How to Simulate a Bouncing and Spinning Ball in Two Dimensions?

  • Thread starter Thread starter gcoope
  • Start date Start date
  • Tags Tags
    Ball Spinning
Click For Summary
To simulate a bouncing and spinning ball in two dimensions, it is essential to define the orientation of the spin axis and the collision plane formed by the initial velocity vector and the surface normal. The ball's spin must not result in sliding at the point of contact during the collision, ensuring that the velocity remains within the collision plane. Conservation of angular momentum about the point of contact is crucial, as no external torques act on the ball during the collision. The angular velocity component perpendicular to the collision plane is determined by the center of mass velocity divided by the radius. Properly accounting for initial angular velocity and applying these principles will help resolve the resultant velocities post-collision.
gcoope
Messages
1
Reaction score
0
I'm looking to simulate a bouncing and spinning ball in two dimensions. I have the detection working fine but I'm having a little difficulty with the physics.

I have a moving ball colliding with a stationary immovable wall.

I would like to know the resultant velocities of the ball in terms of:

initial velocity u,
initial angular velocity ω,
radius r,
coefficient of friction μ
coefficient of restitution e,
mass m,
moment of intertia I

obviously first we resolve normally to the plane.

we have vj = -e*uj

so the impulse = m(1+e)uj

now I think there should be a rotational impulse proportional to this by a factor of the coefficient of friction,
so ω increases by μm(1+e)uj/I

but I get stuck here. I haven't considered the initial angular velocity of the ball and its impact on the resultant velocity and resultant angular velocity.

I hope someone can be of help,

thanks a lot,

Giles.
 
Physics news on Phys.org
gcoope said:
I'm looking to simulate a bouncing and spinning ball in two dimensions.
You can't unless you impose constraints on how the ball is spinning, i.e. the orientation of the spin axis. Say you define the motion of the ball in the "collision plane" which is defined as the plane formed by the initial velocity vector and the normal to the surface. Now assume that the ball is spinning and that, while the ball is in contact with the surface, the point of contact on the ball does not slide relative to the point of contact on the surface. If you want the velocity of the ball after the collision to remain in the collision plane, the spin axis must be in a plane perpendicular to both the surface and the collision plane. Now note that the collision of this kind conserves angular momentum about the point of contact P because there are no torques about that point acting the ball. You need to conserve angular momentum about point P to relate the "after" quantities to the "before" quantities. After the collision the component of the angular velocity perpendicular to the collision plane becomes ##V_{CM}/R## where ##V_{CM## is the velocity of the center of mass.
 
For simple comparison, I think the same thought process can be followed as a block slides down a hill, - for block down hill, simple starting PE of mgh to final max KE 0.5mv^2 - comparing PE1 to max KE2 would result in finding the work friction did through the process. efficiency is just 100*KE2/PE1. If a mousetrap car travels along a flat surface, a starting PE of 0.5 k th^2 can be measured and maximum velocity of the car can also be measured. If energy efficiency is defined by...

Similar threads

  • · Replies 6 ·
Replies
6
Views
1K
  • · Replies 2 ·
Replies
2
Views
2K
  • · Replies 60 ·
3
Replies
60
Views
5K
  • · Replies 32 ·
2
Replies
32
Views
5K
Replies
3
Views
2K
  • · Replies 3 ·
Replies
3
Views
1K
Replies
6
Views
1K
  • · Replies 4 ·
Replies
4
Views
2K
  • · Replies 9 ·
Replies
9
Views
2K
Replies
5
Views
5K