Lagrangian Mechanics Made Simple
Part 2
Rotational Motion
Ron Steinke <rsteinke@w-link.net>
Last month we discussed how to use Lagrangian mechanics to do simple one dimensional motion. This month, we go on to motion in multiple dimensions, and discuss how to handle rotation.
Vectors and Multiple Dimensions
Since we're going to be working in multiple dimensions, it's
easiest to write our equations of motion using vectors.
The usual notation uses
for the position vector,
| (1) |
Lagrangian mechanics in multiple dimensions is very similar to
the one dimensional case. We begin by writing down the kinetic
energy
and the potential energy
,
| (2) |
In this case, we have chosen
Next, we find the equations of motion. Since we now have
three variables,
for
, we get three
Lagrange equations,
showing that the free floating particle is not accelerating, as expected.
Rotating Coordinate Systems
The equation of motion (5)
is simple enough, since we're working in a fixed
rectangular coordinate system. Of course, many other
choices of coordinates are possible 1.
A particularly interesting choice is a rotating coordinate
system. Imagine you are riding inside a large spinning drum,
like those found in amusement parks. If you stay
at a "fixed" position in the drum, you're really moving,
since the drum is rotating. It is useful to describe
the physics of object inside the drum in terms of
a rotating coordinate
, which has a fixed value
at a given point on the drum. For a drum rotating
with frequency
about the
axis, we can write your real
position
in terms of your "drum position"
,
If you aren't tied to the drum, you can move around
inside. Your "drum position"
and real position
are both functions of the time
. By
taking the time derivative
in
(6), we can calculate
your velocity in terms of
,
Mechanics of Rotating Systems
We are now in a position to use Lagrange's equation
(4) to find the equations of motion
in terms of the coordinate
. Since we know the
velocity from (7), we can write down
the Lagrangian,
Notice that the functions
Looking at Eq. (8), you can see that
it's the sum of three squares. This suggests that
is
actually the square of some vector, with each of the terms
in the sum being the square of one of the vector's components.
We use this fact to rewrite
in vector notation,
| (9) |
and the right hand side is
Combining (10) and (11) gives the equation of motion
Pseudo Forces
We have arrived at the result (12),
which seems to say that the object at position
is
accelerating. This may seem mysterious at first, but
is actually quite simple. Looking at the two terms
on the right hand side of (12),
we see that the second,
,
is the familiar centripetal "force." This term is equal to
multiplied by the part of
which is perpendicular to the
axis of rotation. It points away from the axis, so the object
will tend to get further away with time. The inward force you feel
on amusement rides is the wall providing a compensating
acceleration to keep you in the "same" place.
The term
is commonly known
as the Coriolis "force." It depends on the velocity
instead of the position
, so it is not as much a
part of common experience as the centripetal "force."
It causes objects moving towards or away from the rotation axis
to be deflected around the axis, and is an important feature
of rotational kinematics.
| Current Issue: February 2003, Recent Issues: January 2003, November 2002, October 2002 |
