Drag the canvas to launch a ball and observe realistic projectile motion with gravity and air resistance. Save trajectories for comparison, step frame-by-frame, and adjust speed or pause for detailed analysis.
$$v_y' = -e\,v_y \quad (\text{at floor impact})$$
Definition of the coefficient of restitution e. e=1: perfectly elastic collision, e=0: perfectly inelastic collision
$$h_n = h_0 \cdot e^{2n}$$
Bounce height on the n-th bounce. h_0: initial height [m]. At e=0.8, it decays to about 11% of h_0 after 10 bounces
$$KE = \frac{1}{2}mv^2, \quad PE = mgh$$
Kinetic energy and potential energy [J]. m: mass [kg], v: speed [m/s], g: gravitational acceleration [m/s²]
Coefficient of restitution e is the ratio of separation speed to approach speed before and after collision. In a perfectly elastic collision (e=1), energy is fully conserved and the ball bounces back to the same height forever. Real balls have e<1, so energy is lost to heat, sound, and deformation with each collision.
Bounce height decay: The bounce height after n bounces from initial height h₀ is h₀ × e²ⁿ. For e=0.75, after 5 bounces it is about 24% of h₀, and after 10 bounces about 5.6%.
Floor friction μ attenuates horizontal velocity vₓ by a factor of (1-μ) on each bounce. Move the slider to experience the difference between a slippery floor and a rough floor.
Ball-to-ball collisions use equal-mass elastic collision equations. The coefficient of restitution e applies to both wall and ball-ball collisions.