Web Simulation 

 

 

 

 

Rotational Motion Lab 

This interactive simulation helps you visualize how mass distribution affects rotation and linear acceleration. It combines a Moment of Inertia Explorer (3D object inspector), a Ramp Race (rolling without slipping), Parallel Axis Theorem (I vs d graph), and a Torque & Angular Acceleration experiment with live F, τ, ω overlay.

Use the Object Inspector to choose shapes (solid sphere, hollow sphere, cylinder, hoop, box, cone, octahedron), adjust mass and radius, and see I and its formula. Race two objects down a ramp and compare Ktrans vs Krot and vx, vy vs time. Explore I = Icm + Md² with the I vs d graph, and apply a force to spin objects via τ = r F sin θ; use θ ∈ [−180°, 180°] to accelerate or decelerate rotation.

 

Math behind the Simulation

1. Moment of Inertia (I)

The moment of inertia quantifies resistance to angular acceleration about a given axis. For shapes with symmetry, I can be written as I = f M R², where f depends only on geometry and R is a characteristic size. About a symmetry axis through the center of mass:

  • Solid sphere: I = (2/5) M R²
  • Hollow sphere: I = (2/3) M R²
  • Solid cylinder (disk): I = (1/2) M R²
  • Hoop (ring): I = M R²
  • Box (cube), R = half-side: I ≈ (2/3) M R²
  • Cone (R = base radius): I = (3/10) M R²
  • Octahedron (R = vertex distance): I ≈ (1/5) M R²

For box, cone, and octahedron, R is defined as above so that the same rolling formula a = g sin θ / (1 + f) applies when comparing shapes.

2. Rolling without slipping on a ramp

Linear acceleration down the ramp: a = g sin θ / (1 + I/(MR²)). The factor f = I/(MR²) depends only on shape (e.g. 1/2 for a cylinder, 1 for a hoop). Lower f ⇒ larger a ⇒ that object wins the race. Energy splits into Ktrans = ½ M v² and Krot = ½ I ω², with ω = v/R when rolling without slipping. The race runs until both objects reach the bottom; the ramp overlay plots vx and vy vs time for each.

3. Parallel Axis Theorem

If the rotation axis is parallel to the one through the center of mass (COM) and offset by distance d, then I = Icm + M d². I grows with d², so moving the axis away increases the difficulty of rotation. The I vs d graph plots this parabola.

4. Torque and angular acceleration

Torque is τ = r × F. With r = lever arm, F = force magnitude, and θ = angle between r and F, the magnitude is τ = r F sin θ. The direction of τ follows the right-hand rule (thumb along τ, fingers from r toward F); the object rotates in that sense. Tangential force (θ = 90°) gives maximum torque; force along r (θ = 0°) gives zero. Angular acceleration α = τ / I.

The angle θ can vary in [−180°, 180°]. Opposite θ (e.g. +90° vs −90°) yields opposite torque and thus opposite rotation. If the object is already spinning, applying force in the same direction as ω accelerates it; applying in the opposite direction decelerates or reverses it. The lever arm r is constrained to the object radius R; when R is changed, r is set equal to R.

In Torque mode, an overlay plots force F, torque τ, and angular speed |ω| vs time. The ω curve is colored by rotation direction (e.g. ω+ vs ω−) so you can see when the object speeds up, slows down, or reverses.

2.0
1.00
I = (1/2) M R²
I = 1.00

 

Usage

Follow these steps to explore the Rotational Motion Lab:

  1. View: Use the View dropdown to switch between Object Inspect and Race. Only one view is shown at a time.
  2. Object Inspect: Choose Shape (solid sphere, hollow sphere, cylinder, hoop, box, cone, octahedron), M and R. The 3D view shows the object and the rotation axis; solid shapes use a striped texture so rotation is visible. Use Iso, Front, Top, Side and Zoom+/Zoom− to change the camera, or drag to orbit. Run/Stop toggles auto-rotation (including in Torque mode); Step Fwd/Step Bwd advance or reverse rotation when stopped. Reset keeps Shape and Mode but restores M, R, force settings, and rotation to defaults. Mode (Standard / Parallel Axis / Torque) adds d and I vs d graph, or F, r, θ and Apply Force. In Torque mode, rR and is set to R when R changes; θ ∈ [−180°, 180°] (default 90°). Hold Apply Force to spin; if Run is stopped, pressing it starts Run first, then applies force.
  3. Race: Set Object A and Object B presets and Ramp °. Run/Stop toggles the race; objects roll without slipping. The run auto-stops when both reach the bottom. When stopped, Step Fwd and Step Bwd advance or reverse by a small timestep. Reset restores initial positions and energy bars. An overlay plots vx, vy vs time for each object; energy bars show Ktrans vs Krot.

Tips: Compare cylinder vs hoop, or box vs octahedron, in the race to see how shape affects acceleration. In Torque mode, use θ = 0° (force toward center) for zero torque and no spin; 90° (tangential) for maximum torque. Use opposite θ to decelerate or reverse an already spinning object. The torque overlay shows |ω| rising when you speed up; colors indicate rotation direction. In Parallel Axis mode, move d and watch the I vs d parabola.

 

Visualizations

  • 3D Object Inspector: Renders the selected shape (solid with striped texture, or wireframe for hollow). A bright axis shows the rotation axis. In Parallel Axis mode, a dashed ghost axis marks the COM; a solid active axis shows the parallel axis. In Torque mode, a force arrow (green when effective, red when nearly radial) shows magnitude, lever arm, and angle. A top-right overlay plots F, τ, and |ω| vs time, with ω colored by rotation direction.
  • Ramp Race: Side-view 2D ramp. Two objects (A cyan, B green) roll down; acceleration a is shown. A top-right overlay plots vx, vy vs time for each. A legend and live bars show Ktrans (cyan) and Krot (green).
  • I vs d graph: Parabola I = Icm + M d² with a moving dot at the current d (Parallel Axis mode).

Controls

  • Shape, M, R: Object type (sphere, cylinder, hoop, box, cone, octahedron), mass (kg), radius (m). Updates I and the 3D view.
  • Ramp °: Ramp angle (degrees) for the race.
  • Mode: Standard / Parallel Axis / Torque.
  • Run / Stop, Step Fwd / Step Bwd, Reset: Run/Stop toggles 3D auto-rotation (also in Torque mode). Step advances or reverses rotation when stopped. Reset (Inspect) keeps Shape and Mode; resets M, R, force, rotation.
  • d (Parallel Axis): Offset of the rotation axis from the COM (m).
  • F, r, θ (Torque): Force (N), lever arm (m) with rR and r = R when R changes, angle [−180°, 180°] (default 90°). Apply Force: hold to spin; starts Run if stopped.
  • View: Object Inspect / Race. Only the selected view is shown.
  • Object A / B, Run / Stop, Step Fwd / Step Bwd, Reset: Race presets and actions (Race view). Reset restores positions and energy bars.