Further Mechanics: 2D Collisions

Further Mechanics: 2D Collisions

Principles of 2D Collisions

  • Momentum is conserved in collisions, which remains true even in a two-dimensional (2D) context.
  • To deal with a 2D problem, split it into two independent one-dimensional problems along perpendicular axes.

Types of Collisions

  • 2D collisions can be either elastic or inelastic, like their 1D counterparts.
  • In an elastic collision, both momentum and kinetic energy are conserved.
  • In an inelastic collision, only momentum is conserved. The kinetic energy is not conserved due to factors such as heat, sound, or deformation.

Collision Calculations

  • When calculating 2D collisions, handle the x-direction and the y-direction separately.
  • Make use of the principle of conservation of momentum, where the total momentum before the collision is equal to the total momentum after the collision.
  • In an elastic collision, use the principle of conservation of kinetic energy along with the conservation of momentum to solve.

Problem Solving Techniques

  • Always draw a diagram to visualise the collision, indicating the velocities and directions before and after the collision.
  • Identify and define a coordinate system. This will help break down velocities into components.
  • Break down the initial and final velocities of the objects into their horizontal and vertical components.
  • Apply the conservation laws independently for the x and y-directions. Cross-check the calculations for any discrepancies.

Coefficient of Restitution

  • The coefficient of restitution in a collision is the ratio of speeds after and before an impact, along the line of the impact.
  • In 2D collision, the coefficient of restitution ‘e’ can be defined using the relative velocity of approach and separation along the line of impact. The formula is given as: e = (Relative Velocity after collision) / (Relative Velocity before collision).
  • For a perfectly elastic collision, the coefficient of restitution is 1, while for a perfectly inelastic collision it is 0. For most real-life scenarios the coefficient falls between these two values.