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Collisions |
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General Consideration and Fully Elastic Collisions |
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Here I look at collisions of two bodies in some gruesome detail. It's just basic
technical mechanics but that is gruesome enough for most. Much of what follows comes straight out of a text book 1) for undergraduate engineering students. First let's see what kind of collisions
we will look at in increasing order of complexity: |
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1-dim. straight collision spheres / mass points |
| 2-dim. collision spheres / mass points |
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2-dim general collision with real and rotating bodies |
Kinds of collisions |
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To make things a bit more interesting we consider elastic or inelastic collision
and anything in between. Be happy we don't look at three-dimensional collision and only at objects with smooth surfaces
(no friction when touching) and not at rough surfaces with some friction. |
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For starters we look at the simple first case. To add some variety, I change the
situation a little bit. The yellow sphere is now chasing the blue one. Since it is obviously faster, it will eventually
hit the blue one from behind. The moment just before impact is shown on the second tier. |
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Before, during, and after impact |
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Upon impact forces occur at t=tbegin
=tb that will accelerate the blue sphere, decelerate the yellow one, and deform elastically
both of them (third tier). These forces grow to some maximun coupled to maximum deformation (fourth tier) at t=tmax=tm
. That is an interesting point in time because the two spheres are now as close together as they ever will get
and move at exactly the same speed . Think about it. There must be such at point
in time and it can only
be at maximum deformation. We call that "midpoint" speed vmid
Next the de-compression or restitution stage starts. The elastic deformation is fully reversed.
The spheres push each other apart with forces more or less the mirror image of what made the defamations during the compression
phase. These forces will act on the masses of the spheres, changing their velocities from the common one at the "midpoint"
to the final one v1e and v2e encountered as
soon as they separate again at t =tend=te. This is shown
with some (schematic) force over time diagram below: |
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Forces and deformations during the (very short) impact phase |
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From this consideration it is now easy to calculate what will happen for the perfectly
elastic collision and - with one more simple thought - for the perfectly inelastic one, too. From that we also get the results
for anything in between perfectly elastic or perfectly inelastic. Firs, we notice that the integral over F(t)dt
always gives the change in momentum of whatever mass it acts on for the time span of
the integration. Integrating from tb to tm thus gives the
total
impact force acting through the compression phase; we call that impact
force Fcom |
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Important!!
An impact force is not
a force! It has the dimension Ns (force times time) and the symbol F still used by all and sundry
then carries some "accent" like a little something on top. That cannot easily be produced with simple HTML, so
I won't do it. In order to keep things easy, I just keep using the symbol F in what follows but always
with some subscript like Fcom |
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Similarly, integrating from tm to te
gives Fdecom the impact force during de-compression. It
si clear that for fully elastic bodies, and therefore fully elastic collisions, the two impact forces must be identical
Writing this down, together with the momentum changes during compression and decompression, yields |
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Fcom = |
– m1(vmid – v1) |
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Compression phase |
Fcom = |
+ m2(vmid – v2 ) |
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Fdecom = |
– m1(v1e – vmid) |
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De-compression phase |
Fdecom = |
+ m2(v2e – vmid ) |
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Done. Five equations for the five unknowns v1e. v2e,
vmid
, Fcom and Fdecom. Nothing to it. We obtain for the velocities (we
don't care for the forces): |
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v1e | =
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2m2 · v2 + (m1 – m2
) · v1 m1 + m2 |
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2e | = |
2m1 · v1+ (m2 – m1)
· v2 m1 + m2 |
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vmid | = |
m1 · v1 + m2 · v2
m1 + m2 |
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Rather simple. For equal masses the speeds are interchanged. Mass 1 moves with the initial
speed of mass 2 and vice verse. You also see that for the mass m 2 at rest (i.e. v2=0)
and m1 representing your sword that is hitting mass 2, we can look at two extreme cases:
- m2 << m1. We get v1e=v1 and v
2e=2v1. You are hitting a fly and your don't even feel it, your sword just keeps moving. The fly is just sped up.
- m2 >> m2. We get v2e=0 and v1e=–v
1. You are hitting a large rock. Your sword will just bounce off, reversing its original speed. The rock isn't doing anything.
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We have (check it!) momentum preservation (i.e. m1v1
+ m2v2=m
1v1e + m2v2e) and kinetic
energy preservation (since ther are no other energies involved), i.e. ½m1v12
+ ½m 2v22=½m1v1e2
+ ½m2v2e2. That means that no damage of any kind occurred,
the two objects after the impact are the same as before. Think of tennis rackets hitting tennis balls, golf clubs.... etc..
No damage to the bodies, only changes in velocities. |
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I'm not going to spend more time on this but move on to the more interesting case of fully inelastic and "in-between" collisions. |
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Inelastic and "Mixed" Collisions
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This topic is actually quite easy to deal with. All that happens is that there
is no force Fdecom for the purely inelastic case. What happens in this case looks like this: |
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Fully inelastic collision |
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Upon impact the two bodies deform as before but the deformation now is purely plastic, i.e. permanent. At the moment of maximum deformation, the two bodies move with
the same speed vmid and that's it! The faster yellow sphere was decelerated to vmid,
the slower one was accelerated to vmid. Since there is no reversal of the deformation, there are
no more forces after vmid is reached (see inset in the picture above) and the two bodies now move
in close contact with vmid. That means we can use all the equations from above if we simply
omit the force Fdecom , i.e. Fdecom=0 |
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What about the mixed case? Neither fully elastic
nor fully inelastic? That would be the proper way to look at things if you hit a soft (rather inelastic) target with your rather elastic blade.
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Well, in this case there will be a decompression phase with some force acting
on both bodies. This force is, however, smaller than the force encountered during the compression phase. This changes our
force equation like this |
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So we are still left with 5 equations for 5 unknowns, we just have one more input
parameter beside the two masses and the two initial velocities: the coefficient of restitution e. |
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What we get for the velocities after the impact is |
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v1e | =
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m1 · v1+ m2 · v2–e ·(m1 – m2) · v1
m1+ m2 |
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v2e | = |
m1 · v1 + m2 · v2
+e ·(m1 – m2)
· v1 m1 + m2 |
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This allows to obtain a neat little relation between the velocity difference
before and after a collision. We have |
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v2e – v1e |
= |
e · (v1 – v2) |
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For the purely inelastic collision (e=0) we get v2e=v1e
. The two bodies now move with the same velocity, jsut as we already deduced abive. |
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You can check if the preservation of momentum is still observed, i.e. if m1v
1 + m2v2=m1v1e + m2v2e,
and you will find that it is. However, the total kinetic energy after the collision
is no longer the same as before the collision if e < 1 obtains. This must be the case since some of the
initial purely kinetic energy has beed transferred to the bodies and is no stored as "deformation" energy in the
damaged bodies This gives us a handle on calculating the damage done to the
system. We define that as the energy Edam that results from the difference of the (purely kinetic)
energy Ekin; b before the impact and the kinetic energy Ekin; e after the impact, i.e.
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Edam | = |
Ekin; b – Ekin; e |
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½(m
1v12 + m2v22) – ½(m1v1e2
+ m2v2e2) |
Edam | = |
1 – e2 2 |
· |
m1 · m2
m1 + m2 | · |
(v1 – v2)2 |
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We can use this to define the damage efficiency
h of a collision. It is the relation between the kinetic energy of the bodies before the
collision and the Energy "used up" to produced the damage. We have |
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h |
= | E
kin; b Edam | |
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1 – e2 |
· | m2
m1 + m2 |
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Bingo! What the equation tells you is simple. For an efficient hit with your sword
against some target with the mass m2 you should have:
- An inelastic collision, i.e. a soft inelastic target with a small e value
- A target mass m2 that is much larger than the effective
mass m1 of your blade.
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Let's look at a few situations where the efficiency equation can be applied: |
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1 |
You can't damage very small masses with your sword! The efficiency is essentially zero. In
other words: Don't go after that mosquito with your katana. You might be able to move it around quite a bit but you cannot
damage it. This joke 2) is thus quite funny but physically unsound. Wait until
the mosquito sits down on a wall (moving up the target mass to near infinity; mosquito + wall + earth). |
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Forging should be done on an heavy anvil. It is the total weigh of the anvil and the material
to be forged that counts. You want to deform your iron, i.e. damage it. Use a not too heavy hammer and hit with speed. |
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Drive that nail into the wood with a relatively heavy hammer. You don't want to damage the
nail, you just want to give it speed so it can damage the wood. |
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Guns work. The projectile is very light and will thus inflict damage on anything still lightweight
but much heavier than the projectile. It is extremely fast and thus contains a lot of energy despite its tiny mass, and
that leads to severe damage. |
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Light swords do not work. They will transfer their energy
very efficiently to everything substantially heavier, but there is not much energy to transfer. Modern guns have muzzle
speeds of more than 1.000 m/s and that gives even a light weight bullet plenty of energy. You can't get close to that speed
with your sword, and remember that speed counts quadratically. |
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Two-Dimensional Collisions |
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We willl just have a very a quick look at two-dimensional collisions between spheres
(ensuring that we have a "central" collision). They meet at a point and we can always find a coordinate system
as shown below. If the spheres have a smooth surface, meaning there is no friction, we are done. |
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Two dimensional central collision Choosing the coordinate system as shown is advantageous |
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We can always find a coordinate system as shown. We then look at the x
and y components of the velocities (as shown for v2 separately and realize
that we already have the solutions for the x components, and that nothing happens to the y components
as long as there is no friction, i.e. we have spheres with "smooth" surfaces. |
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So just take the old solutions and add the ycomponents of the initial velocities
to the final ones. No more need to be said. |
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Arbitrary collision |
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Now we look at two arbitrary bodies 1 and 2, with mass m1,2
and moment of inertia I1,2 (for the center of mass) with initial linear and rotational velocities
like v1,2 and w1,2. For simplicities sakes we assume smooth
surfaces, i.e. no friction. Once more we pick a smart coordinate system with the x-axis at right angles to the (self-explaining)
collision "plane". The situation then looks like this: |
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The impact force Fx follows in principle from the integration over
the compressing and de-copressing real forces Fcom and Fdecom, related by Fdecom=e
· Fcom as detailed above. |
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All we do is to write down the proper equations for the preservation of the (linear)
momentum and of the angular momentum. To make things easier, we use impact forces right
away and use e, the coefficient of restitution from
the beginning. We obtain: |
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m1x(v 1xe – v1x) |
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– Fx |
m1y(v1ye – v1y) |
= | 0 |
I1(w1e – w) | = |
+ a1 · Fx |
m2x (v2xe – v2x) |
= | + Fx |
m2y(v2ye – v2y) |
= | 0 |
I2(w2 – w2e) | = |
– a1 · Fx |
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The linear and angular velocities used relate to the center of mass (COM) of the two bodies.
To calculate what happens upon impact, we also need the velocities v1,2 P at the impact point before and
after the impact. They result form the linear COM velocity plus the velocity resulting at the impact point from the rotational
velocity. This is easy, we get |
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v1xP |
= | v
1x – a1 · w1 |
| v2xP |
= |
v2x – a2 · w2 |
v1xeP |
= |
v1xe – a1 · w1e |
| v2xeP |
= |
v2xe – a2 · w2e |
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Done (almost) We have 11 equations for 11 unknowns, so get to work. We get, for
example, for the total impact force Fx |
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Fx |
= |
(1 + e) |
v1x – a1w1 – (v2x
– a2w2) |
1 m1 |
+ |
1 m2 |
+ |
a12
I1 | + |
a22
I2 |
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With that, we can write down the four after-collision speed components and the two after-collision
roational velocities as |
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v1xe |
= |
v1x – |
Fx m1 | |
v2xe | = |
v1x + | F
x m2 |
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v1ye |
= |
v1y | |
| v2ye |
= | v2y |
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w1e |
= |
w1 + |
a1Fx
I1 | |
w2e |
= |
w2 – |
a2Fx
I2 |
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Another beautiful illustration of the first law of applied science! We have all the infinitely many outcomes of a tricky situation
in just a few lines of equations. And we learned about the damage that can be produced (or avoided) by hitting objects with
something like a sword, axe, golf club, baseball bat, ... |
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From here on it would be easy to move on to more complex collisions (3-dim; rough
surfaces with frictions, ...) or into special "hitting" cases. Things like the percussion length would come into
play but we have already looked at that in a separate module. We could also,
for example, figure out what kind of energy transfer coeffcients we have for moving and
rotating objects. Let me clarify that a bit more. You can go right ahead - I will stay back, however. |
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© H. Föll (Iron, Steel and Swords script)