Mi13–Mi15 - Oblique impact with a smooth plane

Mi13–Mi15 - Oblique impact with a smooth plane

A slanting bounce changes one component of velocity while leaving the other untouched. Use the line of impulse to model a smooth-plane impact, find rebound directions and calculate the impulse, with the modelling assumptions stated precisely.

Find the line of impulse

Can a ball hit a wall with coefficient of restitution zero and still move immediately afterwards? A direct impact would leave it at rest. A slanting impact has another component of motion to consider; we will return to the question after resolving a bounce.

You already know

Newton's experimental law compares separation speed with approach speed. Impulse is change of momentum, J=m(v−u)\mathbf{J}=m(\mathbf{v}-\mathbf{u}). Resolve a velocity into perpendicular components before combining them to find its speed.

The new decision is which direction restitution controls. The line of impulse is the direction of the collision impulse. For a smooth fixed plane it is perpendicular to the plane, so it is the normal direction.

Oblique impact

An object strikes a plane obliquely when its incoming motion is not perpendicular to the plane. For two bodies, impact is oblique when their relative motion is not along the line joining their centres at contact.

The bodies' shape matters in the second definition: two particles have no preferred line of centres to determine an oblique collision impulse. A particle can, however, strike a plane obliquely, because the plane supplies a normal direction.

For this model, mobile bodies are uniform, with spherical or circular symmetry. Contact is smooth, and objects do not rotate before or after impact. The collision impulse passes along the line of centres for two such bodies, or perpendicular to a plane. It acts through each body's centre and produces no rotation. Rotating objects are outside this model.

Smooth contact means no impulse parallel to the plane. That is why the object's tangential momentum, and hence its tangential velocity, stays constant during impact. Its normal velocity changes.

Restitution along the impulse

For an impact with positive relative approach speed along the line of impulse,

e=relative separation speed along the impulserelative approach speed along the impulse,0≤e≤1e=\frac{\text{relative separation speed along the impulse}}{\text{relative approach speed along the impulse}},\qquad 0\le e\le1

Only the components along this line enter Newton's experimental law. For a fixed plane, the plane's velocity is zero.

Not in the formula booklet: learn it.

The direction perpendicular to the impulse is the direction parallel to the plane. Keeping those two descriptions linked prevents a common reversal of the rules.

Resolve a smooth-plane bounce

Choose a tangential unit vector t\mathbf{t} along the plane and an outward normal unit vector n\mathbf{n}. Write the incoming velocity as u=utt+unn\mathbf{u}=u_t\mathbf{t}+u_n\mathbf{n}. A body approaching the plane has un<0u_n<0.

The two component rules

For a fixed smooth plane and an incoming normal component un<0u_n<0,

vt=ut,vn=−eun,v=utt−eunnv_t=u_t,\qquad v_n=-eu_n,\qquad \mathbf{v}=u_t\mathbf{t}-eu_n\mathbf{n}

The tangential component retains its sign. For e>0e>0, the normal component reverses sign and its magnitude is multiplied by ee.

Not in the formula booklet: learn it.

Take a horizontal plane, with i\mathbf{i} rightwards along it and j\mathbf{j} vertically upwards. In this case t=i\mathbf{t}=\mathbf{i} and n=j\mathbf{n}=\mathbf{j}.

[DIAGRAM: asset_name: Components of a smooth-plane bounce; asset_slug: oblique_plane_components; caption: Smooth contact preserves the rightwards component and reverses only the normal component; description: An exact vector diagram above a horizontal plane shows an incoming velocity with components 6 right and 8 down, and an outgoing velocity with components 6 right and 4 up for e equal to one half. Incoming and outgoing arrows meet the same contact point in their respective panels. The positive tangent is rightwards and the outward normal is upwards.]
Smooth contact preserves the rightwards component and reverses only the normal component

Worked example 1: two signed components

Question. A smooth sphere strikes a fixed horizontal plane with velocity (6i−8j) m s−1(6\mathbf{i}-8\mathbf{j})\,\mathrm{m\,s^{-1}}. The coefficient of restitution is 0.50.5. Find its outgoing velocity and speed.

Plan. Retain the horizontal component, apply restitution vertically and then use both components to find speed.

vx=6no horizontal impulsevy=−0.5(−8)=4normal restitutionv=6i+4jrecombine the components∣v∣=62+42=213Pythagoras\begin{aligned} v_x&=6 &&\text{no horizontal impulse}\\ v_y&=-0.5(-8)=4 &&\text{normal restitution}\\ \mathbf{v}&=6\mathbf{i}+4\mathbf{j} &&\text{recombine the components}\\ |\mathbf{v}|&=\sqrt{6^2+4^2}=2\sqrt{13} &&\text{Pythagoras} \end{aligned}

Why this step? The incoming normal velocity is negative, so multiplying it by −e-e produces a positive outgoing normal velocity.

Answer. v=(6i+4j) m s−1\mathbf{v}=(6\mathbf{i}+4\mathbf{j})\,\mathrm{m\,s^{-1}}, with speed 213 m s−12\sqrt{13}\,\mathrm{m\,s^{-1}}.

Check. Normal separation divided by approach is 4/8=0.54/8=0.5. The whole speed ratio is 213/102\sqrt{13}/10, which is not 0.50.5.

Change only ee to 0.750.75. The horizontal component still has no reason to change.

Worked example 2: a more elastic bounce

Question. The same incoming sphere has coefficient of restitution 0.750.75 with the plane. Find its outgoing velocity and speed.

Plan. Apply the same component rules using the new normal speed ratio.

vx=6smooth contactvy=−0.75(−8)=6restitutionv=6i+6joutgoing vector∣v∣=62+62=62both components contribute\begin{aligned} v_x&=6 &&\text{smooth contact}\\ v_y&=-0.75(-8)=6 &&\text{restitution}\\ \mathbf{v}&=6\mathbf{i}+6\mathbf{j} &&\text{outgoing vector}\\ |\mathbf{v}|&=\sqrt{6^2+6^2}=6\sqrt2 &&\text{both components contribute} \end{aligned}

Why this step? Increasing ee increases the outgoing normal component, while the tangential component is fixed by smoothness.

Answer. (6i+6j) m s−1(6\mathbf{i}+6\mathbf{j})\,\mathrm{m\,s^{-1}}, with speed 62 m s−16\sqrt2\,\mathrm{m\,s^{-1}}.

Check. 6/8=0.756/8=0.75, and the outgoing speed is below the incoming speed of 10 m s−110\,\mathrm{m\,s^{-1}}.

For a tilted plane, choose axes along and perpendicular to that plane first. Horizontal and vertical components are useful only if they coincide with these directions or you resolve them again.

Watch out

Wrong: v=−eu\mathbf{v}=-e\mathbf{u}. Right: reverse and scale only the component perpendicular to the plane. The tangential component is unchanged.

Use different incoming components in the next bounce.

Find rebound angles and deflection

Label angles to a named line. Let the incoming velocity make an acute angle α\alpha with the plane, and the outgoing velocity an angle β\beta with the plane. Take the tangential motion to be positive in both cases.

An incoming speed UU has tangential component Ucos⁡αU\cos\alpha and normal component −Usin⁡α-U\sin\alpha. The outgoing components are Ucos⁡αU\cos\alpha and eUsin⁡αeU\sin\alpha.

Angles measured to the plane

For U>0U>0, 0<α<90∘0<\alpha<90^\circ and a smooth fixed plane,

tan⁡β=eUsin⁡αUcos⁡α=etan⁡α\tan\beta=\frac{eU\sin\alpha}{U\cos\alpha}=e\tan\alpha

Here 0≤β≤α0\le\beta\le\alpha. The change in direction between the incoming and outgoing velocity arrows is α+β\alpha+\beta.

Not in the formula booklet: learn it.

The sum occurs because the incoming velocity points below the positive tangent and the outgoing velocity points above it. If the angles are measured to the normal, use their complements or resolve directly; do not insert them unchanged into this formula.

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