How to use (3 steps)
- Pick a collision type: elastic (e = 1), perfectly inelastic (stick together), or inelastic with your own e.
- Enter masses and initial velocities u₁ and u₂. Use negative values to show the opposite direction on the 1D line.
- Press Compute to get v₁, v₂, momentum and energy before/after, then copy the URL to share the setup.
Default example: m₁ = 1 kg, u₁ = 3 m/s, m₂ = 2 kg, u₂ = 0 m/s, elastic. It auto-computes on load so you can see the result instantly.
Inputs
Use kg and m/s. This calculator keeps the sign of each velocity; rightward is positive by convention.
Results
How it is calculated
FAQ
What is the difference between elastic and inelastic collisions?
Elastic collisions conserve both momentum and kinetic energy (e = 1). Inelastic collisions conserve momentum but lose some kinetic energy. In a perfectly inelastic collision the objects stick together and move with one final speed.
Can I enter negative speeds?
Yes. Set rightward as positive on the 1D line. A negative value means the object travels to the left, and the calculator keeps that sign when summing momentum.
What does the coefficient of restitution e mean?
It is the ratio of relative speed after impact to relative speed before impact. e = 1 is perfectly elastic, e = 0 is perfectly inelastic, and values between 0 and 1 describe partially elastic collisions.
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