Forces Course Virtual Worlds INFOVW - 2010 Where are we? • We have seen – Mass and inertia properties – Kinematics • Now: Forces – Forces together with the mass and inertia properties supply the accelerations needed in kinematics • Force Fields – Gravity • Normal Force and Friction • Fluid Dynamic Drag • Springs and Dampers • Pressure and Buoyancy is not done Overview Non--Contact Forces Non • Difference between contact and non-contact forces • Contact forces: – Friction, F i ti Normal, N l CCollisions lli i • Non-Contact forces: – Gravity – Electro-magnetism 1 Action--Reaction Action Force Fields • Please remember the action-reaction principle mention in an earlier lecture • Every force has a equal but opposite reaction force Gravity – The earth ‘pulls’ on you, but you ‘pull’ the earth – If you push a box, the box also pushes you Gravity • Newton’s Law of Gravitation states that the gravitation force is: – Proportional to the product of the two masses – Inversely proportional to the square of the distance between the two C.o.M. – Force acts on the line connecting the two centers Fg G m1 m2 r 2 r r But what about 9.81 m/s2 ??? • Up to now we have used g = 9.81 m/s2 • Prove this… mearth 5.98 10 24 kg G 6.673 10 11 m 3 kg 1s 2 Rearth 6.38 106 m 2 Gravity acceleration F ma – mmars = 6.421 1023 kg – rmars= 3403 km – gmars= 3.69 m/s2 m mearth r G ma 2 r r G m mearth r 2 m a mearth G a ( Rearth h) 2 G mearth a 2 Rearth 5.98 10 a (6.38 106 ) 2 9.81 a 6.673 10 11 • Mars Gravity on the Moon and Mars 24 Normal and Friction Forces • Moon – mmoon = 7.35 1022 kg – rmoon= 1738 km – gmoon= 1.62 m/s2 Normal forces • Normal force is a reaction force • If an object ‘rests’ on a surface, the reaction force of the surface on the object is called the normall fforce Fn Fg 3 Static Friction • If an object rests on a surface, and a force is applied on the object a friction force is acting on the block from the surface • There Th iis a maximum i on thi this ffriction i ti fforce – If applied force is smaller than this maximum, object will remain static – If applied force is larger than this maximum, the object will start moving On whiteboard… Dynamic Friction or Kinetic Friction • Once the object is moving, the friction changes from static to dynamic friction • Dynamic D i ffriction i ti iis lless th than static t ti ffriction i ti Static Friction fs Fmax s Fn Dynamic Friction or Kinetic Friction F fk k Fn On whiteboard… 4 Friction Coefficients DIY: Ice on Ice on the Moon Static friction coefficient: 0.1 Mass of ice block: 20 kg Gravity constant: 1.62 m/s2 Surface condition static dynamic % difference Ice on Ice 01 0.1 0 03 0.03 70% Dry Iron on Iron 1.1 0.15 86% Dry Teflon on Teflon 0.04 0.04 0% Fg Fluid Dynamic Drag β Complex Force • Many factors influence the force – Fluid/Matter properties – Shape of object – Motion of the fluids/air – Etc. Etc. • Most of the force are idealized 5 Ideal Viscous Drag Fv C lf v • Applicable to slow moving objects • Results in laminar flow (smooth flow) Approximation • These are not exact • So don’t use them for real physics Ideal Viscous Drag Fv C tf v 2 • Applicable to fast moving objects • Results in turbulent flow (rough flow) Springs and Dampers • Very V goodd for f computer t games 6 Springs • Springs are used to connect two or more bodies • They react (according to Hook’s Law) on extension and compression • Their Th i length l th relative l ti tto th the rest-length t l th determines the force they apply Fs k s ( L r ) L Fs k s ( L r ) L Dampers • Dampers try to slow down the motion between two objects connected by a spring • Depend on the relative speed between them Fd k d (v1 v2 ) Fd k d On whiteboard… (v 1 v 2 ) L L L L On whiteboard… Combined (v v ) L L F1 k s ( L r ) k d 1 2 L L F1 F2 FORCES AND TORQUES 7 Torque • Not only do these forces effect objects linearly • Also torques are generated that make the objects rotate Torque F r M rF Balance forces and torques • Resulting force induces linear acceleration of C.o.M • Resulting R lti ttorque induces i d angular l acceleration l ti around C.o.M. General procedure • Calculate objects mass properties • Identify and quantify the forces and torques/moments • Sum S th these ((vector t bbased) d) • Solve the equations of motion for accelerations • Integrate over time for velocities • Integrate over time for positions 8 Tipping a box All Force and Torques w w Fp Fp h h Fn2 Fcg Ff2 Rolling Cylinder Fn1 Fcg Ff1 All Force and Torques Fn Fcg Ff β β 9 Compare: Which one rolls faster? DIY: Roll of wire Mass of roll: 10 kg Mass of block: 5 kg Diameter of roll: 2 m Height of block: 10 m Gravity constant: g = 10 m/s2 β β Questions?? • Topic of the next lecture: Next Lecture… – Real-Time Simulation • Read Chapter 4 of PfGD – Makes it easier to follow the lecture – No need to study it extensively, but prepare! 10
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