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

AI Thread Summary
To calculate vector change in 2D elastic billiard ball collisions, the discussion focuses on using angle-free representation formulas and the inner product of vectors. The user provides initial positions, masses, and velocity vectors for two balls but finds their calculated post-collision vector to be incorrect. Other participants suggest verifying the results with online calculators and reference a vector-based technique for 2D collisions. They also mention that the Wikipedia page includes animations that could help visualize the collision dynamics. The conversation emphasizes the importance of accurate calculations and resources for understanding vector changes in such collisions.
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)

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Homework Equations


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The Attempt at a Solution


solution.png

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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##
 
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