Classical Mechanics
Elastic vs Inelastic Collisions
Both conserve momentum, but only elastic collisions also conserve kinetic energy
Collisions come in two main types — elastic (kinetic energy is conserved) and inelastic (KE is not, some lost to heat/sound/deformation). Both ALWAYS conserve momentum (from Newton's third law). Perfectly inelastic collisions are when objects stick together, maximally losing KE. Critical for understanding everything from billiard balls (≈ elastic) to car crashes (mostly inelastic) to particle physics (elastic at short range).
- Both conserveTotal linear momentum (always)
- ElasticTotal kinetic energy conserved too
- InelasticKE not conserved (some lost)
- Perfectly inelasticObjects stick together (max KE loss)
- Coefficient of restitutione = (v_apart_after) / (v_apart_before); 0 ≤ e ≤ 1
- Real collisionsAlmost always somewhere in between
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Conservation laws
For an isolated system (no external forces during collision):
- Momentum is ALWAYS conserved — total p before = total p after. This holds regardless of collision type. Comes from Newton's third law (internal forces cancel).
- Kinetic energy may or may not be conserved — depends on collision type.
Types of collisions
| Type | Momentum | KE | e (coefficient of restitution) | Examples |
|---|---|---|---|---|
| Elastic | Conserved | Conserved | e = 1 | Atomic, hard-sphere, idealized billiards |
| Inelastic | Conserved | NOT conserved (some lost) | 0 < e < 1 | Most real collisions |
| Perfectly inelastic | Conserved | NOT conserved (max lost) | e = 0 | Clay balls stick, train coupling, dart-board |
| Explosive (super-elastic) | Conserved | Increases (chemical/nuclear E added) | e > 1 | Bullet from gun, fireworks, fission |
Elastic 1D collisions
Conserve both momentum AND kinetic energy:
m₁v₁ + m₂v₂ = m₁v₁' + m₂v₂'
½m₁v₁² + ½m₂v₂² = ½m₁v₁'² + ½m₂v₂'²
Solving the system:
v₁' = ((m₁ - m₂)·v₁ + 2·m₂·v₂) / (m₁ + m₂)
v₂' = ((m₂ - m₁)·v₂ + 2·m₁·v₁) / (m₁ + m₂)
| Special case | Result |
|---|---|
| Equal mass, one at rest (m₂ at rest) | v₁' = 0, v₂' = v₁ (velocities swap) |
| Heavy hits light (m₁ ≫ m₂, m₂ at rest) | v₁' ≈ v₁, v₂' ≈ 2v₁ (light one bounces away fast) |
| Light hits heavy (m₁ ≪ m₂, m₂ at rest) | v₁' ≈ -v₁, v₂' ≈ 0 (light one rebounds) |
| Equal masses, opposite velocities | v₁' = -v₁, v₂' = -v₂ (each reflects) |
Perfectly inelastic collision
Objects stick together after collision. Use momentum conservation:
m₁v₁ + m₂v₂ = (m₁ + m₂)·v_f
v_f = (m₁v₁ + m₂v₂) / (m₁ + m₂)
Energy lost:
ΔKE = (½m₁v₁² + ½m₂v₂²) - ½(m₁ + m₂)·v_f²
This is the maximum possible KE loss (consistent with momentum conservation).
Coefficient of restitution
For 1D collisions, define:
e = (v₂' - v₁') / (v₁ - v₂)
i.e., the ratio of relative velocity after to relative velocity before.
| e | Behavior | Examples |
|---|---|---|
| e = 1 | Elastic — full bounce | Idealized billiards, atoms |
| e = 0.95 | Nearly elastic | Real billiard balls, super balls |
| e = 0.75 | Bouncy | Basketball, soccer ball |
| e = 0.5 | Modest bounce | Baseball off bat, tennis ball |
| e = 0.2 | Mostly inelastic | Glass marble on wood |
| e = 0 | Perfectly inelastic | Clay balls, dart sticking |
JavaScript — collision calculations
// Elastic 1D collision
function elastic1D(m1, v1, m2, v2) {
const total_mass = m1 + m2;
return [
((m1 - m2) * v1 + 2 * m2 * v2) / total_mass,
((m2 - m1) * v2 + 2 * m1 * v1) / total_mass
];
}
// Perfectly inelastic 1D
function inelastic1D(m1, v1, m2, v2) {
const v_final = (m1 * v1 + m2 * v2) / (m1 + m2);
const KE_initial = 0.5 * m1 * v1 * v1 + 0.5 * m2 * v2 * v2;
const KE_final = 0.5 * (m1 + m2) * v_final * v_final;
return { v_final, KE_lost: KE_initial - KE_final };
}
// Partial inelastic with restitution e
function partialInelastic(m1, v1, m2, v2, e) {
// Use momentum conservation + e = (v2'-v1')/(v1-v2)
const v_rel_initial = v1 - v2;
const v_com = (m1 * v1 + m2 * v2) / (m1 + m2); // CoM velocity
// In COM frame, v_rel transforms to e*v_rel after
const v1_prime = v_com - (m2 / (m1 + m2)) * e * v_rel_initial;
const v2_prime = v_com + (m1 / (m1 + m2)) * e * v_rel_initial;
return [v1_prime, v2_prime];
}
// Test
console.log('Elastic, equal masses, one at rest:');
console.log(elastic1D(1, 5, 1, 0)); // [0, 5] — velocities swap
console.log('Heavy hits light:');
console.log(elastic1D(10, 5, 1, 0)); // [4.09, 9.09] — light one shoots out
console.log('Inelastic clay collision:');
console.log(inelastic1D(1, 5, 1, -3)); // KE lost is significant
console.log('Partial bounce, e=0.5:');
console.log(partialInelastic(1, 5, 1, 0, 0.5)); // intermediate result
// Verify momentum conservation
function checkMomentum(m1, v1_init, m2, v2_init, v1_final, v2_final) {
const p_init = m1 * v1_init + m2 * v2_init;
const p_final = m1 * v1_final + m2 * v2_final;
return { initial: p_init, final: p_final, conserved: Math.abs(p_init - p_final) < 1e-9 };
}
const [v1_p, v2_p] = elastic1D(2, 3, 5, -1);
console.log(checkMomentum(2, 3, 5, -1, v1_p, v2_p));
Where collision physics shows up
- Sports. Bat-ball impact, baseball/tennis/ping-pong physics, billiards, hockey collisions, football tackles. Coefficient of restitution determines bat performance.
- Auto safety. Crash analysis — kinetic energy must be absorbed. Crumple zones convert KE to deformation energy, reducing peak forces on passengers.
- Particle physics. All experiments are collisions — elastic scattering at low energies, inelastic at high (creating new particles). Detectors measure momentum and energy of products.
- Astronomy. Asteroid impacts, planetary formation, ring system collisions. Most planetary impacts are inelastic (heat, melting).
- Engineering. Hammers (elastic for max force on nail), pile drivers, presses (controlled inelastic for stamping), shock absorbers.
- Material science. Drop tests, impact tolerance, ballistic protection. Bulletproof vests use inelastic collision physics.
- Robotics. Walking robots, soccer-playing robots — collisions with ground and ball must be modeled.
Common mistakes
- Confusing momentum and KE conservation. Momentum ALWAYS conserved (in isolated systems). KE only sometimes (elastic). Don't conflate.
- Forgetting "isolated" requirement. If external forces act DURING the brief collision, momentum changes. For very short impacts, internal forces dominate, so external is usually ignorable.
- Misusing inelastic collision formulas. Elastic — 2 equations (p, KE), 2 unknowns. Perfectly inelastic — 1 equation (p), 1 unknown (since they stick). Partial — needs e to solve.
- Treating real collisions as elastic. Most real macroscopic collisions are inelastic to some degree. Sound and heat losses are usually small but nonzero.
- Ignoring 2D/3D nature. A glancing billiard collision is 2D — momentum conserved in both x AND y. Final speeds depend on impact angle.
- Treating e as material property only. Coefficient of restitution depends on BOTH materials, impact velocity, and even temperature. Tabulated values are approximate.
Frequently asked questions
Why is momentum always conserved but not always KE?
Momentum conservation comes from Newton's 3rd law — internal forces in collisions are equal-opposite pairs, so they don't change total momentum. KE depends on motion, and during collisions, some KE can convert to other forms (heat from deformation, sound, internal vibrations). Energy is conserved overall (TOTAL energy = KE + heat + sound + deformation), but mechanical KE alone may not be.
Why are billiard balls "approximately elastic"?
Ivory or plastic balls are very rigid — minimal deformation during impact. Energy goes into momentum exchange, not heat. But it's not perfectly elastic (some sound, slight heat from rolling friction). Coefficient of restitution e ≈ 0.95 for billiards. Truly elastic collisions only happen at atomic scales (rigid hard-sphere model) or in idealizations.
How does the coefficient of restitution work?
e = (relative velocity after) / (relative velocity before). e = 1 → elastic; e = 0 → perfectly inelastic. e between 0 and 1 → partially inelastic. Examples: superball ~0.9, basketball ~0.75, baseball off bat ~0.5, soft clay ball 0. Real collisions specify e from experiment.
What's the perfectly inelastic case?
When two objects stick together after collision (e = 0). KE lost is maximum. Final velocity (1D) — v_final = (m₁v₁ + m₂v₂) / (m₁ + m₂) — just momentum conservation. Examples: clay balls colliding, train coupling, dart sticking in board, two atoms forming a molecule.
How do you compute outcomes in elastic 1D collisions?
Conserve both momentum AND KE. For 1D collision m₁ + m₂: v₁' = ((m₁ - m₂)v₁ + 2m₂v₂)/(m₁ + m₂), v₂' = ((m₂ - m₁)v₂ + 2m₁v₁)/(m₁ + m₂). Special case — equal masses, one initially at rest: they swap velocities. Massive object hits stationary light one: light one rebounds at ~2v.
What about 2D and 3D collisions?
Same momentum conservation in each component (px, py, pz separately conserved). KE is scalar; either conserved or not. For 2D, you have 4 unknowns (final velocities x,y for each ball) but only 3 equations (px, py, KE). Need one more — usually impact angle or scattering angle. Particle physics experiments measure these to characterize interactions.
Where does the lost KE go in inelastic collisions?
Into heat (most), sound, permanent deformation, internal vibrations, sometimes light. A car crash converts ~50%+ of KE into heat from crumpling metal, plastic deformation, and sound. Bullet hitting steel: ~50% heat, 30% deformation, 20% bullet fragmentation.