Restitution: $e = \frac{v_2'-v_1'}{v_1-v_2}$
Real-time animation of elastic and inelastic collisions in 1D and 2D. Adjust coefficient of restitution to experience momentum conservation and energy loss. Visualize impulse with force-time graphs.
Restitution: $e = \frac{v_2'-v_1'}{v_1-v_2}$
The fundamental principle governing all collisions is the Conservation of Linear Momentum. For a system with no external forces, the total momentum before the collision equals the total momentum after.
$$m_1 \vec{v}_1 + m_2 \vec{v}_2 = m_1 \vec{v}_1' + m_2 \vec{v}_2'$$Here, $m_1, m_2$ are the masses, $\vec{v}_1, \vec{v}_2$ are the initial velocities, and $\vec{v}_1', \vec{v}_2'$ are the final velocities after the collision. This equation always holds true for the collision itself.
The Impulse-Momentum Theorem connects the force during the collision to the change in motion of an object. The impulse applied to an object causes its momentum to change.
$$\vec{J}= \Delta \vec{p}= m \Delta \vec{v}= \vec{F}_{avg}\cdot \Delta t$$$\vec{J}$ is the impulse vector, $\Delta \vec{p}$ is the change in momentum, and $\vec{F}_{avg}$ is the average force over the collision duration $\Delta t$. This shows that for a given change in momentum, a longer collision time results in a smaller, safer average force.
The nature of the collision is defined by the Coefficient of Restitution (e): $e = -\frac{v_2' - v_1'}{v_2 - v_1}$. It ranges from 0 (perfectly inelastic, stick together) to 1 (perfectly elastic, kinetic energy conserved).
Automotive Crash Safety & Crumple Zones: This is a direct application of the impulse-momentum theorem. Cars are designed with front and rear sections that crumple in a controlled way. This increases the collision time (Δt) during a crash, which dramatically reduces the average force (F_avg) on the passenger compartment for the same impulse, saving lives. CAE software like LS-DYNA is used to simulate and optimize these crumple zones.
Sports Equipment Design: The padding in helmets (for football, cycling) or the strings in a tennis racket are designed to increase the time over which an impact occurs. When a ball hits a racket or a head hits the ground, the longer Δt means a lower peak force is transmitted to the player's hand or skull, preventing injury.
Ballistics & Impact Testing: Engineers use these principles to design armor and test materials. By analyzing the momentum change and restitution of a projectile hitting a plate, they can calculate the average impact force and determine if the material will fail. This is critical for military, aerospace, and protective gear.
Particle Physics & Astrophysics: At both the smallest and largest scales, collision laws apply. In particle accelerators, scientists analyze collisions to discover new particles, conserving momentum in their calculations. In astrophysics, the equations govern everything from the formation of planets (accretion) to the colossal collisions of galaxies.
There are a few key points you should be especially mindful of when starting to use this simulator. First is that the coefficient of restitution e is not determined solely by material. It's common to memorize things like "steel has e=0.9, clay has e=0," but in reality, it changes significantly with impact velocity and object shape. For example, even the same steel ball will see a decrease in 'e' due to localized plastic deformation if it collides at ultra-high speeds. While the simulator lets you set it as a single parameter, keep in mind that real-world CAE uses much more complex models.
The second point is not to confuse "conservation of momentum" with "balance of forces". At the instant of collision, the two objects exert equal and opposite forces on each other according to Newton's third law. However, this equality refers to the "force," not the "change in momentum," which differs if the masses are different. When a heavy ball (m1=10kg) collides with a light ball (m2=1kg), the lighter one changes its velocity much more dramatically, right? The change in momentum (impulse) is equal for both, but the change in velocity is inversely proportional to the mass.
Finally, a common pitfall in the simulator settings is the realism of initial conditions. For instance, setting an extremely large mass (1000kg) and a high velocity (100m/s) might work mathematically, but in reality, it would generate tremendous energy, shattering the objects. Since the goal here is to understand the principles, the trick to correctly grasping the phenomena is to experiment within a realistic range, like ball masses of 1–10 kg and velocities of a few meters per second.
Steel ball (m1 = 2 kg) moving at v1 = 8 m/s collides head-on with stationary aluminum ball (m2 = 3 kg, v2 = 0 m/s). Before collision: p_total = 16 kg·m/s, KE_total = 64 J. Setting e = 0.6 (partially elastic) yields final velocities v1' = 1.2 m/s and v2' = 4.8 m/s. Momentum is conserved: p_total remains 16 kg·m/s. Energy loss = 19.2 J reflects inelastic deformation. Impulse on m2 = 14.4 N·s.