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文件名称: 飞盘运动的物理模型
  所属分类: 专业指导
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  上传时间: 2019-03-16
  提 供 者: qq_43******
 详细说明:The two main physical concepts behind the Frisbee are aerodynamic lift (or the Bernoulli Principle) and gyroscopic inertia . A spinning frisbee can be viewed as a wing in free flight with the Bernoulli Principle being the cause of the lift and the angular momentum of the disc providing its stability.The Physics of Frisbees The coefficient Cn) is a drag coefficient that varies with the object and is given in Hummel(2003)as being a quadratic function solely dependent on the angle of attack a. a is the angle formed between the plane of the frisbee and the relative velocity vector Thc cocfficicnts CD0, ao and Cpa arc constants and and dcpcnd on thc physica l aspects of the Frisbee The lift force felt by a frisbee is very similar to the lift force on airplane wings and is calculated using the Bernoulli principle. The Bernoulli Principle is a well known principle that states that there s a relationship between the velocity, pressure and height of a fuid at any point on the same stream line. Fluids fowing at a fast velocity have a lower pressure Chan fluids llowing al a slower velocily. This can be written mathematically as +2+gh p2 +2+gh2, 2 2 where v is the velocity of the fluid, p is the pressure of the fluid, p is the density of the fluid, g is the acceleration of gravity and h is the height of the fluid. The subscripts 1 and 2 refer to different points in the fuid along the same streamline. This equation is commonly referred to as Bernoulli's equation. For our purposes, the height difference between the air flowing above and the air flowing below the frisbee is negligible therefore the two height dependent terms cancel out. We will also as sume that the velocity of the air fowing above is direct ly proportional to the vclocity of the air bclow bccausc the difference in path length is constant(i.e. 71=C22). We now have the equation tting FL/A= pi here Fr is the lift force and A is the area of Lhe Frisbee)and solving for FL gives AC Throughout the steps needed to determine(6), the coefficient C was incorporated into the coefficient CL Cl is given in Hummel (2003)as being a linear function of the angle of attack, a CL-Clo + c MorrisonFin. tex; 20/08/2005;8: 48; p 3 4 Ⅵ orrison where Clo and Clo are constants that depend on the physical proper ties of the frish 2.2. GYROSCOPIC STABILITY The rotation of a frisbee is a necessary component in the mechanics of how a Frisbee flies. Without rotation, a Frisbee would just futter to the ground like a falling leaf and fail to produce the long distance stable flights that people find so entertaining. This is caused by the fact the aerodynamic forces described in the previous section are not directly centered on the frisbee. In general, the lift on the front half of the disc is slightly larger than the lift on the back half which causes a torque on the Frisbee(See Figure 1) CoM a mg Figure 1. Diagram of the off-center center of pressure(COP)and the center of mass (COM) that results in a torque exerted on the Frisbee When a Frisbee isnt spinning, this small torque fips the front of the disc up, and any chance for a stable fight is lost. When a Frisbee is thrown with a large spin, it has a large amount of angular momentum that has a vector in either the positive or negative vertical direction When the small torque is exerted, the torque vector points to the right side of the frisbee(when viewed from behind. This can be determined using the righthad rule with r×F (8) MorrisonFin. tex; 20/08/2005;8: 48; p 4 The Physics of Frisbees 5 L dt the angular momentum vector will begin to precess to the right. This phenomenon can easily be viewed when throwing a Frisbee, this is the reason that many thrown frisbees bank to either the left of the right Due to this, the greater the initial angular momentum given to the Frisbee, the more stable it's fight will be 3. Numerical Modelling of a Frisbee in Flight To model the fight of a Frisbee, a Java program was written that used the numerical technique Euler's method applied to the forces described in the previous section(see code in Appendix). To accomplish this, the different forces were separated into horizontal and vertical components and Euler's method was applied each component. It should be noted that in the model it is assumed that the frisbee is given enough initial spin so as to maintain a stable flight. In applying Fuler's method, the trajectory of thc Frisbee is divided into discrctc timc steps, At, and at each step a new horizontal velocity, v, and horizontal position, T, is clinc 0+1=v+△U, x;+△ (11 where Av and Ar are the changes in velocity and position respectively A similar equation to equation (11)can be used with the vertical position, y, used instead of The Av's are obtained by solving the following relationships Fr= FD (12) n At=2DU2ACD (13) ACn△t (14 where fp is the drag force on the Frisbee. also Fu= Fa+ Fr (15) 1y g+ SPU2ACL (16) 9+aPACE (17) MorrisonFin. tex; 20/08/2005;8: 48; p5 Ⅵ orrison where the subscripts x and y denote the horizontal and vertical velocit respectively and Fa is the force of gravity. A c and Ay are simply stated as (18 =℃ 9 The program written contains a. method simulate which takes five input paramctcrs, initial y position and velocity, initial x vclocity(thc initial x position always set to zero), the angle of attack(in degrees) and thc At. All units other than that of angle of attack arc in si units In all of the trials a at=0.001s was used. trials with At=0.001s and At=0.002 s were both tested and the difference between the results was unnoticeable. (Note: In the simulation the values of the coefficients used were: CDo=0.08, CDa =2.72, Clo =.15, Cla= 1.4 4. Results When conducting the simulations, all trials had tial height of 1 m, an initial x velocity of 14 m/s which is considered that standard velocity of a thrown frisbee, and an initial y velocity of 0 m/. Trials were conducted using angles of attack ranging from 0 to 45. This was the only parameter that was changed because the coefficients of lift and drag depend solely on angle of attack. It can be seen from figures 2, 3 and 4 that the angle of attack has a large effect on the trajectory of the Frisbee. With low angles of attack(generally less than 5 degrees) the lift force was very small and the frisbee dropped quickly to the ground after a short distance, usually less than 20 m. With larger angles of attack, a larger lift force was apparent and the frisbee reached greater heights and travelled much further, up to 40 m. The maximum distance travelled was obtained with an angle of attack of approximately 12 and it travelled 40 m with a maximum height of 7. 7 m. At larger angles of attack the Frisbee went significantly higher, but due to the much larger drag force travelled a smaller distance. Trials that were conducted with different initial velocities followed a trend similar to those with an initial velocity of 14 m/s. At lower velocities the lift force was greatly reduced and the Frisbees just dropped to the ground faster. At higher velocities the lift force was greater and their trajectories were higher and longer MorrisonFin. tex; 20/08/2005;8: 48; p6 The Physics of Frisbees 10 15 20 3 Figure 2. Plot of height(m) versus distance(m) for a Frisbee with initial velocity 14 m/s and angle of attack 5 25 40 Figure 3. Plot of height(m) versus distance(m)for a Frisbee with initial velocity 14 m/s and angle of a ttack 7.5 4 10 15 40 Figure f. Plot of height(m) versus distance(m)for a Frisbcc with initial velocity 14 m/ s and angle of attack 10 MorrisonFin. tex; 20/08/2005;8: 48; p7 Ⅵ orrison 5. Discussion Although simplistic in naturc, the results obtaincd from the program written provide a realistic simulation of the trajectory of an actual Frisbcc. It was shown (using information from Hummcl(2003)and Motoyama(2002) what the various forces that act on a Frisbee are and what they depend on, as well as how different angles of attack can ary the distance and height a Frisbee reaches greatly. In the future urther research may include developing a three dimensional model that includes the precession and rolling of the frisbee, as well as looking into the various physical properties of the Frisbee. These may include the different thicknesses of the Frisbee edges which varies the moment of inertia, Hying rings which travel great distances and ridges placed on the Frisbee lo reduce drag. By incorporating these properties it Inlay be possible to design better Frisbees A ppendIx A. Java code for plotting the trajectory of a Frisbee The following code has been slightly modified so as to make it fit on the page. import java. lang Math; import Java. l0.*, The class frisbee contains the method simulate which uses euler>s method to calculate the position and the velocity of a frisbee in two dimensions Author vance morrison version march 4 2005 public class Frisbee t private static double x //The x position of the frisbee pr1 tatic double y //The y position of the frisbee private static double vx; / /The x velocity of the frisbee private static double vy //The y velocity of the frisbee private static final double g =-9.81; MorrisonFin. tex; 20/08/2005;8: 48; p 8 The Physics of Frisbees /The acceleration of gravity (m/s"2) private static final double m=0.175; //The mass of a standard frisbee in kilograms private static final double rho = 1. 23; //The density of air in kg/m"3 private static final double area =0. 0568 //The area of a standard frisbee private static final double clo=0.1; /The lift coefficient at alpha =0 private static final double Cla =1. 4 //The lift coefficient dependent on alpha private static final double CDo =0.08 //The drag coefficent at alpha =0 private static final double CDa =2.72; /The drag coefficient dependent on alpha private static final double aLPha =-4 a method that uses Euler>s method to simulate the flight of a frisbee in two dimensions, distance and height (x and y, respectively) public static void simulate(double yo, double vxo, double vyo, double alpha, double deltaT //Calculation of the lift coefficient using the relationship given //by S. A. Hummel double cl =CLO CLA*alpha*Math. PI/180; //Calculation of the drag coefficient (for Prantl's relationship) //using the relationship given by S. A. Hummel double cd =CDO CDA*Math. pow((alpha-ALPHAO)*Math. PI/180, 2); //Initial position x =0 0 //Initial position y= yO //Initial x velocity vx //Initial elocity v 0 try 20/08/2005;8:48;p.9 Ⅵ orrison //A PrintWriter object to write the output to a spreadsheet PrintWriter pw =new PrintWriter (new BufferedWriter (new FileWriter("frisbee. csv")) //A loop index to monitor the simulation steps int k =0: //A While loop that performs iterations until the y position //reaches zero (i. e. the frisbee hits the ground) while(y>0)t //The change in velocity in the y direction obtained setting the //net force equal to the sum of the gravitational force and the //lift force and solving for delta v double deltav =(RHO*Math. pow(vx, 2)*AREA*c1/2/m+g)*deltaT; //The change in velocity in the x direction, obtained by //solving the force equation for delta v. (The only force //present is the drag force) double deltav =-RHO*Math. pow(vx, 2)*AREA*cdxdeltaT //The new positions and velocities are calculated using //simple introductory mechanics Vx vx del tax vy deltav; x = x vx*deltar y =y+ vy*deltat; / /Only the output from every tenth iteration will be sent //to the spreadsheet so as to decrease the number of data points if(k%10==0){ pw. print(x+","+y+", "t vx) pw. println pw. flush) k++ se(); catch(Exception e)t System. out. println("Error, file frisbee. csv is in use. ") H Morrisonfin.tex;20/08/2005;8:48;p.10
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