Oblique Collisions with a Surface (Edexcel A Level Further Maths): Revision Note
Oblique Collisions with a Surface
What are oblique collisions (with a surface)?
In a normal collision a particle collides with a surface at right angles
In an oblique collision the angle at which the particle collides with the surface is not 90°
In oblique collisions
there are two dimensions of motion of the particle to consider
the velocity of the particle will change and so its momentum will change
this is caused by an impulse from the surface to the particle
the impulse acts perpendicular to the surface

What modelling assumptions are used for oblique collisions?
Problems are usually presented with a diagram in plan view (i.e. from above)
Modelling assumptions
the surface the particle is moving across ('the floor') is horizontal
the surface the particle will collide with ('the wall') is flat and fixed
the 'floor' and 'wall' are smooth (no friction)
particles are usually smooth spheres
this is so that the impact of the collision can be considered as occurring at a single point in space
What equations are needed to solve oblique collision problems?

In the diagram
m s-1 is the velocity before impact,
m s-1 is the velocity after impact
° is the angle of approach,
° is the angle of rebound
N is the impulse (which always acts perpendicular to the surface)
is the coefficient of restitution (between the particle and the surface)
The component of velocity parallel to the surface remains unchanged
The component of velocity perpendicular to the surface can be found by applying Newton's Law of Restitution
Rearranging
Dividing the above two equations eliminates
and
Since
it follows that
and so
(i.e. angle of rebound is less than or equal to the angle of approach)
How do I solve oblique collision problems?
STEP 1 Draw a diagram (or add to a given one) showing important information in the question such as velocity/speed of approach/rebound, angle of approach/rebound, impulse
STEP 2 Write an equation for the motion parallel to the surface using
Write an equation for the motion perpendicular to the surface using
STEP 3 Using "square and add" and/or "division" to eliminate unwanted quantities (
can be used directly)
STEP 4 Answer the question by solving the relevant equation(s) for the required quantity
Examiner Tips and Tricks
Problems will often refer to the speed (rather than velocity) of the particle before and/or after the collision
This can be confusing but speed is the magnitude of velocity and so has components parallel and perpendicular to the surface
Do not assume all surfaces ('walls') are orientated in a 'nice' direction
e.g. parallel to the x- or y-axes in an xy plane, or parallel to the i or j vectors in a vector problem
In questions given in vector form the direction of the impulse is often needed before the orientation of the surface can be deduced
impulse is perpendicular to the surface
draw, and if necessary, redraw, a diagram to help visualise the problem
Worked Example
A smooth sphere is rolling across a smooth horizontal floor with speed 18 m s-1 when it collides with a smooth, fixed vertical wall. The angle of the collision with the wall is 52° and the coefficient of restitution between the floor and the wall is 0.45.

Find, the speed of the sphere immediately after the collision.

Using Scalar Product with Collisions
The scalar product
The scalar product is defined as where
is the angle between the vectors
and
, and
and
are the magnitudes of those vectors respectively.

In the diagram above
is a vector that is perpendicular to the surface and so is in the direction of the impulse
could, but isn't necessarily, equal to the impulse
is a vector that is parallel to (in the direction of) the surface
Applying the scalar product perpendicular to the surface
Consider
Since
this leads to the result
Similarly, for
Since
this leads to the result
Combining these two results with
gives
So,
As the impulse (
) is always perpendicular to the surface, if the direction of the surface (
) is known then the direction of the impulse (
) can be written down, and vice versa
Applying the scalar product parallel to the surface
Now consider
Similarly, for
Combining these two results with
gives
So,
How do I use the scalar product to solve oblique collision problems?
The scalar product approach should be used when questions give velocities/impulse/etc in vector form
If magnitude (speed) and angles are given, using the techniques in the revision notes above are usually easier to apply
Using the scalar product is particularly suited to problems where the surface is not simply parallel to
or
Ensure you are familiar with the two formulae
and
For problems where the direction of the surface is not parallel to
or
use the fact that the direction of the impulse (
) and the direction of the fixed surface (
) are perpendicular
So if
then
(and vice versa)
would also be perpendicular, but in the opposite direction
Drawing a diagram will help you to decide which it should be, depending on the direction the object approaches the wall from
To find an unknown
or
, use both dot product equations to set up simultaneous equations in
and
In some problems it may be necessary to use the impulse-momentum principle to find the impulse,
(and so its direction
)
STEP 1 Draw a diagram, or add to a given one Consider whether the direction of the fixed surface (
) and/or the direction of the impulse (
) are known One can be determined from the other Depending on the information given,
may be needed to find the direction of the impulse (
)
STEP 2 Determine which information is given and required, and use this to select one or both of the scalar product equations
STEP 3 Use the scalar product to set up equation(s) in the unknown(s) required
STEP 4 Solve the equations and hence solve the problem
Examiner Tips and Tricks
The use of scalar product may seem very complicated at first, especially with the notation used
It is worth spending some time learning and becoming familiar with these formulae though as they can greatly reduce the amount of work required to gain lots of marks!
Worked Example
A small smooth sphere is moving with velocity across a smooth horizontal plane. It collides with a smooth fixed, vertical plane that lies in the direction
. The coefficient of restitution between the sphere and the vertical plane is 0.1.
Find the velocity of the sphere immediately after it collides with the vertical plane.

Successive Collisions in 2D
How do I solve problems involving successive collisions in 2D?

Successive collisions are where a particle collides with one fixed surface, then another
The modelling assumption that the particle, the plane it is travelling in, and the fixed surface(s) it collides with are all smooth mean that the velocity/speed of rebound from the first collision will be the velocity/speed of the approach in the second collision
The two fixed surfaces the particle collides with may, or may not, be perpendicular to each other
the cushions on a snooker table are perpendicular
The coefficients of restitution between the particle and each of the fixed surfaces may or may not be equal
read the information given in the question carefully
Separate the collisions into two single collision problems
Draw and label a diagram for each collision
Use the scalar product approach where possible
This is often easiest when velocities, etc have been given as vectors
Worked Example
Two fixed, smooth vertical walls meet at an angle of 100° on a smooth horizontal surface. A smooth sphere is moving across the surface with speed 4 m s-1 at an angle of 35° to the first wall and towards the intersection of the two walls. The coefficient of restitution between the sphere and the first wall is 0.4; for the second wall it is 0.8.

Find the speed and direction (relative to the second wall) of the sphere after its collision with the second wall.


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