Possibly a counter-example will suffice. Reduce the problem to two dimensions. A pool table with conveniently frictionless felt and perfectly elastic balls.

We have the eight ball at rest in the middle of the table. We have the cue ball in motion on a course which will result in a head-on impact. For an elastic impact, your prediction is upheld. The two balls exchange velocities. The cue ball comes to a stop and the eight ball moves on with the same velocity that the cue ball had.

But if the impact is glancing so that the cue ball merely grazes the eight ball, what happens? Do the two balls still exchange velocities?

However, you ask whether we can somehow eliminate the trigonometry. Perhaps so. Let us adopt the center-of momentum frame of reference so that our coordinate system is anchored with its origin at a point midway between the two balls. Now rotate the coordinate system so that at the moment of impact, one ball is on the negative z axis, the other is on the positive z axis and the two balls momentarily touch at the origin. The impact imparts a purely vertical impulse to each ball.

Now you have each ball retaining their original x and y velocities and inverting their z velocities in the selected coordinate system. Still some trigonometry, but perhaps only a tolerable amount.
 
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Tim667 said:
Is there a way to do this with just the velocity vectors? Without the trigonometry?
What's wrong with trigonometry?
 
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Tim667 said:
Is there a way to do this with just the velocity vectors? Without the trigonometry?
When the distance between the centres of two elastic spheres is equal to (or very slightly less than) the sum of their radii, the line between their centres is normal to the plane of contact at the point of reflection. You can solve that collision and the outcome with vectors in 2D or 3D.
https://en.wikipedia.org/wiki/Elastic_collision#Two-dimensional

PeroK said:
What's wrong with trigonomery?
Spelling. Trigonometry was invented by the Devil, so fascist teachers could fail otherwise sane students. Trigonometry also gives, otherwise competent engineers, several places to get a sign wrong. God created vectors to save us.
 
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Well, but vectors in Euclidean space also use trigonometric functions like defining the angle through the scalar product ##\vec{x} \cdot \vec{y}=|\vec{x}| |\vec{y}| \cos \theta## or you need polar coordinates in the plane, cylindrical, and spherical coordinates in 3D space, etc.
 
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