[Once upon a time I studied this as a teenager. ]
You need to be clear to the masses. You are probably accepting equal mass for both balls, unlike one being of infinite mass.
Secondly, you are interested in considering rolling limitations as well as linear momentum. The treatments you come across that speak of simplified elastic collision ignore all this. As an example, consider snapshots in a pool / snook where you intentionally remove the ball from the middle to generate a front or rear spindle.
Do you want to do this?
If so, you need to consider the friction between the spinning ball and the surface.
For example, in a βsimpleβ direct collision between a rolling ball and a stationary ball, if we assume that it is perfectly elastic (again, not quite right):
- initial collision stops the moving ball 'A'
- fixed ball 'B' begins to move at the speed of impact 'A'
- 'A' still has a spin, it grabs the surface and picks up little speed
- 'B' starts without rotation and must match its speed in order to roll. This leads to a slight slowdown.
For the simplified case, the calculation is much simpler if you go to the coordinates of the center of mass. In this frame, a collision is always a direct collision that changes the direction of the balls. Then you just convert back to get the resulting data.
Assuming mass and velocity indices before exposure to v1 and w1.
V0 = centre of mass speed = (v1+w1)/2 v1_prime = v of mass_1 in transformed coords = v1 - V0 w1_prime = w1 - V0
After the collisions, we have a simple reflection:
v2_prime = -v1_prime (== w1_prime) w2_prime = -vw_prime (== v1_prime) v2 = v2_prime + V0 w2 = w2_prime + V0
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