1.4.8 · D3Momentum & Collisions

Worked examples — Coefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)

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This page is the workout gym for the parent note. We already know the formula: Here we hunt down every kind of collision problem the topic can hand you and solve each fully. Before that, we lay out a map so you never meet a situation we didn't drill.


Sign convention (fix this once, for the whole page)

Every velocity below is signed, and we use ONE rule everywhere.


The two master equations (and the closed form)

Every 1-D restitution problem uses exactly two facts:

  • Momentum conservation (one equation): .
  • Restitution law (second equation): .

Two linear equations, two unknowns → there is one canonical closed-form answer. Let us solve the pair once, in general, so every worked example below is just this formula with numbers.

Every worked example either plugs into this closed form or inverts it (solving for ).


The scenario matrix — and why it is exhaustive

Any collision is fixed by four ingredients: the two initial velocities (their signs and order), the value of (from to ), and whether one mass is finite or infinite (a wall). Every possibility falls into one of the branches below — this is a genuine case split, not a wishlist.

Cell Case class What is special Example
A Same-direction chase ( both , ) both velocities positive Ex 1
B Head-on, opposite signs (, ) one velocity negative → approach speed adds Ex 2
C elastic limit KE also conserved; velocities swap for equal mass Ex 3
D perfectly inelastic bodies stick, one common velocity Ex 4
E Find from data (inverse problem) solve for , not for 's Ex 5
F Fixed wall / infinite mass , ball just reverses Ex 6
G Bouncing ball, height & multiple bounces , needs ; Ex 7
H Degenerate: equal initial speeds () approach , no collision — formula breaks Ex 8
I Real-world word problem (2-D bounce off ground) vertical component obeys , horizontal untouched Ex 9
J Exam twist: back-solve from KE loss uses Ex 10

Prerequisites you may want open: Conservation of Linear Momentum, Elastic Collisions, Perfectly Inelastic Collisions, Kinetic Energy Loss in Collisions, Projectile Motion.


Cell A — same-direction chase


Cell B — head-on collision (opposite signs)


Cell C — the elastic limit


Cell D — perfectly inelastic


Cell E — inverse problem, find


Cell F — ball off a fixed wall


Cell G — bouncing ball, heights and repeated bounces

Here geometry matters, so we draw it. In the figure below, the horizontal axis is the ball's position as it hops rightward and the vertical axis is its height in metres. The ball is dropped straight down on the left (dotted white line from height ), and each successive bounce arc rises to a colour-coded peak — blue for peak 1, yellow for peak 2, pink for peak 3. The dashed guide lines on the left mark those peak heights. The whole point of the figure: each peak sits at exactly times the height of the peak before it, so the peaks march downward by a fixed multiplying factor.

Figure — Coefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)

Cell H — the degenerate case (no collision)


Cell I — real-world 2-D bounce

We now draw the velocity arrows before and after the bounce. The figure uses the 2-D sign convention from the top of the page ( right, up). The blue arrow is the incoming velocity (pointing down-right, into the floor); the pink arrow is the outgoing velocity (up-right); the yellow horizontal arrow is the shared horizontal part, which does not change; the dashed white vertical arrow is the outgoing vertical part; the pink arc marks the rebound angle . Watch the yellow horizontal arrow stay full-length while the vertical part shrinks.

Figure — Coefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)

Cell J — exam twist: back-solve from KE loss


Active recall

Recall Which cell is this?

A ball is thrown at a wall and comes straight back slower — which cell, and what's special? ::: Cell F: fixed wall, , so rebound speed ÷ impact speed and the velocity sign flips.

Recall Sign trap

Two balls approach head-on at and m/s. What is the approach speed? ::: m/s — subtracting the negative adds the speeds.

Recall Why the square root for heights?

A ball drops from and rebounds to . Why is and not ? ::: Because is a ratio of speeds and , so ; undo the square with a root.

Recall The degenerate input

When does the restitution formula become undefined, and what does it mean? ::: When approach speed (equal velocities) — division by zero. It means no collision happens.

Recall The closed form

Write in terms of . ::: .


Connections


General final velocity
General final velocity
Approach speed for head-on balls at and m/s
m/s
Fixed-wall restitution
rebound speed ÷ impact speed, with velocity sign reversed
When is the formula undefined?
When approach speed (equal velocities, no collision)
Height after bounces
2-D floor bounce: which component obeys ?
Only the vertical (perpendicular) component; horizontal is unchanged
Equal-mass, target-at-rest KE loss fraction
Perfectly inelastic () KE loss fraction