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urp:physrot [2021-11-05]
nerf_herder
urp:physrot [2021-11-08] (current)
nerf_herder
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-=====Rotation ​and Oscillation=====+=====Rotation=====
  
 +Tension on rope being swung = force, centripetal force
 +F = m * v^2/r
 +Example:
 +  4 kg, 2 meter rope, v = 5 m/s
 +  F = 4 * 25/2 = 50
 +  ---> now need to subtract gravity, for instance at the top of the swing
 +    50 - 4*9.8 
  
-====Spring and Lever==== +https://​www.wikihow.com/​Calculate-Tension-in-Physics
-**Hooke'​s law** for springsF=-kx, k=spring constant, x = displacement+
  
-**Fulcrum**:​ t r * f  (torque ​radius * force) +====Pendulum====
-just add the torques for multiple objects on one side of a fulcrum+
  
-====SHM - Simple Harmonic Motion==== +simple pendulum: 
-F = ma => ma -kx+2π * √(L/g) (T time, L length, g gravity) 
 +(T/​2π)² ​L/g
  
-angular frequency ω √(k/m)+potential energy: U 1/2 kx² (spring), or P = mgh (at mass at some height) 
 +kinetic energy: ​  K = 1/2 mv²
  
-period of oscillation T 2π √(m/k)  (horizontal or vertical springs)+Change in potential energy is given by 
 +U=mgh 
 +Joule = kg * m²/
  
-In vertical spring, the weight Mg of the body produces an initial elongation to equilibrium,​ such that Mg − kyₒ 0.+====Pivot==== 
 +  * force on pivot = moment 
 +  * moment ​f * d (distance)
  
-If y is the displacement from this equilibrium position the total restoring force will be Mg − k(yₒ + y) = −ky+  ω (greek letter omega) = angular velocity, measured in rpm, or rads (2π rads in a circle) 
 +  ω = 2π/T = 2π*f  T = time for full rotation, f = frequency 
 +    = delta theta / delta t 
 +  v = rω (v is distance, not radians)
  
 +====Moment of Inertia====
 +I = moment of inertia (rotational inertia), resistance to angular acceleration,​ units = kg * m²
  
 +Depends on arrangement of mass about the point of rotation, distance from point of rotation = the radius R (sometime L, or d for distance)
  
 +I for:
 +   point mass         I = MR²
 +   solid cylinder ​    I = 1/2 * MR²
 +   solid sphere ​      I = 2/5 * MR²
 +   thin shell sphere ​ I = 2/3 * MR²
 +   hoop (around axis) I = MR²
 +   hoop (on end?)     I = 1/2 * MR²
 +   rod (rotating from one end) I = 1/3 * MR²
 +   rod (centered on axis)      I = 1/12 * MR²
 +
 +τ = f*r (torque), (technically cross product r x f, or r x (m*α x r) 
 +
 +τ = I*α
 +
 +If an object is a composite object, simply sum the inertial masses together
 +
 +τ (torque, Greek tau) = Ia  (a = acceleration),​ units are Nm (Newton-meters)
 +
 +τ = Iα is rotational equivalent to f = ma (many parallels to linear forces, etc)
 +
 +Angular Momentum L = Iω
 +  If L₁ is angular momentum of ice skater with arms out:
 +     the velocity (ω) is low, but I is big
 +  If L₂ is with skater with arms in:
 +     ​velocity is higher, I is smaller. ​ L₁ = L₂ for conservation of energy
 +
 +Oddly, can also have angular momentum of a linearly moving object past another object
 +  L = ->r x ->p (cross product of vectors r and p
 +    = r * p * sin(θ)
 +    r = hypotenuse, p is 
 +
 +cross product of vectors: ->A x ->B = ||->A|| ||->B|| sin(θ)
 +dot product of vectors: ​  ​->​A . ->B = ||->A|| ||->B|| cos(θ)
 +  ||->A|| = magnitude (norm) of vector A, sometimes written with single bars
 +
 +**Rotational kinetic energy:**
 +Total kinetic energy of a rolling marble is the linear kinetic energy of it moving plus the rotational energy
 +  E = 1/​2*I*ω² ​ (similar to E = 1/2 mv² for linear kinetic energy)
 +
 +A number of similar articles on this on one page: 
 +https://​sciencing.com/​rotational-kinetic-energy-definition-formula-units-w-examples-13720802.html
 +
 +**Tangential acceleration** = acceleration * radius
 +a = Δω/Δt
 + (a = angular acceleration) in rad/s^2
 +A rolling object picks up angular inertia as it accelerates,​ so an object rolling down an incline will have a final velocity less than a frictionless object that does not roll
 + See: https://​www.asc.ohio-state.edu/​gan.1/​teaching/​spring99/​C12.pdf
 +
 +**Translational motion:** movement of the center of mass for a rolling object
 +Two ways of looking at it: 
 +  1) rolling object has combination of rotational and translational motion
 +  2)  ""​ object rotates around the contact point with the ground, but this point continuously changes ... not as easy concept to grasp
 +
 +  distance s = r*θ  (θ in radians)
 +  v = Δ θ/Δ time,  (velocity of center of mass)
 +  v = rw
 +  velocity of a point on a disk is velocity relative to center of mass, plus
 +  velocity of center of mass:
 +  Vpt = Vrel + Vcm
 +  If disk is rolling on ground, when point is at the top of the disk, Vrel = Vcm
 +  so Vpt = 2Vcm. Conversely, when in contact with the ground, Vrel = -Vcm, 
 +  so vPt = 0.
 +
 +-------
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urp/physrot.1636077460.txt.gz · Last modified: 2021-11-05 by nerf_herder