Overview
So far every object has slid without turning. This worksheet adds rotation. It covers what makes an object spin, why some objects are harder to spin than others, how to balance a structure so that it does not turn at all, and how a spinning object behaves when it changes shape.
Every new idea here has a direct partner from earlier worksheets, and a table of these pairs is built up as you go. The worksheet ends with a C++ console program for a body that both moves and spins when it is pushed off centre.
Learning Objectives
By the end of this lab you will be able to:
- Describe rotation using angle, angular velocity and angular acceleration, and convert between angular and linear quantities
- Calculate torque from a force, its distance from the pivot and its angle, and state the direction of turning
- Explain moment of inertia as rotational mass and use standard results for common shapes
- Apply to find angular acceleration
- Solve static equilibrium problems using both a force balance and a torque balance
- Explain conservation of angular momentum and apply it to an object that changes its moment of inertia
- Compute torque in 2D with the cross product and implement a body that both translates and rotates
Concept
Push a door near its hinge and it barely moves. Push it at the handle with the same force and it swings open easily. The turning effect of a force depends on how hard you push, how far from the pivot you push, and in what direction. That turning effect is called torque. It plays the same role for rotation that force plays for motion in a straight line.
The rotational version of mass is the moment of inertia. It measures how hard an object is to spin up, and it depends not only on how much mass there is but on where that mass sits. Mass far from the axis counts for much more than mass close to it. A hoop and a solid disc of the same mass and radius have different moments of inertia, and if you roll them down the same slope the disc wins.
With those two ideas in place, rotation follows a law with exactly the same shape as Newton's second law. Torque equals moment of inertia times angular acceleration. Every other rotational idea, from rotational kinetic energy to angular momentum, comes from swapping each translational symbol for its rotational partner.
Tasks
Task 1 - Describing rotation
Hook
Every point on a spinning wheel turns through the same angle in the same time, yet the rim is moving much faster than the hub. How can one wheel have one rate of spin but many different speeds?
Intuition
Rotation is described by angles instead of distances. The angle turned through, , is the same for every point on a rigid object, and so is the angular velocity , how fast that angle changes. A point further from the axis travels round a bigger circle in the same time, so its linear speed is larger.
Physics measures angles in radians. One radian is the angle where the arc length equals the radius, and one full turn is radians, about 6.28. Radians make the link between angle and distance very simple, as the equations below show.
Formalise
Angular velocity is in rad/s and angular acceleration in rad/s². The constant acceleration equations from the Kinematics worksheet carry over with for , for and for .
Worked example
A wheel of radius 0.3 m spins up from rest with for 5 s.
- Final angular velocity. .
- Angle turned. , which is turns.
- Rim speed. .
The first rows of the translational to rotational table.
| Translational | Rotational | Link |
|---|---|---|
| position (m) | angle (rad) | |
| velocity (m/s) | angular velocity (rad/s) | |
| acceleration (m/s²) | angular acceleration (rad/s²) |
Your turn
A fan spins at 1200 revolutions per minute. Its angular velocity is rad/s, to 4 significant figures.
A wheel starts from rest with α = 3 rad/s². After 4 s its angular velocity is rad/s and it has turned through rad.
A point 0.25 m from the axle of that wheel has a speed of m/s at 4 s.
Two points are painted on a spinning disc, one near the centre and one at the rim. Which statement is true?
How many radians is one quarter of a turn?
Task 2 - Torque
Hook
Why are door handles always placed on the side furthest from the hinge? And why does pushing on the edge of a door, straight toward the hinge, do nothing at all, however hard you push?
Intuition
Torque depends on the force and on the lever arm, the perpendicular distance from the pivot to the line along which the force acts. Push far from the hinge and the lever arm is long. Push straight toward the hinge and the line of action passes through the pivot, so the lever arm is zero and so is the torque.
Drag the red point and change the angle below. Watch the gold lever arm.
Formalise
For a force applied at distance from the pivot, at angle between the force and the line from the pivot. Torque is measured in newton metres (N m). By convention, anticlockwise torque is positive.
Worked example
A 0.25 m spanner is used on a stiff bolt.
- Perpendicular push of 40 N. .
- Same push at 30° to the handle. . Half the turning effect.
- Bolt needs 10 N m but the push is at 30°. Either double the force to 80 N or use a spanner twice as long.
Your turn
Where should you push a door to open it with the smallest force?
A force acts along a line that passes through the pivot. What is its torque?
A mechanic slides a pipe over a spanner handle to double its length. What happens to the torque for the same force?
A 60 N force is applied perpendicular to a 0.3 m spanner. The torque is N m.
The same force at 45° to the handle gives a torque of N m, to 3 significant figures.
To produce 20 N m with a 0.4 m spanner, pushing perpendicular, you need a force of N.
Task 3 - Moment of inertia and Newton's second law for rotation
Hook
A ring, a solid disc and a solid ball, all with the same mass and radius, are released together at the top of a slope and roll down without slipping. Which reaches the bottom first? Does it change if one of them is much heavier?
Intuition
A rolling object has to do two things at once. It has to speed up along the slope and it has to spin up. Some of the energy available goes into spinning. An object with more of its mass far from its centre, like a ring, needs more energy to spin up, so less is left for moving down the slope.
The moment of inertia measures this. Each small piece of mass contributes its mass times the square of its distance from the axis, so far-away mass counts four times as much when it is twice as far out.
Race the shapes below. Then change the mass and race again.
Formalise
The definition of moment of inertia, Newton's second law for rotation, and standard results for uniform shapes of mass .
| Shape | Axis | Moment of inertia |
|---|---|---|
| Point mass | distance from the axis | |
| Thin ring or hoop | through the centre | |
| Solid disc or cylinder | through the centre | |
| Solid sphere | through the centre | |
| Thin rod of length L | through the centre | |
| Thin rod of length L | through one end | |
| Solid rectangle w by h | through the centre, perpendicular |
Worked example
A 2 kg solid disc of radius 0.5 m is free to spin on an axle. A torque of 1 N m is applied.
- Moment of inertia. .
- Angular acceleration. .
For rolling down a slope, the acceleration is . Mass cancels, so only the shape factor matters. The sphere, with the smallest factor, wins.
Your turn
In the rolling race, which shape arrives first?
Why does changing the mass not change the race?
A figure skater spins with arms out, then pulls them in. What happens to their moment of inertia?
A dumbbell is made of two 2 kg masses on a light rod, each 0.5 m from the axis. Its moment of inertia is kg m².
A torque of 3 N m is applied to the dumbbell. Its angular acceleration is rad/s².
A 5 kg solid sphere of radius 0.1 m has a moment of inertia of kg m².
Task 4 - Static equilibrium
Hook
A 30 kg child and a 40 kg child want to use a seesaw. If they both sit at the ends, the heavier child drops to the ground. Where should the heavier child sit so the seesaw balances?
Intuition
An object in static equilibrium does not move and does not turn. That needs two conditions. The forces must balance, so it does not accelerate, and the torques about any point must balance, so it does not start to spin. On a seesaw, each child's weight produces a torque about the pivot. One turns it clockwise and the other anticlockwise. Balance means they are equal.
Try it below. Drag the blocks to balance the beam, then change the masses and balance it again.
Formalise
Both conditions together. You may take torques about any point you like, so choose one where an unknown force acts. Its torque is then zero and it drops out of the equation.
Worked example 1
The seesaw. Torques about the pivot must balance.
, so . The heavier child sits 1.5 m from the pivot. The starting setup of the diagram shows exactly this.
Worked example 2
A uniform 5 m beam of mass 20 kg rests on supports at each end. A 60 kg load sits 1 m from the left end. Find the support forces and .
- Torques about the left support, so drops out. The beam's weight acts at its centre, 2.5 m along. , so .
- Forces. , so .
The support nearer the load carries most of it, as you would expect.
Your turn
A 25 kg child sits 1.6 m from a seesaw pivot. A 40 kg adult balances them by sitting m from the pivot on the other side.
A uniform 4 m beam of mass 10 kg rests on supports at both ends. A 50 kg load sits 3 m from the left end. The right support pushes up with N and the left with N, both to 3 significant figures.
Explain why it is helpful to take torques about the point where an unknown force acts.
Task 5 - Angular momentum
Hook
A spinning ice skater pulls their arms in and suddenly spins much faster. Nobody pushed them. Where did the extra spin come from?
Intuition
Angular momentum is the rotational partner of momentum. Just as momentum is conserved when no outside force acts, angular momentum is conserved when no outside torque acts. When the skater pulls their arms in, their moment of inertia drops. To keep the same angular momentum, their angular velocity must rise.
Their rotational kinetic energy goes up too. That energy comes from the work their muscles do pulling their arms inward against the tendency of the spinning arms to fly outward.
Formalise
Worked example
A skater with spins at 2 rad/s, then pulls in to .
- Angular momentum. , which stays the same.
- New spin rate. .
- Kinetic energy. Before , after .
The completed translational to rotational table.
| Translational | Rotational | Link |
|---|---|---|
| position | angle | |
| velocity | angular velocity | |
| acceleration | angular acceleration | |
| mass | moment of inertia | |
| force | torque | |
| momentum | angular momentum | |
Your turn
A diver tucks into a ball during a somersault. What happens?
A student on a spinning office chair holds heavy weights at arm's length, then drops them straight down. What happens to the chair's spin?
In the skater example, the kinetic energy rose from 8 J to 20 J. Which statement is correct?
A turntable with I = 0.5 kg m² spins at 6 rad/s. A small lump of clay dropped onto its edge raises I to 0.6 kg m². The new angular velocity is rad/s.
Explain why a skater spinning faster after pulling their arms in does not break conservation of energy.
Task 6 - Torque in a 2D game engine
Intuition
In a 2D game, rotation is always about the axis pointing out of the screen, so torque is a single number. When a force is applied at a point offset by from the body's centre of mass, the torque is the 2D cross product of the offset and the force. A force through the centre of mass gives zero torque and only pushes the body. The same force applied off centre both pushes it and spins it. This is why a car clipped at its corner spins out.
Create a new Console App (C++) project named RigidBody2D and replace its source file with the skeleton below, saved as RigidBody2D.cpp. The program runs two scenarios on the same 2 kg box, 1 m wide and 0.5 m tall. Both apply a 10 N upward push for 0.1 s. The first pushes through the centre, and the second pushes at the right-hand edge.
- In
applyForceAtPoint, calculateraspointminusposition, then addcross(r, f)totorque. - In
integrate, calculate the angular acceleration astorque / inertia, then updateangularVelocityand thenangle, mirroring the linear lines above them.
Success condition: both scenarios print the same upward velocity of 0.5 m/s. The centre push prints an angular velocity of 0. The edge push prints about 2.4 rad/s. Check this by hand. The torque is , the moment of inertia is , and the angular impulse divided by gives the angular velocity.
#include <iomanip>
#include <iostream>
#include <string>
struct Vec2
{
double x;
double y;
};
Vec2 operator+(Vec2 a, Vec2 b) { return { a.x + b.x, a.y + b.y }; }
Vec2 operator-(Vec2 a, Vec2 b) { return { a.x - b.x, a.y - b.y }; }
Vec2 operator*(Vec2 a, double s) { return { a.x * s, a.y * s }; }
Vec2& operator+=(Vec2& a, Vec2 b) { a.x += b.x; a.y += b.y; return a; }
// The 2D cross product gives the single number that is the torque about z
double cross(Vec2 a, Vec2 b) { return a.x * b.y - a.y * b.x; }
struct RigidBody2D
{
double mass = 1.0;
double inertia = 1.0;
Vec2 position{ 0.0, 0.0 };
Vec2 velocity{ 0.0, 0.0 };
double angle = 0.0;
double angularVelocity = 0.0;
Vec2 force{ 0.0, 0.0 };
double torque = 0.0;
void applyForceAtPoint(Vec2 f, Vec2 point)
{
force += f;
// TODO: find r, the offset of point from the centre of mass, and add
// the torque cross(r, f) into the torque accumulator
}
void integrate(double dt)
{
velocity += force * (1.0 / mass) * dt;
position += velocity * dt;
// TODO: angular acceleration is torque divided by inertia. Update
// angularVelocity, then angle, the same way as the linear part
force = { 0.0, 0.0 };
torque = 0.0;
}
};
void runScenario(const std::string& name, Vec2 offset)
{
const double width = 1.0;
const double height = 0.5;
const double mass = 2.0;
const double dt = 0.001;
// A solid box rotating about its centre has I = m (w^2 + h^2) / 12
RigidBody2D body;
body.mass = mass;
body.inertia = mass * (width * width + height * height) / 12.0;
for (int step = 0; step < 1000; step++)
{
// A 10 N upward push for the first 0.1 s only
if (step < 100)
{
body.applyForceAtPoint({ 0.0, 10.0 }, body.position + offset);
}
body.integrate(dt);
}
std::cout << name << "\n";
std::cout << " velocity (" << body.velocity.x << ", " << body.velocity.y << ") m/s\n";
std::cout << " angular velocity " << body.angularVelocity << " rad/s\n";
std::cout << " angle after 1 s " << body.angle << " rad\n\n";
}
int main()
{
std::cout << std::fixed << std::setprecision(3);
runScenario("Push through the centre", { 0.0, 0.0 });
runScenario("Push at the right-hand edge", { 0.5, 0.0 });
return 0;
}
The edge push and the centre push give the box the same linear velocity. Explain why, even though the edge push also makes it spin.
Solution
Try the tasks above before revealing the solution.