How Do You Calculate Vector Change in 2D Elastic Billiard Ball Collisions?

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SUMMARY

This discussion focuses on calculating the vector change in 2D elastic billiard ball collisions using angle-free representation formulas. The user provided specific values for ball positions, masses, and initial velocity vectors but encountered discrepancies in the resulting collision vector. The conversation highlights the importance of using accurate simulation tools and references a vector-based technique for 2D collisions as a potential solution to the user's problem.

PREREQUISITES
  • Understanding of vector mathematics, including dot products and vector representation.
  • Familiarity with elastic collision principles in physics.
  • Experience with online simulation tools for collision calculations.
  • Knowledge of 2D coordinate systems and vector manipulation.
NEXT STEPS
  • Study the vector-based technique for 2D collisions as outlined in the provided PDF document.
  • Experiment with different online calculators for simulating billiard ball collisions.
  • Review the Wikipedia page on angle-free representation formulas for further insights.
  • Learn about the conservation of momentum and energy in elastic collisions.
USEFUL FOR

Physics students, game developers, and anyone interested in simulating realistic billiard ball collisions in 2D environments.

MatusVeselka
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Homework Statement


Hello I am trying to predict vector after collision of 2 ball in biliard. I am using angle-free representation formulas from wikipedia : https://wikimedia.org/api/rest_v1/media/math/render/svg/14d5feb68844edae9e31c9cb4a2197ee922e409cx1 and x2 are positions of balls, m1 and m2 are masses of balls, v1 and v2 are vectors of direction before collision and the angle brackets indicate the inner product (or dot product) of two vectors.

my values are :
x1 = (0.5 , 0)
x2 = (0 , 1)
m1,m2 = 1
v1 = (0.5, 1)
v2 = (0, 0)

Untitled-1.png


Homework Equations


terms.png

The Attempt at a Solution


solution.png

[/B]
And here its my solution with vector (0.835 , 0.329), but this result can't be correct can somebody help me what I am doing wrong ? My result is total wrong and i don't know why
 

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Hello Matus, :welcome:

Who says it's totally wrong ?
As it happens, the wikipedia page has an animation of 2 5 SF pieces colliding in exactly (##\approx##) this way. You could take screen shots and measure the vectors !
 
When i simulate my example on some online calculators then vectors must look like this for my parameters
beforAfter.png

But my final vector after collision its going to wrong direction :(
 

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MatusVeselka said:
some online calculators
Hogwash: there ##\vec v_2\ne0##
 
The book claims the answer is that all the magnitudes are the same because "the gravitational force on the penguin is the same". I'm having trouble understanding this. I thought the buoyant force was equal to the weight of the fluid displaced. Weight depends on mass which depends on density. Therefore, due to the differing densities the buoyant force will be different in each case? Is this incorrect?

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