index [link.springer.com]978-1-4302-0021...propeller engine thrust, 288 power drop-off factor, 290...
TRANSCRIPT
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423
INDEX
■Aacceleration
see also angular acceleration; gravitational acceleration; rotational acceleration; translational acceleration
car racing simulations, 217, 222derivatives, 17, 18English System unit of, 23equations of motion, 53force and, 50gravitational force, 26Kawasaki 800 SX-R, 269location and, 51modeling for boats, 258–261Newton’s second law of motion, 23SI unit of, 23velocity and, 50
acceleration equationsaerodynamic drag, 105–106car racing simulations, 218gravity-only model, 85
actionPerformed methodBeanBag class, 54CarSimulator class, 234FreeKick class, 198GameUpdater class, 95GasTankSimulator class, 367GolfGame class, 181GolfGame2 class, 112GolfGame3 class, 120GolfGame4 class, 131GravityGame class, 29, 30LaserSimulator class, 398PaddleGame class, 155PiEstimator class, 419RocketSimulator class, 340Shuffleboard class, 35SoldierGame class, 416SphereCollision class, 148SpringSimulator class, 68
aerodynamic centerairfoils, airplanes, 310
aerodynamic dragairplanes, 278altitude effects, rockets, 331boats, 258car racing simulations, 220golf balls, 168gravitational force, 31projectile motion, 98–114
acceleration equations, 105–106altitude effects, 103drag coefficient, 98, 99, 103DragProjectile class, 108–111equations of motion, 104–105force diagram, 105force equations, 105–106friction drag, 98Golf Game, 111–113laminar flow, 103–104location equations, 107pressure drag, 98summary, 113–114terminal velocity, 108turbulent flow, 103–104velocity equations, 106–107wind effects on, 114–122
aerodynamics, airplanes, 295–301airplane orientation, 297center of gravity, 297climb angle, 296ground effect, 300landing, 301pitch angle, 296takeoff, 299turning, 296–297
aeroplanessee airplanes
aileron, airplanes, 277
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424 ■I N D E X
airdensity of air and water, 249
Airborne Laser (ABL), 393–394airfoils, airplanes
aerodynamic center, 310angle of attack, 279camber line, 278chord line, 278creating lift, 279evaluating airfoil lift, 280Flight Simulator, 306incidence angle, 279leading edge, 278lift, 278
center of pressure, 284trailing edge, 278
airplane terminology, 276–277aileron, 277airfoil, 278aspect ratio, 277banking, 297center of pressure, 284chord, 277elevator, 277flaps, 277, 283fuselage, 276horizontal stabilizer, 277landing gear, 277lift, 278moments, 310pitch, 277rudder, 277span, 277stability, 313stall, 282tail, 276trim, 311vertical fin, 277vertical stabilizer, 277wing, 276yaw, 277
airplanes, 275–317aerodynamic drag, 278aerodynamics, 295–301airplane efficiency factor, 293airplane orientation, 297drag, 292–295Flight Simulator, 301–310force diagram, 278historical background to flying, 276
lift, 278–285references for further reading, 317thrust, 278, 285–292types of airplane engines, 285
air-to-air missiles, 347air-to-surface missiles, 347altitude effects
aerodynamic drag, 103gravitational acceleration, 330propeller engine thrust, 288
power drop-off factor, 290Rocket Simulator, 335rockets
aerodynamic drag, 331pressure and pressure ratio, 326thrust, 326
ammonium nitratereferences for further reading, 383TNT equivalence factor, 379types of explosives, 374
angle of attackairfoils, airplanes, 279
angular accelerationrolling motion, 76, 77rotational motion, 70torque, 72
bowling ball kinematics, 78angular impulse of torque, 159angular momentum, 159–160
conservation of, 160equation for, 159
angular velocitybowling ball kinematics, 78car racing simulations, 216, 218
driving around curves, 238radians, 70rolling motion, 76, 77rotational motion, 70
apparent slip ratiopropellers, 253
apparent velocitywind effects on projectile motion, 114
armor penetrationballistic impacts on animals, 356ballistic impacts on body armor, 354ballistic impacts on steel armor, 353bullets, 354references for further reading, 370Thompson “F-Formula”, 353
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425■I N D E X
arrayssee matrices
arrowsballistic impacts, 351
on animals, 356body wounds, 358Monte Carlo simulations, 411projectile motion, 136–137
aspect ratio, airplanes, 277atmospheric measurements, calculating, 327
altitude effects, 332USatm76 class, 338
atoms, 386–389autoignition temperature, 372automatic transmission
car racing simulations, 220automobile
brief history of, 212axis of rotation
coordinate axes, 75for common objects, 73rolling motion, 76rotational motion, 71
■BBacon, Roger, 319ballistic impacts, 351–358
animals, 356body armor, 356effect of, 352energy considerations, 352–353momentum, 356–357steel armor, 354target penetration, 352
body armor, 354steel armor, 353
wounded bodies, 357–358banking, airplanes, 297baseball
brief history of, 204baseball simulation, 204–207
equipment specifications, 204–205modeling bat hitting ball, 207modeling pitching, 206–207
drag coefficient of baseball, 207effects of spin on flight of baseball, 206
references for further reading, 210basketball
brief history of, 199
basketball simulation, 199–204equipment specifications, 199–201free-throw game, 203–204modeling jump shot, 202–203
determining if shot is good, 203forces on basketball in flight, 202modeling backboard impacts, 203
beam, boats, 246Beanbag Game
translational equations of motion, 53Bernoulli’s equation, 123
airfoils creating lift, 280blast damage
blast wave, 375calculating damage
other explosives (not TNT), 378–379TNT equivalence factors, 379TNT explosion model, 376–378
explosions, 375–380overpressure, 375personal injury, 376structural damage, 375TNT equivalence model, 378
blast wave, 372blast damage, 375
blunt traumamomentum in ballistic impacts, 357
Boat Simulatorsee speedboat simulations
boatsboat hull types, 246–247boat thrust, 253
apparent slip ratio, 253drive systems, 250propellers, 251wake velocity, 252
force diagram, 247–248forces acting on boats, 248
aerodynamic drag, 258buoyancy, 248–250hydrodynamic drag, 254–257thrust, 250–254
geometry terminology, 246jet ski simulations, 268–269modeling acceleration and velocity,
258–261using performance data, 258
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426 ■I N D E X
nautical terminology, 245beam, 246bow, 246displacement, 246draft, 246hull, 246jib, 269keel, 269knot, 246mainsail, 269mast, 269port, 246starboard, 246stern, 246transom, 246
physics of sailing, 269–270physics of surfing, 270–273references for further reading, 273speedboat simulations, 261–267velocity and propeller pitch, 252
BoatSimulator class, 265resetDisplay method, 266
body armorballistic impacts on, 354NIJ classification standards, 355
body woundsballistic impacts, 357
bombsmodeling fragmentation devices, 380TNT equivalence of bombs, 379–380
boundary conditions, 59bow, boats, 246bowling ball kinematics
rigid body motion, 77BoxsterS class
car racing simulations, 233bullets
armor penetration, 354ballistic impacts, 351–358body wounds, 357characteristics of bullets, 135drag coefficient, 135momentum in ballistic impacts, 357NIJ body armor tests, 355projectile motion, 134–135
Thompson “F-Formula”, 354yaw angle, 134
buoyancy, boats, 248–250buoyancy force, 249density and, 250density of air and water, 249forces acting on boats, 248surfing, 271
■CC4 (Composition C-4)
TNT equivalence factor, 379types of explosives, 374
camber lineairfoils, airplanes, 278
cannonballsprojectile motion, 135–136
Car classcar racing simulations, 228getRightHandSide method, 231
car racing simulations, 212–240aerodynamic drag, 220automatic transmission, 220Car class, 228car simulation, 227drag coefficient, 221drag force, 221driving around curves, 237
high-speed turns, 238engine braking, 226engine torque, 214, 216force diagram, 212gear ratio, 217gear shifting, 219gears and wheel Torque, 217manual transmission, 220modeling car crashes, 239motorcycle racing compared, 240power, 216references, 243rolling friction, 221wheel radius, 219wheel traction, 236
carsbrief history of, 212
CarSimulator class, 234Cartesian coordinate system, 9
computing magnitude of vector, 11conversion to spherical system, 10usage of, 25
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427■I N D E X
center of gravityaerodynamics, airplanes, 297
center of massrigid body motion, 73–74rolling motion, 76sailboat, 270surfing, 271
center of rotationmoments, 310
center of pressureairfoils, airplane lift, 284
centripetal force, 38–39physics and programming, 4Rocket Simulator, 336satellites, 342summarized, 46
Cessna 172 Skyhawkairplane drag, 295airplane thrust, 289drag profiles, 294Flight Simulator, 302
CessnaSkyhawk classFlight Simulator, 309
chaff, missile guidance, 348chemical energy, 43, 44chemical explosions, 371chord, airplanes, 277
chord line, 278circular motion, 10circular orbits, 343climb angle, 296closed-form solution
integration, 52coefficient of drag
see drag coefficientcoefficient of friction, 32, 34
counterbalancing forces, 33friction coefficients of common surfaces, 34frictional force, 46kinetic coefficient of friction, 34pushing/pulling a box, 42rolling motion, 76Shuffleboard Game, 34static coefficient of friction, 34
coefficient of propulsive efficiencyboat thrust, 253
coefficient of resistancedrag force, boats, 254
coefficient of restitutionbasketball ball-backboard impact, 203golf balls, 168two-body linear collisions, 145
coefficient of rolling frictioncar racing simulations, 222golf simulation, 188, 189
coherent light, 389collisions, 139–165
angular momentum, 159–160baseball bat hitting ball, 207basketball ball-backboard impact, 203car racing simulations, 239determining occurrence of, 157–159direct impact collisions, 160elastic and inelastic collisions, 142–143friction and, 160–164golf club-ball impact, 171, 174–175
putting, 188immovable objects, 146kinetic energy, 142line of action, 144linear momentum, 140–141
conservation of, 141–142modeling car crashes, 239oblique collisions, 160
three-dimensional, 164two-dimensional, 162
soccer ball-foot impact, 191three-dimensional collisions, 157, 164two-body linear collisions, 143–149
linear collision simulator, 146post-collision velocity equations, 144
two-dimensional collisions, 149–157, 162computational fluid dynamics
evaluating airfoil lift, 280conservation of angular momentum, 160conservation of energy, 45
ballistic impacts, 352consistency
units of measurement, 7constants
gravitational constant, 7, 26continuous wave laser, 393convective heat transfer, 358conversion factors
SI/English System units, 6
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428 ■I N D E X
coordinate axes rotationsrigid body motion, 75rotation matrices, 14
coordinate systems, 9–10Cartesian coordinate system, 9conversion between Cartesian and
spherical, 10origin, 10rotating by an angle, 151spherical coordinate system, 9, 10two-dimensional collision example, 153
coupled equations, 59crosswind
see wind effectscrowd behavior
Monte Carlo simulations, 411–418cryogenic propellants, 322cumulative distribution function
Gaussian distribution, 409probability functions, 407
curve fitting technique, 259CW (continuous wave) laser, 393
■Ddamping force, 38delta form
derivatives, 56density
air and water, 249buoyancy and, 250steel, 250
dependent variablederivatives, 16
derivatives, 15–18acceleration, 17, 18delta form, 56dependent variable, 16first-order derivative, 17independent variable, 16location and acceleration, 51rate of change of scalars, 17relationship of first/second-order
derivatives, 17second derivative, 51second-order derivative, 17velocity and acceleration, 50velocity and location, 50velocity derivative of z-component, 52
detonator explosive, 375differential
car racing simulations, 217differential equations, 18–19
boundary conditions, 59fourth order Runge-Kutta method, 56–58
programming, 59–63ordinary differential equations, 18
first-order, 56higher-order, 58–59solving, 55–69
partial differential equation, 18diode laser, 392direct drive
boat thrust, 250direct impact collisions, 160directional changes
turning airplanes, 296–297directional components
location, 51SpinProjectile class, 128velocity, 10, 11, 50
displacement, boats, 246buoyancy and density, 250
displacement hullboat hull types, 246residual drag, 257wave drag, 256
dopingsolid-state lasers, 392
draft, boats, 246drag coefficient
aerodynamic drag, 98, 99–103airplanes, 292baseball, 207bullets, 135car racing, 221flight, 307golf balls, 169Reynolds number, 99rockets, 335soccer ball, 191, 193surfing, 273three-dimensional shapes, 102two-dimensional shapes, 101
drag forceairplanes, 292–295
airplane efficiency factor, 293Cessna 172 Skyhawk, 295
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429■I N D E X
drag equation, 294Flight Simulator, 307form drag, 292induced drag, 293lift over drag ratio, 295parasitic drag, 292pressure drag, 292skin friction drag, 292total drag equation, 294wing aspect ratio, 294
boats, 248, 254–258determining water contact area, 257form drag, 256skin friction drag, 255wave drag, 256
car racing simulations, 221Car class, 231
jet skis, 269projectile motion
see aerodynamic dragrockets, 331–332
Rocket Simulator, 338Saturn 1B velocity profiles, 333
DragProjectile classaerodynamic drag, 108–111baseball simulation, 204car racing simulations, 228getRightHandSide method, 109gravity and drag model, 108updateLocationAndVelocity method, 234
drive systemsboat thrust, 250–251jet ski simulations, 268
dye lasers, 392dynamic stability, airplanes, 315–316dynamite, 373
■Ee
use of e in scientific notation, 7effective power
boat thrust, 253Einstein, Albert, 385, 386elastic collisions, 142, 143electromagnetic spectrum
lasers, 391electrons, 386, 387elevator, airplanes, 277energy, 43–45
chemical energy, 43, 44conservation of energy, 45
ballistic impacts, 352friction, 44kinetic energy, 43–44mechanical energy, 43, 44potential energy, 43, 44SI units of, 43thermal energy, 43work-energy theorem, 43
engine brakingairplane thrust, 286car racing simulations, 226
engine torquecar racing simulations, 214, 216
engine typesjet engines, 291–292liquid-cryogenic, 321liquid-hypergolic, 322propeller engines, 285–290rockets, 321–322
F-1 rocket, 334nuclear rocket, 322RD-180 rocket, 334
solid-propellant engines, 322turbo engines, 291
final drive ratiospecific impulse for, 325
English System of Unitsacceleration, 23fundamental units of measure, 6linear momentum, 140mass, 23other units, 7SI unit conversion factors, 6units of measurement, 6
origins of, 7equal and opposite forces
Newton’s third law of motion, 24equations
angular momentum, 159coupled equations, 59gravitational force, 3indicating vectors in, 11scalars, 10trajectory of a projectile, 2use of Greek letters, 8vectors, 10
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equations of motionacceleration equations, 85aerodynamic drag, 104–105basic concepts of projectile motion, 84constant gravitational force, 53force equations, 85gravity-only projectile model, 97wind effects on projectile motion, 115
error functionsolving heat conduction equation, 362
getErrorFunction method, GasTank class, 366
escape velocity, orbits, 343Euler angle
rotation matrices, 14Euler’s method, 57excimer laser, 391explosions, 371–383
basic principles, 372–373blast damage, 375–380
TNT equivalence of bombs, 379–380chemical explosions, 371explosion models, 379
TNT explosion model, 376fragmentation devices, 380–381nuclear explosions, 371, 381–382references for further reading, 383terminology, 372types of explosive, 373–375
explosivesdetonator explosive, 375types, 373–375
exponential distribution function, 410
■FF-1 rocket engine, 334final drive ratio
car racing simulations, 217fins
vertical fin, 277first law of motion, Newton’s
see under Newton’s laws of motionfirst-order derivative, 17
ordinary differential equation, 19second-order derivative relationship, 17
first-order ordinary differential equationlocation and velocity, 56spring motion example, 63
fission, 371
flaps, airplanes, 277, 283Flight Simulator, 302
flash pointexplosion terminology, 372
Flight Simulatorairplanes, 301–310
GUI display, 303classes implementing, 302
FlightSimulator class, 309fluid dynamics
evaluating airfoil lift, 280flying
see airplanesfootball simulation, 208force
acceleration and, 50English System unit of, 23impulsive force, 141linear impulse of force, 140Newton’s second law of motion, 23SI unit of, 23summarized, 46two-body linear collisions, 144
force diagramairplanes, 278boats, 247–248box, 40box on ramp, 41car racing simulations, 212golf ball in flight, 176gravity and drag effects, 105gravity-only model, 85gravity, drag, and Magnus force, 125rockets, 323sailing, 270sliding bowling ball, 78
force equationsaerodynamic drag, 105–106gravity-only model, 85
force of gravityweight, 24
force vector, 24–25forces
centripetal force, 38–39force balances, 39friction, 31–38gravitational force, 25–31Newton’s third law of motion, 24normal force, 32
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431■I N D E X
springs, 37–38types of, 25–39variable magnitude force, 33
form dragairplane drag, 292hydrodynamic drag, 256
Fountain Lightningmodeling boat acceleration and
velocity, 259acceleration profile, 260
speedboat simulations, 261FountainLightning class
getRightHandSide method, 264Powerboat class, 263
Fourier’s law, 359fourth order Runge-Kutta method
fundamentals of, 58initial value problem, 59solving differential equations, 56, 58
programming for, 59–63spring motion example, 63–67
solving higher-order ODEs, 58fragmentation devices
explosions, 380–381geometrical constants, 380
frames of reference, 9–10basic concepts of projectile motion, 84inertial frame of reference, 10noninertial frame of reference, 10
FreeKick classactionPerformed method, 198soccer free kick game, 196
FreeThrow classbaseball simulation, 204
frequency of rotationrotational motion, 70
friction, 31–38aerodynamic drag, 98coefficient of friction, 32, 34collisions with, 160–164energy, 44force balances, 40golf club-ball impact, 172thermal energy, 45work overcoming, 41
frictional forcesee coefficient of friction
frictional impulsetwo-dimensional oblique collisions, 163
Fronsperger, Leonhart, 319Froude, William, 256full-body aerodynamics
see aerodynamics, airplanesfundamental units of measure, 6fuselage, airplanes, 276fusion, 371
■Ggame simulations
see simulationsgames programming
physics and, 4GameUpdater class, 29, 30, 36
actionPerformed method, 68, 95GasTankSimulator class, 368LaserSimulator class, 399PaddleGame class, 155SoldierGame class, 416SphereCollision class, 148
gas lasers, 391–392excimer laser, 391radiation types, 392
Gas Tank SimulatorGasTank class, 365GUI display, 364heat conduction, 364–369references for further reading, 370solving heat conduction equation, 365
GasTank classGas Tank Simulator, 365getErrorFunction method, 366get/set methods, 365getTemperature method, 366
GasTankSimulator class, 367actionPerformed method, 367GameUpdater class, 368Timer object, 367
Gaussian distributionprobability functions, 408–410Soldier Game, 412, 416
gears, 217, 219geostationary orbit, 343geosynchronous orbit, 343getErrorFunction method
GasTank class, 366get/set methods
GasTank class, 365SimpleRocket class, 337
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432 ■I N D E X
getLocationAndVelocity methodPowerboat class, 262
getRightHandSide methodCar class, 231DragProjectile class, 109FountainLightning class, 264GolfBall class, 180ODE class, 61, 62Powerboat class, 263PropPlane class, 305SimpleProjectile class, 91SimpleRocket class, 338, 339SoccerBall class, 196SpinProjectile class, 127SpringODE class, 65WindProjectile class, 117
getTemperature methodGasTank class, 366
Goddard, Robert, 320golf
brief history of, 167Golf Game
aerodynamic drag, 111–113golf simulation, 178–184gravity-only model, 91–96SimpleProjectile class, 91–96wind effects on projectile motion, 119–121
golf simulation, 167–189equipment specifications, 168–170Golf Game, 178–184Magnus force for spinning golf ball, 176–178modeling ball in flight, 176–178modeling club-ball impact, 170–175
collision analysis, 174–175friction effects, 172–174
putting, 184–189computing distance ball travels,
188–189impact phase, 185rolling phase, 187–188skid phase, 185–187slope effects, 189
references for further reading, 209rolling friction, 187
GolfBall class, 178, 179getRightHandSide method, 180
GolfGame classactionPerformed method, 181GameUpdater class, 95
GolfGame2 classactionPerformed method, 112aerodynamic drag, 111–113
GolfGame3 classactionPerformed method, 120wind effects on projectile motion, 119–121
GolfGame4 classactionPerformed method, 131spin effects on projectile motion, 129–132
gravitational accelerationaltitude effects, 330at Earth’s surface, 52force, mass, and, 52Rocket Simulator, 339
gravitational force, 25–31acceleration due to, 26equation for, 3equations of motion for constant, 53generating moments, 310gravitational constant, 26Gravity Game, 27rockets, 330–331rolling motion, 76satellites, 342summarized, 46use of e in scientific notation, 7
gravitational potential energy, 44gravity
escape velocity, orbits, 343forces acting on boats, 248modeling gravitational force, 3
Gravity Game, 27, 29gravity-only model
projectile motion, 84–97equations of motion, 97force and acceleration equations, 85–86Golf Game, 91–96location equations, 86–88SimpleProjectile class, 88–91summary, 97time to reach trajectory apex, 88
Greek letters, 8–9ground effect
aerodynamics, airplanes, 300Flight Simulator, 307
ground speedaerodynamics, airplanes, 300
ground state, 387guidance systems, 347
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gunpowder, 373guns
projectile motion of bullets, 134–135gyroscopic precession
motorcycle racing simulations, 241
■Hhand grenade
modeling fragmentation devices, 380headwind
see wind effectsheat conduction, 358–369
Fourier’s law, 359Gas Tank Simulator, 364–369heat conduction equation, 360–361
1-D heat conduction equation, 360, 361Gas Tank Simulator, 365solving, 361–363specific heat capacity, 360temperature derivative, 360thermal diffusivity, 361thermal diffusivity values, 361
thermal conductivity, 359heat energy, 358heat of explosion, 372helium-neon laser, 390Hellfire missile, 348High Energy Laser Experimental (HELEX), 395higher-order ODEs
solving differential equations, 58–59high-speed turns
car racing simulations, 238hockey simulation, 209Hooke’s Law, 37horizontal stabilizer, airplanes, 277hulls, boats, 246
boat hull types, 246–247displacement hull, 246hull efficiency, 254hull speed, 257planing hull, 247
hybrid rocket engine, 322hydrodynamic drag
boat hull types, 247determining water contact area, 257drag force, boats, 254forces acting on boats, 254–257form drag, 256other drag components, 257
skin friction drag, 255wave drag, 256
■Iimmovable objects
collisions with, 146impacts
see ballistic impactsimpeller
jet ski drives, 268impulsive force, 141
linear impulse of force, 140inboard drive system, 250Inboard/Outboard (I/O) drive system, 251incidence angle
airfoils, airplanes, 279independent variable
derivatives, 16induced drag
airplane drag, 293inelastic collisions, 142–143inertia
angular momentum and, 159moment of inertia, 72Newton’s first law of motion, 22
inertial frame of reference, 10initial value problem, 59insulating materials, 359integration, 52International System of Units
see SI unitsinverse cumulative distribution function, 407
Gaussian distribution, 409
■JJavan, Ali, 386jet drive
boat thrust, 251jet ski simulations, 268
jet enginesairplane thrust, 291–292turbo engines, 291
jet ski simulations, 268–269see also boatsdrive systems, 268Kawasaki 800 SX-R, 269thrust and drag, 269
jib, boats, 269Joule, SI units, 42
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■KKawasaki 800 SX-R, 269keel, boats, 269kinematics, 49–80
see also projectile motionbowling ball kinematics, 77
kinetic coefficient of friction, 34kinetic energy, 43–44
elastic and inelastic collisions, 142knot, boats, 246Kutta, Martin, 56
■Llaminar flow
aerodynamic drag, 103–104Reynolds number, 104soccer ball in flight, 191
land minesmodeling fragmentation devices, 380
landing airplanesaerodynamics, 301flaps, 283Flight Simulator, 302
landing gear, airplanes, 277lasers, 385–402
absorption factor, 395acronym (LASER), 385continuous wave (CW) laser, 393creating laser systems, 400–401damage caused by, 395–397diode laser, 392dye lasers, 392electromagnetic spectrum, 391gas lasers, 391–392helium-neon laser, 390history of, 385–386how lasers work, 389–391introduction to atoms, 386–389laser beam generation, 390Laser Simulation, 397–400military lasers, 393–395photons, 385, 389pulse laser, 393pumping the laser, 389Rayleigh/Raman scattering, 401references for further reading, 402semiconductor laser, 392solid-state lasers, 392types of lasers, 391–393
visual effects, 401wavelength of emitted radiation, 391
LaserSimulator classactionPerformed method, 398GameUpdater class, 399Laser Simulation, 397Timer object, 398
laws of motionsee Newton’s laws of motion
leading edgeairfoils, airplanes, 278
least squares approximation technique, 259length, unit of, 6letters
use of Greek letters, 8lift coefficient
aerodynamics, airplanes, 300evaluating airfoil lift, 281flaps, airplanes, 283Flight Simulator, 303, 306, 307NACA 0012 and 2412 airfoils, 281spin effects on projectile motion, 124
lift forceairplanes, 278–285
airfoils, 278, 279, 280center of pressure, 284generating moments, 310lift over drag ratio, 295
rockets, 333Rocket Simulator, 336, 339
line of actioncollisions, 144
linear collisionstwo-body linear collisions, 143–149
coefficient of restitution, 145linear impulse of force, 140linear momentum, 140–141
conservation of, 141–142equation for, 140system of objects, 141
liquid-cryogenic engines, 321liquid-hypergolic engines, 322liquid-propellant rocket, 321location
acceleration and, 51equations of motion, 53gravity-only model, 86vectors, 51velocity and, 50, 56
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location equationsaerodynamic drag, 107
■MMagnus effect/force
effects of spin on flight of baseball, 207golf ball in flight, 176–178Golf Game, 184soccer ball in flight, 194spin effects on projectile motion, 123–125
directional components, 125Maiman, Theodore, 386mainsail, boats, 269manual transmission
car racing simulations, 220maser, 386mass
center of mass, 73–74moment of inertia, 72Newton’s second law of motion, 23units of, 6, 23weight and, 23
mass ratio, 344mast, boats, 269matrices, 12–15
multiplying matrices, 13rotation matrices, 13
McCauley 7557 propellerpropeller efficiency coefficient, 286
meanprobability functions, 406
measurementsunits of measurement, 6–7
mechanical energy, 43, 44mechanics, Newtonian, 21–46military lasers, 393–395
Airborne Laser, 393–394High Energy Laser Experimental, 395Space Based Laser, 394
missiles, 347–349air-to-air missiles, 347air-to-surface missiles, 347missile guidance, 347missile specifications, 348Sidewinder air-to-air missile, 347surface-to-air missiles, 347
modeling projectile motionsee projectile motion
modeling motion of objectssee derivatives
moment armtorque, 71
moment of inertiaangular acceleration, 72for common objects, 73powerboat turns, 267two-dimensional oblique collisions, 164
moments, airplanes, 310–311moment coefficient data, 311
momentumangular momentum, 159–160ballistic impacts, 356–357linear momentum, 140–141
conservation of, 141–142linear impulse of force, 140
thrust, rockets, 324Monte Carlo simulations, 410–421
computing value of Pi, 418crowd behavior, 411–418history of, 411
motionsee also projectile motionequations of motion, 53rigid body motion, 73–79rolling motion, 75rotational motion, 69–73translational equations of motion, 51–69translational motion, 49–51
motion of objects, modelingsee derivatives
motion of projectilessee projectile motion
motorcycle racing simulations, 240–242car racing compared, 240gyroscopic precession, 241turning a motorcycle, 241
multiplicationmultiplying matrices, 13
multistage rockets, 345–346Saturn V rocket, 345
stage data for, 346
■NNACA 0012 and 2412 airfoils, 281
Flight Simulator, 306lift coefficient data, 281moment coefficient data, 311
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nautical terminologysee under boats
neodymium-Yag laser, 392neutrons, 386Newton, Isaac, 22Newton’s laws of motion
basic concepts of projectile motion, 84first law of motion, 22–23
gravitational force, 25second law of motion, 23–24
angular acceleration, 72center of mass, 73conservation of linear momentum, 141creating lift, 279force, acceleration, velocity, and
location, 50gravitational force equation, 26gravity-only model, 85rocket thrust, 324rolling friction, 187torque, 71translational acceleration, 84translational equations of motion, 51translational motion, 49velocity derivative equation, 140work-energy theorem, 43
third law of motion, 24creating lift, 280friction and normal force, 32linear impulses, 141
Newtonian mechanics, 21–46NIJ body armor classification standards, 355
bullets used in tests, 355references for further reading, 370
nitroglycerinetypes of explosives, 373
Nobel, Alfred, 373noninertial frame of reference, 10nonlinear probability function, 406normal distribution
see Gaussian distributionnormal force
friction and, 32nose, 321notation
Greek letters, 8scientific notation, 7–8summation notation, 8
nuclear explosions, 371, 381–382
nuclear rocket engines, 322nucleus (of atoms), 386
■Oobjects, modeling motion of
see derivativesoblique collisions, 160
three-dimensional collisions, 164two-dimensional collisions, 162
ODE classgravity-only model
SimpleProjectile class, 89programming fourth order Runge-Kutta
method, 60, 61ODESolver class
programming fourth order Runge-Kutta method, 61
orbits, 342–345circular orbits, 343delivering payloads into, 344Earth’s rotation, 344escape velocity, 343geostationary orbit, 343geosynchronous orbit, 343polar orbit, 343satellites, 342
ordinary differential equationmotion of spring as function of time, 19
ordinary differential equation (ODE), 18origin, coordinate systems, 10outboard drive
boat thrust, 251overpressure
blast damage, 375explosion terminology, 372, 373personal injury due to, 376structural damage due to, 375TNT explosion model, 377, 378
■Ppaddle game
two-dimensional collisions, 153–157PaddleGame class, 154
actionPerformed method, 155parabola
gravity-only model, 87parasitic drag
airplane drag, 292partial differential equation (PDE), 18
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437■I N D E X
payloadsdelivering into orbit, 344rocket terminology, 321
performanceeffect of using physics, 3
performance datamodeling acceleration/velocity for
boats, 258photons, 387, 388, 389
description, 385lasers, 389wavelength of, 389
physics, reasons to useachieving realism, 2avoiding unrealistic looking games, 1game performance, 3improved programming, 4
Picomputing value of, 418
PiEstimator class, 419pitch, airplanes, 277
aerodynamics, 297airplane stability, 313pitch angle, 296propellers, 252
pitch, rocketsRocket Simulator, 335
Planck constant, 389planes
see airplanesplaning hull
boat hull types, 247determining water contact area, 257
plastic explosivestypes of explosives, 374
point of explosion, 372Poisson distribution function, 410polar orbit, 343Porsche Boxster S
car racing simulations, 215gear ratios, 218torque curve for, 222
port, boats, 246potential energy, 43, 44
gravitational potential energy, 44power
car racing simulations, 216SI unit of, 45work and, 45
power curvecar racing simulations, 216
power drop-off factoraltitude effects on propeller engine, 288
Powerboat classFountainLightning class, 263getLocationAndVelocity method, 262getRightHandSide method, 263speedboat simulations, 261
powerboat simulationssee speedboat simulations
pressure and pressure ratioaltitude effects, rockets, 326
pressure dragaerodynamic drag, 98airplane drag, 292
pressure thrust, rockets, 324probability functions, 405–410
crowd behavior, 411–418cumulative distribution function, 407Gaussian distribution, 408–410Monte Carlo simulations, 410–421nonlinear probability function, 406standard deviation, 408
programmingphysics and games programming, 4
programming languagesscientific notation, 8
projectile motion, 83–137aerodynamic drag, 98–114arrows, 136–137ballistic impacts, 351–358basic concepts, 84bullets, 134–135cannonballs, 135–136gravity-only model, 84–97
force and acceleration equations, 85–86Golf Game, 91–96location equations, 86–88SimpleProjectile class, 88–91time to reach trajectory apex, 88
momentum in ballistic impacts, 356spin effects, 122–133wind effects, 114–122
propellant massRocket Simulator, 340
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438 ■I N D E X
propellersairplane thrust, 285–290
altitude effects, 288Cessna 172 Skyhawk, 289engine brake power, 286power drop-off factor, 288propeller advance ratio, 286propeller efficiency coefficient, 286
boat thrust, 251, 253pitch, 252propeller advance ratio, 286propeller efficiency coefficient, 285, 286
PropPlane classFlight Simulator, 302
get/set methods, 305getRightHandSide method, 305
propulsive efficiency, coefficient ofboat thrust, 253
protons, 386, 387pulse laser, 393putting
golf simulation, 184–189
■Qquadratic equation
gravity-only model, 86quarter chord point, 310
■Rradians
angular velocity, 70radiative heat transfer, 358Random class, 404random number generation, 404–405
getting different sequences of, 404Rayleigh/Raman scattering, 401RD-180 rocket engine, 334real slip ratio
propellers, 252resetDisplay method
BoatSimulator class, 266residual drag, 257resistance, coefficient of
drag force, boats, 254restitution, coefficient of, 145Reynolds number
baseball, 207drag coefficient, 99drag coefficient, bullets, 135drag coefficient, cannonballs, 135
laminar flow, 104skin friction drag, 255soccer ball in flight, 192
Rhodamine 6G dye laser, 392rigid body motion, 73–79
bowling ball kinematics, 77center of mass, 73–74coordinate axes, 75rolling motion, 75
RK4Spring class, 66Robin’s effect
spin effects on projectile motion, 123rocket equation, 324rockets
drag, 331–332engine types, 321–322
futuristic engine types, 322hybrid engine, 322liquid-cryogenic engines, 321liquid-hypergolic engines, 322nuclear engines, 322solid-propellant engines, 322specific impulse for, 325
force diagram, 323gravity, 330–331historical background, 319–320lift, 333missiles, 347–349multistage rockets, 345–346orbits, 342–345references for further reading, 349Rocket Simulator, 334–342
classes implementing, 336GUI display, 334, 335, 339
stability, 333terminology, 321
mass ratio, 344thrust, 323–330
altitude effects, 326calculating atmospheric
measurements, 327Newton’s second law, 324specific impulse, 325
wind effects, 333RocketSimulator class
actionPerformed method, 340GUI display, rocket simulator, 339
roll, airplanes, 277aerodynamics, 297
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439■I N D E X
rolling frictionCar class, 231car racing simulations, 221golf simulation, 187
rolling motion, 75rotation matrices, 13
coordinate axes rotations, 14Euler angle, 14
rotational accelerationbasic concepts of projectile motion, 84rolling motion, 77
rotational axisfor common objects, 73
rotational motion, 69–73angular acceleration, 70angular velocity, 70axis of rotation, 71frequency of rotation, 70rigid body motion and, 73rolling motion, 75, 76spherical coordinate system, 10tangential velocity, 71torque, 71
rotational spin ratiospin effects on projectile motion, 124
rotational velocityrolling motion, 77
ruby laser, 392rudder, airplanes, 277Ruggieri, Claude, 320Runge, Carl, 56Runge-Kutta method, fourth order
see fourth order Runge-Kutta methodrungeKutta4 method
ODESolver class, 61
■Ssailing
see also boatscenter of mass of boat, 270physics of sailing, 269–270stability of boat, 270terminology, 269thrust, 270
satellitescentripetal force, 342gravitational force, 342orbits, 342
Saturn 1B velocity profiles, 333Saturn V rocket, 345
stage data for, 346scalars, 10–12
rate of change of, 17Schawlow, Arthur, 386scientific notation, 7–8
programming languages, 8use of e, 7
second derivatives, 51second law of motion, Newton’s
see under Newton’s laws of motionsecond-order derivative, 17
first-order derivative relationship, 17ordinary differential equation, 19
semiconductor laser, 392semi-displacement hull, 247setGearRatio method
car racing simulations, 233setSpeed method
Soldier class, 417shaft transmission efficiency
boat thrust, 253shiftGear method
car racing simulations, 230ships
see boatsshooting
two-point boundary problem, 59Shuffleboard Game, 34SI units
acceleration, 23energy, 43English System of Units and, 6force, 23fundamental units of measure, 6Joule, 42linear momentum, 140mass, 23power, 45units of measurement, 6work, 42
Sidewinder air-to-air missile, 347missile specifications, 348
SimpleProjectile classGolf Game, 91–96gravity and drag model
DragProjectile class, 108
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440 ■I N D E X
gravity-only model, 88–91getRightHandSide method, 91ODE class, 89
updateLocationAndVelocity method, 90, 95SimpleRocket class
get/set methods, 337getRightHandSide method, 338, 339Rocket Simulator, 336
simulationsbaseball, 204–207basketball, 199–204car racing, 212–240crowd behavior, 411–418flight, 301–310football, 208Gas Tank Simulator, 364–369golf, 167–189hockey, 209jet skis, 268–269lasers, 397, 400linear collisions, 146Monte Carlo simulations, 410–421motorcycle racing, 240–242rockets, 334–342soccer, 189–199speedboats, 261–267tennis, 209vertical ascents, 342
skidpad testcar racing simulations, 236
skin friction dragairplane drag, 292hydrodynamic drag, 255skin friction coefficient, 255viscosity effect, 255
Sobrero, Ascanio, 373soccer
brief history of, 189soccer simulation, 189–199
equipment specifications, 190free kick game, 195–199modeling ball in flight, 191–194
laminar and turbulent drag, 191Magnus force, 194
modeling ball-foot impact, 191SoccerBall class, 196Soldier class, 414
setSpeed method, 417
Soldier Game, 412SoldierGame class, 415
actionPerformed method, 416GameUpdater class, 416Timer object, 415
solid objectsballistic impacts, 351–358heat conduction, 358–369
solid-propellant engines, 322solid-propellant rocket, 321solid-state lasers, 392Space Based Laser (SBL), 394
time to destroy a missile, 397span, airplanes, 277specific heat capacity, 360specific impulse, rockets, 325speedboat simulations, 261–267
see also boatsaerodynamic drag, 258boat hull types, 247Boat Simulator, 261boat thrust, stern drive, 251Fountain Lightning, 261Powerboat class, 261powerboat turns, 267
SphereCollision classactionPerformed method, 148linear collision simulator, 146
spherical coordinate system, 9, 10conversion to Cartesian system, 10
spin effectsoblique collisions, 161projectile motion, 122–133
tilting spin axis, 132SpinProjectile class
getRightHandSide method, 127golf simulation, 178, 179soccer free kick game, 196spin effects on projectile motion, 125–129
directional components, 128GolfGame4, 129
updateLocationAndPosition method, 127sport simulations
see simulationsspring force, 46Spring Simulator, 67SpringODE class
spring motion example, 63–66
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441■I N D E X
springs, 37–38forces, 37, 38Hooke’s Law, 37motion of spring as function of time, 19solving higher-order ODEs, 58spring motion example, 63–67spring motion simulator, 67–69
stability, airplanes, 313–314dynamic stability, 315–316pitch stability, 313stability and trim, 314–315static stability, 315
stability, rockets, 333stabilizers
horizontal stabilizer, 277vertical stabilizer, 277
stall, airplanes, 282standard deviation
probability functions, 408Soldier Game, 417
starboard, boats, 246state variables
energy, 43static coefficient of friction, 34static stability, airplanes, 315steel
ballistic impacts on steel armor, 353density of steel, 250
stern, boats, 246stern drive, 251summation notation, 8surface drives, 251surface-to-air missiles, 347surfing, 270–273
buoyancy and balance, 271catching a wave, 272center of mass, 271drag coefficient, 273physics of waves, 272turning, 272
system of objects, 141systems of units, 6–7
consistency in use of, 7
■Ttail, airplanes, 276tailwind
see wind effects
takeoff, airplanesaerodynamics, 299flaps, 283Flight Simulator, 302
tangential velocityrotational motion, 71
temperature derivativeheat conduction equation, 360
temperature units, 6tennis simulation, 209terminal velocity
aerodynamic drag, 108thermal conductivity, 359thermal diffusivity, 361thermal energy, 43
friction, 45heat energy, 358
thin airfoil theory, 280third law of motion, Newton’s
see under Newton’s laws of motionThompson “F-Formula”
armor penetration, 353three-dimensional collisions, 157
oblique collisions, 164three-dimensional space
coordinate systems, 9thrust force
airplanes, 278, 285–292jet engines, 291–292propeller engines, 285–290
boats, 248, 250–254boat drive systems, 250propellers, 251
jet skis, 269rockets, 323–330
altitude effects, 326calculating atmospheric
measurements, 327momentum thrust, 324pressure thrust, 324Rocket Simulator, 335, 338specific impulse, 325
sailing, 270vector, powerboat turns, 267
time, units of, 6
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442 ■I N D E X
Timer objectactionPerformed method, 121BeanBag class, 54car racing simulations, 234GasTankSimulator class, 367Golf Game, 91, 95Gravity Game, 29, 30LaserSimulator class, 398Shuffleboard Game, 35SoldierGame class, 415speedboat simulations, 261SphereCollision class, 148SpringSimulator class, 68
TNT (trinitrotoluene), 374TNT equivalence model
blast damage, 378TNT explosion model
blast damage, 376–378torque
angular acceleration, 78angular impulse of torque, 159angular momentum, 159boat thrust, 250bowling ball kinematics, 78Car class, 231car racing simulations, 218, 222moment arm, 71rotational motion, 71
total drag equation, airplanes, 294Townes, Charles, 386traction force
car racing simulations, 236trailing edge
airfoils, airplanes, 278trajectory, projectiles
equation for, 2gravity-only model, 87
translational accelerationbasic concepts of projectile motion, 84rolling motion, 76, 77
translational equations of motion, 51–69Beanbag Game, 53
translational motion, 49–51force, acceleration, velocity, and
location, 50Newton’s second law, 49rigid body motion and, 73rolling motion, 75, 76
translational velocitybasic concepts of projectile motion, 84bowling ball kinematics, 79rolling motion, 76, 77
transmissionscar racing simulations, 217
transom, boats, 246trim, airplanes, 311–312
stability and trim, 314–315Tsiolkovskii, Konstantin, 320turbo jet engines, 291turbulent flow
aerodynamic drag, 103–104soccer ball in flight, 191
turningaerodynamics, airplanes, 296–297
two-dimensional collisions, 149–157example, 152oblique collisions, 162paddle game, 153–157
two-dimensional spacecoordinate systems, 9
two-point boundary problem, 59
■Uunit vector, 11units of measurement
consistency in use of, 7systems of units, 6–7
updateConditions methodUSatm76 class, 327
updateDisplay methodGravityGame class, 36
updateLocationAndPosition methodSpinProjectile class, 127
updateLocationAndVelocity methodDragProjectile class, 234SimpleProjectile class, 90, 95
gravity and drag model, 109WindProjectile class, 117
updatePositionAndVelocity methodSpringODE class, 65SpringSimulator class, 69
USatm76 classcalculating atmospheric measurements,
327, 338Rocket Simulator, 336updateConditions method, 327
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443■I N D E X
■Vvariable magnitude force, 33vector cross product, 12vectors, 10–12
computing magnitude of vector, 11force vector, 24indicating in an equation, 11indicating that terms are, 50location, 51unit vector, 11vector cross product, 12velocity, 50
Vee drivesboat thrust, 251
velocitysee also translational velocityacceleration and, 50acceleration data for Kawasaki 800 SX-R, 269airplane stall speed, 282angular velocity, 70apparent velocity, 114car racing simulations, 222
maximum velocity, 224computing magnitude of vector, 11directional components, 10, 11, 50equations of motion, 53escape velocity, orbits, 343gravity-only model, 86location and, 50, 56modeling for boats, 258–261
acceleration data, 259tangential velocity, 71terminal velocity, 108vectors, 50
velocity equationsaerodynamic drag, 106–107angular momentum, 159post-collision velocity equations, 144two-dimensional collisions, 150
example, 152oblique collisions, 163
vertical ascent simulationRocket Simulator, 342
vertical directiongravitational force, 52velocity derivative, 52
vertical fin, airplanes, 277vertical stabilizer, airplanes, 277
viscosityskin friction drag, 255water, 255
■Wwake fraction, 253
efficiency coefficients, 254wake velocity, propellers, 252water
density of air and water, 249viscosity, 255
WattSI units, 45
wave dragcalculating, 257hydrodynamic drag, 256wave velocity, 256
waves, 272weight
mass and, 23wheel radius
car racing simulations, 219wheel torque
car racing simulations, 217wheel traction
car racing simulations, 236Wilbrand, Joseph, 374wind effects
projectile motion, 114–122Rocket Simulator, 336rockets, 333
WindProjectile classgetRightHandSide method, 117updateLocationAndVelocity method, 117wind effects on projectile motion, 116–118
wing aspect ratioairplane drag, 294
wings, airplanes, 276see also airfoils, airplanesairplane trim, 311
work, 41–42movement and work, 41power and, 45SI units of, 42work-energy theorem, 43
Wright brothers, 2761903 Wright Flyer, 276
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444 ■I N D E X
■Yyaw, airplanes, 277
aerodynamics, 297yaw angle
projectile motion of bullets, 134
■Zz-direction, 52