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BILLIARDS
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A Game
Of Graphics &
Skill !
innovation of
......
PRADEEP KUMAR SONKAR
|
Y2268
|
pksonkar
|
PRANJALYA PARTH LATHE
|
Y2272
|
pplathe
|
UTTAM KUMAR TRIPATHI
|
Y2405
|
uttam
|
We are
greatly fascinated by this great game
of billiards which is one of the
oldest & the best skill games of
the world .
Played in
all the corners of the world &
enjoyed by millions of people all
across the world,this theme was constantly
at
the back of our
mind while we were planning our
project for ESC101 course .I am a great
admirer of this master game
& have been in constant touch
with this game for last few years.All
this lead to building of a great
super-structure of
ideas ,
thoughts & sheer imagination on a solid
foundation.
HOPE
YOU ENJOY OUR CREATION ! ! !
THE KNOW HOW ABOUT THE
GAME :-
The game
consists of three balls (coloured : white , yellow
& red) . It is played with the help of
a cue on a six pocketed
green carpet table .The game
is all about manipulation of 2-D
collisions at different angles, angular
and linear momentum
conservations and your sheer grit and
concentration.
The
game starts with the red ball placed
on the black dot at one end of
the table. The player who starts the
game places the
ball on the
semi-circle present at the opposite
end and takes his shot aiming at
the red ball. Untill unless the second
user
gets his chance with the
yellow ball, the game proceeds with only
two balls on the table. Each
player has to aim other balls
using his own ball , if he hits
the other player's ball then he will
be left with only two balls to
play with.
TERMS RELATED WITH
BILLIARDS-
- POCKET- When the ball gets inside any
one of the pocket.
- POD- When the red ball is
pocketed.
- KNOFF-The ball belonging to the player
being pocketed taking angle with the
red ball.
- CANNON-When the player's ball hits the
other two balls succesively.
POINTS-TALLY
SAMPLE
INPUT/OUTPUT-
Mass = M
Initial
velocity ball 1 = Vi1
Initial velocity ball 2 = Vi2
Final
velocity ball 1 = Vf1
Final velocity ball 2 = Vf2
Final trajectory
ball 1 = Zf1
Final trajectory ball 2 = Zf2
In the simplest
collision scenario, a moving ball strikes a stationary ball straight on. In this
situation, the system has a total momentum equal to the momentum of the moving
ball. Assuming that energy is conserved in the collision, we can solve for the
final velocities using the conservation of momentum.
P =
MV
Pi = Pf
MVi1 = MVf1 + MVf2
Vi1 = Vf1 +
Vf2
(Vi1 Vf1) = Vf2
(1/2)M(Vi1)2 = (1/2)M(Vf1)2 +
(1/2)M(Vf2)2
(Vi1)2 = (Vf1)2 + (Vf2)2
(Vi1 + Vf1)(Vi1 Vf1) =
(Vf2)2
(Vi1 + Vf1) = (Vf2) = (Vi1 Vf1)
Vf1 = 0
Vf2
= Vi1
This leaves us with an interesting conclusion. When a moving ball
hits a stationary ball, all the momentum is transferred to the stationary ball.
The shooting ball comes to a rest and the target ball continues on the path of
the first ball. This phenomenon is only true when the masses are equal and
energy is conserved in the collision.
When both balls are moving, we
need to solve the system again, substituting the velocity of the second ball for
Vi2.
Pi = MVi1 + MVi2
Pi = Pf
MVi1 + MVi2 = MVf1 + MVf2
Vi1 + Vi2 = Vf1 + Vf2
Vi1 - Vf1 = Vf2 - Vi2
(1/2)M(Vi1)2 +
(1/2)M(Vi1)2 = (1/2)M(Vf1)2 + (1/2)M(Vf2)2
(Vi1)2 + (Vi1)2 = (Vf1)2 + (Vf2)2
(Vi1)2 - (Vf1)2 = (Vf2) 2 - (Vi2)2
(Vi1 + Vf1)(Vi1 - Vf1) = (Vf2 +
Vi2)(Vf2 - Vi2)
(Vi1 + Vf1) = (Vf2 + Vi2)
Now we have two
expressions to find two unknown variables, which are the final velocities of the
balls.
Vi1 + Vf1 = Vf2 + Vi2
Vi1 - Vf1 = Vf2 - Vi2
The
problem becomes more complex if the colliding ball does not strike the
stationary ball head-on, but rather at an angle. To simplify the problem, we can
say that the moving ball is traveling along the x-axis. In this situation, we
can set up three equations. First, momentum in the x-direction must be
conserved. Second, momentum in the y-direction must be conserved. Lastly, we can
assume energy is conserved in the collision due to the unique rigid properties
of billiard balls.
Since only one ball is moving, the momentum is
defined as MVi1. After the collision, the x-components of the momentums of each
ball must equal the initial momentum of the first ball. Because the first ball
is initially traveling in the x-direction, there is no component to the momentum
in the y-direction. Therefore, the sum of the y-components of momentum must
equal 0 after the collision. Lastly, energy is conserved. The kinetic energy of
the first ball before the collision must equal the sum of the energies after the
collision. A negligible amount of energy is lost to air vibrations, and can be
ignored. There are four unknown values that we need for after the collision: the
velocity and deflection angle of each ball.
MVi1 = MVf1cos(Zf1) +
MVf2cos(Zf2)
Vi1 = Vf1cos(Zf1) + Vf2cos(Zf2)
MVf1sin(Zf1) +
MVf2sin(Zf2) = 0
Vf1sin(Zf1) + Vf2sin(Zf2) = 0
(1/2)M(Vi1)2 =
(1/2)M(Vf1)2 + (1/2)M(Vf2)2
(Vi1)2 = (Vf1)2 +
(Vf2)2
There are only three equations, which only allows us to
solve for three of the variables. Fortunately, we can find one of the variables
independently. The only accelerating force acting on the second ball is
generated by the collision with the first ball. Newton's first law maintains
that that ball can only travel in the direction of the force applied. We can
find this direction geometrically by tracing a line between the centers of the
two balls. The target ball must then follow this line. Therefore, we can solve
for Zf2 independently. This leaves us with three equations with three unknown
variables, which is a solvable problem.
Vf1 = (Vi1 -
Vf2cos(Zf2))/(cos(Zf1))
Vf2 = (tan(Zf1)Vi1)/(cos(Zf2)tan(Zf1) +
sin(Zf2))
Vf22 = Vi12 -
Vf12
(tan(Zf1)Vi1)/(cos(Zf2)tan(Zf1) + sin(Zf2))2 =
Vi12 -
(Vi1/cos(Zf1) - [cos(Zf2)tan(Zf1)Vi1 /( cos(Zf1) cos(Zf2)tan(Zf1) + sin(Zf2) )]2
The only unknown variable in this equation is Zf1. We can now plug the value
of Zf2 back into the expressions for Vf1 and Vf2, and solve the entire system.
The collision becomes even more complex when both balls are
moving before the collision. This problem can be solved, however, by applying a
different reference frame. We can redefine both balls in a moving coordinate
system. Newton's laws still remain true as long as the coordinate system, or
"reference frame", does not accelerate. Let us now define the velocity of the
reference frame. To simplify the problem, we define the velocity of the
reference frame to have the same magnitude and direction as the target ball. To
define the balls in the new reference frame we merely subtract the velocity
vector of the target ball from each of the balls in the system.
In the new reference frame, it now appears as if the target ball
is stationary, and we can calculate the collision as before. After we find the
correct final velocity and deflection angle for each ball, we need to transfer
the balls back the original reference frame. We do this by adding the velocity
vector of the reference frame back to each of the balls.
PARAMETERS GIVEN BY THE USER-
- VELOCITY
- ANGLE OF PROJECTION
- FRICTION COEFFICIENT
- MOMENT OF INERTIA OF THE
BALLS
REFERENCES && LINKS
:-
- java essentials
-C.HORSTMANN