Logo

MonoCalc

/

Elastic Collision Calculator

Physics
Must be greater than zero
Negative means motion in the −x direction
Must be greater than zero
Use 0 for a stationary target
Optional — turns the impulse into an average force
Optional — back-computes the real restitution
Final velocity of body 1 (v₁)
-2.2 m/s
Direction reversed
Final velocity of body 2 (v₂)
3.8 m/s
Direction reversed

Before and after

Collision diagram showing both bodies and their velocity vectors before and after impactBeforeAfterm₁m₂m₁m₂centre of mass

Circle areas follow the cube root of the mass; arrow lengths follow the speed, and the arrow direction follows the sign.

Conservation check

QuantityBeforeAfter
Total momentum7 kg·m/s7 kg·m/s
Kinetic energy26.5 J26.5 J
Body 1 kinetic energy25 J4.84 J
Body 2 kinetic energy1.5 J21.66 J
Momentum conservedKinetic energy conserved

Derived quantities

Centre-of-mass velocity (v_cm)1.4 m/s
Reduced mass (μ)1.2 kg
Approach speed (u₁ − u₂)6 m/s
Separation speed (v₂ − v₁)6 m/s
Coefficient of restitution1
Impulse on body 214.4 kg·m/s
Impulse on body 1-14.4 kg·m/s
Energy ending up in body 281.74%
Mass ratio (m₂/m₁)1.5

Centre-of-mass frame

In the zero-momentum frame an elastic collision simply turns each body around at unchanged speed.

BodyBefore (CM frame)After (CM frame)
Body 13.6 m/s-3.6 m/s
Body 2-2.4 m/s2.4 m/s
Total momentum8.882e-16 kg·m/s-8.882e-16 kg·m/s

Restitution sweep

ev₁v₂KE lostMomentum
1.0-2.2 m/s3.8 m/s3.553e-15 J7 kg·m/s
0.9-1.84 m/s3.56 m/s4.104 J7 kg·m/s
0.8-1.48 m/s3.32 m/s7.776 J7 kg·m/s
0.7-1.12 m/s3.08 m/s11.016 J7 kg·m/s
0.6-0.76 m/s2.84 m/s13.824 J7 kg·m/s
0.5-0.4 m/s2.6 m/s16.2 J7 kg·m/s
0.4-0.04 m/s2.36 m/s18.144 J7 kg·m/s
0.30.32 m/s2.12 m/s19.656 J7 kg·m/s
0.20.68 m/s1.88 m/s20.736 J7 kg·m/s
0.11.04 m/s1.64 m/s21.384 J7 kg·m/s
0.01.4 m/s1.4 m/s21.6 J7 kg·m/s

About This Tool

Elastic Collision Calculator – Final Velocities and Conservation

An elastic collision is the idealised impact in which both momentum and kinetic energy are conserved. It is the first collision every mechanics course meets, and the one that hides the most algebra: momentum conservation alone gives m₁u₁ + m₂u₂ = m₁v₁ + m₂v₂, one equation with two unknowns. The second equation — energy conservation — is quadratic, and solving the pair by hand is where the arithmetic usually goes wrong. This elastic collision calculator does that algebra exactly and shows the conservation bookkeeping that proves the answer is self-consistent.

The Formulas Behind the Calculator

Instead of solving the quadratic directly, the tool uses the linear pair that is equivalent to it: momentum conservation plus the coefficient of restitution e = (v₂ − v₁)/(u₁ − u₂). Solving them together gives closed forms that cover every case at once:

v₁ = [ m₁u₁ + m₂u₂ + m₂·e·(u₂ − u₁) ] / (m₁ + m₂)
v₂ = [ m₁u₁ + m₂u₂ + m₁·e·(u₁ − u₂) ] / (m₁ + m₂)

m₁, m₂  masses (kg)
u₁, u₂  velocities before impact (m/s, signed)
e       coefficient of restitution (1 = perfectly elastic)

Setting e = 1 reproduces the familiar elastic results v₁ = ((m₁−m₂)u₁ + 2m₂u₂)/(m₁+m₂). Setting e = 0 collapses both bodies onto the centre-of-mass velocity, the perfectly inelastic case. Everything between the two is a real-world partially elastic bounce, which is why the calculator exposes e as a slider rather than burying it.

What an Elastic Collision Really Does

The cleanest statement of elasticity is that it reverses the relative velocity: v₂ − v₁ = u₁ − u₂. The speed of separation equals the speed of approach. Three familiar results follow immediately:

  • Equal masses exchange velocities.A cue ball hitting a stationary object ball stops dead and hands over its full speed — the stop shot, and the reason only the end sphere of a Newton's cradle swings out.
  • Light off heavy bounces back. A ball striking a much heavier stationary body rebounds at nearly its incoming speed and transfers almost no energy. In the limit of an infinite target mass this becomes the wall bounce, v₁ = −u₁.
  • Heavy through light barely slows. The lighter target is kicked away at up to twice the incoming speed while the heavy body continues almost unchanged.

Energy Transfer and the Mass Ratio

For a stationary target the share of kinetic energy handed over is 4m₁m₂/(m₁+m₂)². That curve peaks at 100% when the masses are equal and falls away symmetrically in the logarithm of the mass ratio. It is the reason nuclear reactors use hydrogen or deuterium rather than lead to slow neutrons: a neutron loses almost all its energy in a single hit on a proton of nearly identical mass, about 28% per collision on carbon, and under 2% on lead.

Oblique Collisions and the 90-Degree Rule

Real balls rarely meet dead centre. In the 2-D mode the tool resolves each velocity into a component along the line of centres and one perpendicular to it. Only the normal components collide; the tangential components pass through untouched. For two equal masses with one initially at rest, energy conservation then forces the outgoing paths to be exactly 90° apart — the signature every pool player relies on without knowing the algebra.

The Centre-of-Mass Frame

Viewed from the frame moving at v_cm = (m₁u₁ + m₂u₂)/(m₁ + m₂), the total momentum is zero before and after. Each body simply turns around with its speed unchanged. Because the collision cannot alter v_cm, this frame is usually the fastest route through an exam question, and the calculator reports every quantity in it alongside the lab-frame answer.

No real collision is perfectly elastic
Sound, heat and permanent deformation always take a share of the energy. Hardened steel bearings and billiard balls reach roughly e = 0.90–0.95; a tennis ball on concrete is nearer 0.75, and a lump of clay is close to 0. Enter a measured final velocity and the tool back-computes the real restitution for your setup.

Reading the Results

Alongside the two final velocities the calculator reports the total momentum and kinetic energy before and after, the reduced mass μ = m₁m₂/(m₁+m₂), the approach and separation speeds, the impulse exchanged, and — when a contact duration is supplied — the average contact force F = J/Δt. The kinetic energy lost follows ΔKE = ½·μ·(1 − e²)·(u₁ − u₂)², which is identically zero for a perfectly elastic collision and maximal for a perfectly inelastic one.

All inputs are converted to SI before the solve and formatted back into your chosen units afterwards, so mixing pounds with miles per hour is safe. Because the formulas are classical, the tool warns as soon as any speed passes 1% of the speed of light and refuses results at or above c.

Frequently Asked Questions

Is the Elastic Collision Calculator free?

Yes, Elastic Collision Calculator is totally free :)

Can I use the Elastic Collision Calculator offline?

Yes, you can install the webapp as PWA.

Is it safe to use Elastic Collision Calculator?

Yes, any data related to Elastic Collision Calculator only stored in your browser (if storage required). You can simply clear browser cache to clear all the stored data. We do not store any data on server.

How does the Elastic Collision Calculator work?

It solves conservation of momentum together with the restitution relation e = (v₂ − v₁)/(u₁ − u₂), which for a perfectly elastic collision means e = 1. That pair of equations has a closed-form solution, so the tool returns both final velocities exactly — no iteration — and then reports the momentum and kinetic-energy totals before and after so you can see that both are conserved.

Why do equal masses simply exchange velocities?

With m₁ = m₂ and e = 1 the closed forms collapse to v₁ = u₂ and v₂ = u₁. That is why a cue ball striking a stationary object ball stops dead and hands over its full speed, and why only the end sphere moves in a Newton's cradle.

What does the coefficient of restitution slider do?

It moves the collision continuously between the two limiting cases. At e = 1 no kinetic energy is lost; at e = 0 the bodies move off together at the centre-of-mass velocity and the loss ½·μ·(u₁ − u₂)² is maximal. Momentum is conserved at every value of e, which the results table shows explicitly.

Why do the two balls fly apart at 90 degrees in the 2-D mode?

For equal masses with one body initially at rest, energy conservation forces the two outgoing velocity vectors to be perpendicular. The tool computes the oblique case by splitting each velocity along and across the line of centres, so the 90° result appears automatically whenever the masses match.

How accurate are the results for a real collision?

The algebra is exact, but no macroscopic collision is perfectly elastic — some energy always goes into sound, heat and permanent deformation. Steel bearings and billiard balls reach roughly e = 0.90–0.95, so enter a measured final velocity in the restitution check to see the real value for your setup.

Can I use this for relativistic speeds?

No. The formulas are classical, so the tool warns as soon as any speed passes 1% of the speed of light and refuses results at or above c. Below that threshold the classical answers agree with relativity to well within normal experimental precision.