Approach speed along the normal, and the impulse
At contact, the normal points from the target's center toward the incoming disk. Disks that are moving apart or only just touching receive no impulse.
M033 · Scattering / vector momentum
What sets the scattering angle in a two-dimensional collision? The direction of the contact normal, set by how far off-center the hit is, and the restitution coefficient. The impulse acts only along the normal: restitution sets the relative velocity along it after impact, and without friction the relative velocity along the contact surface stays the same.
Aim a disk at a stationary target on an air table, drag the impact parameter, and turn the three-dimensional view to watch from any side. Follow the contact normal, the recoil and the outgoing tracks, and see the outgoing momentum vectors add up to the incoming one. Fitting the camera tracks recovers the normal restitution. A stopped disk, a grazing touch and a clean miss each limit the measurement in a different way.
Physics tutorial
BackgroundWhen two smooth disks touch, the impulse acts along the line joining their centers. Momentum is a vector, so the recoil must conserve momentum in both directions at once.
Why it mattersOpenStax University Physics section 9.5 covers collisions in more than one dimension. On the air table you can see the normal impulse and compare velocities fitted from the camera with the exact contact solution.
Start with the essentials
At contact, the normal points from the target's center toward the incoming disk. Disks that are moving apart or only just touching receive no impulse.
Equal and opposite impulses conserve both momentum components.
Zero restitution removes only the relative motion along the normal; it does not make the disks stick.
The disks move in straight lines, so the first root of the contact equation gives the contact time. An offset larger than the sum of the radii misses; an exactly tangent touch has no normal impulse.
Typical misconceptionWith zero restitution, disks in a glancing hit must stick together.
Better mental modelWith a nonzero offset, the relative velocity along the tangent does not change, so the disks still separate.
Typical misconceptionA disk that stops has a scattering angle of zero.
Better mental modelIn a head-on elastic hit between equal masses, the incoming disk stops. A zero velocity has no direction, so the Lab reports the disk as stopped.
Typical misconceptionWhenever the disks visibly touch, their velocities change.
Better mental modelAt an exactly tangent touch, the disks have no approach speed along the normal, so no momentum is transferred.
Step through Just before impact, At impact and Just after impact, rotate the view, then switch to Conservation ledger.
What to observe: Positions change smoothly, but the velocities jump. The violet arrows show impulses already delivered at impact, not forces acting throughout the playback.Set unequal masses and watch the teal center-of-mass marker as you drag through the record.
What to observe: Its velocity stays constant even when the disks' velocities change. The momentum and energy totals cover only the time up to the cursor.Choose Glancing elastic impact and press Record collision.
What to observe: The two outgoing momentum arrows add to the original incident arrow.Drag the blue launch marker through positive and negative offsets.
What to observe: When the offset changes sign, the contact normal flips and the deflection reverses.Choose Zero normal restitution with a nonzero offset.
What to observe: The disks no longer separate along the normal, but their relative motion along the tangent remains.Compare the Head-on exchange, Exact tangent and Miss the target presets.
What to observe: A disk that stops, a touch with zero impulse and a miss mean different things geometrically.