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Physics: 1D Restitution Collision Calculator

Calculate final velocities, momentum conservation, and kinetic energy loss in 1-dimensional head-on collisions using the coefficient of restitution.

Deconstruct head-on Newtonian kinetic impacts by calculating post-crash fragment velocity vectors based on the structural bouncy profile (Restitution).

Target Entity 1

kg
m/s

Target Entity 2

kg
m/s
Ratio

Mathematically clamped rigidly between 0.0 and 1.0 domains.

Post-Collision Matrix

Final Vel 1

-1.86
m/s

Final Vel 2

6.14
m/s
System Energy Diagnosis
Kinetic Initiated:31.8 Joules
Kinetic Bleed/Loss:--0.0 Joules (-0.0%)
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Quick Answer: How do you calculate final velocity after a collision?

To calculate final collision velocities, you must know the Mass and Initial Velocity of both objects, plus their Coefficient of Restitution (e). The mathematical engine fuses Newton's Conservation of Momentum (Total Initial p = Total Final p) with kinematic restitution bounds to isolate the exact final vector velocity of both physical fragments. If the objects stick together completely (e = 0), they simply merge their momentums and share a single uniformly decayed velocity trajectory.

Collision Type Parameter Matrix

A standard reference for recognizing the structural damage limitations defined by Restitution (e).

Collision Type Restitution (e) Momentum Kinetic Energy Real World Limit
Perfectly Elastice = 1.0100% Conserved100% ConservedSubatomic particles, Ideal Billiards
Partially Elastic0.0 < e < 1.0100% ConservedLost to Heat/SoundBasketballs, Tennis Balls (e ≈ 0.75)
Perfectly Inelastice = 0.0100% ConservedMaximum BleedWet Clay, Auto Crashes (Objects fuse)
Super-Elastic / Explosivee > 1.0ViolatedViolated (Created)Explosive Detonations (Requires added chemical energy)

Pro Tips & Common Calculation Mistakes

Do This

  • Strictly enforce directional vector signs (+/-). Velocity is a vector—it fundamentally posesses an absolute direction. If two objects are crashing head-on, their velocity inputs MUST have opposite signs (e.g., Object 1 is +5 m/s, Object 2 is -3 m/s). Inputting both as positive mathematically simulates Object 1 chasing Object 2 from behind.
  • Verify the system momentum checksum. No matter how complex the inelastic crash damage is, the `Total Momentum Before` must perfectly, to the exact decimal, match the `Total Momentum After`. If these values drift, you have suffered a mathematical sign error inside the Restitution division.

Avoid This

  • Don't confuse Momentum with Kinetic Energy. They scale differently. Momentum scales linearly ($p = mv$), but Kinetic Energy scales quadratically ($KE = 0.5 \cdot m \cdot v^2$). Therefore, doubling the speed of an incoming car only doubles its momentum push, but completely quadruples its explosive destructive kinetic energy.
  • Don't pass negative Restitution bounds. The Coefficient of Restitution cannot physically pierce below exactly 0.0 or above exactly 1.0 (unless executing a controlled explosive blast). An input of e = 1.5 implies the collision spontaneously magically created kinetic energy out of nowhere, severely violating Newtonian bounds.

Frequently Asked Questions

What does it mean if a Post-Collision Velocity is negative?

Because velocity is tracked as a physical vector, the positive/negative sign strictly defines global direction. If Object 1 initially travels Right at +5 m/s, and its final calculated velocity is -2 m/s, it was physically overpowered by the crash and is now violently travelling backward to the Left. The negative sign is a crucial architectural output, not a math error.

Where does the lost Kinetic Energy go in an Inelastic (e = 0) collision?

The First Law of Thermodynamics mandates that energy cannot be utterly destroyed. In highly inelastic crashes (like car wrecks or dropping raw dough), the massive volume of "lost" kinetic energy is simply converted. It bleeds away structurally—tearing metal, shattering molecular bonds, emitting deafening soundwaves, and violently raising the localized ambient temperature (heat friction).

Why don't we need to know the time duration of the crash?

Basic collision algorithms map identical "Before" and "After" momentum snapshots, deliberately bypassing the chaotic micro-seconds of the active impact. Unless you explicitly physically need to calculate the exact Force generated (Impulse = Force × Time), the strict conservation laws allow you to predict the outcome vectors without knowing if the crash took 0.001 seconds (hard steel) or 2.0 seconds (crumple zones).

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