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Sandbox Physics

M033 · Scattering / vector momentum

Two-Dimensional Collision Table

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.

Interactive modelTwo-Dimensional Collision Table
Center of mass, horizontal0 m0\,\mathrm{m}
Center of mass, transverse0 m0\,\mathrm{m}
Center-of-mass horizontal velocity0 m s−10\,\mathrm{m\,s^{-1}}
Relative speed on calibrated normalNo event\text{No event}
Relative speed on calibrated tangentNo event\text{No event}
Camera frames through the cursor11
Elapsed time0 s0\,\mathrm{s}
Horizontal momentum in camera frame0 kg m s−10\,\mathrm{kg\,m\,s^{-1}}
Kinetic energy in camera frame0 J0\,\mathrm{J}
Dissipated impact energy0 J0\,\mathrm{J}
Delivered normal impulse0 N s0\,\mathrm{N\,s}
Predicted contact timeNo event\text{No event}
Restitution from camera velocitiesCollecting\text{Collecting}
Camera position residual RMSCollecting\text{Collecting}
Momentum conservation defect0 kg m s−10\,\mathrm{kg\,m\,s^{-1}}
Kinetic plus heat balance defect0 J0\,\mathrm{J}
Transverse momentum0 kg m s−10\,\mathrm{kg\,m\,s^{-1}}
Projectile velocity angle0∘0{}^{\circ}
Target recoil angleStopped\text{Stopped}
Reference post-impact normal separation speed0 m s−10\,\mathrm{m\,s^{-1}}

Physics tutorial

The geometry of an oblique collision

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

Focus question
Why can zero restitution still leave two disks moving apart after a glancing collision?
One-sentence intuition
Restitution sets only the relative velocity along the normal; the relative velocity along the tangent stays the same because the contact is frictionless.

Core mathematical model

Approach speed along the normal, and the impulse

gn=(u1−u2)⋅n<0,J=−(1+e)gn1/m1+1/m2g_n=(\mathbf u_1-\mathbf u_2)\cdot\mathbf n<0,\qquad J=-\frac{(1+e)g_n}{1/m_1+1/m_2}

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.

Velocities after impact in two dimensions

v1=u1+Jm1n,v2=u2−Jm2n\mathbf v_1=\mathbf u_1+\frac{J}{m_1}\mathbf n,\qquad\mathbf v_2=\mathbf u_2-\frac{J}{m_2}\mathbf n

Equal and opposite impulses conserve both momentum components.

Restitution along the normal, no change along the tangent

(v1−v2)⋅n=−e gn,(v1−v2)⋅t=(u1−u2)⋅t(\mathbf v_1-\mathbf v_2)\cdot\mathbf n=-e\,g_n,\quad(\mathbf v_1-\mathbf v_2)\cdot\mathbf t=(\mathbf u_1-\mathbf u_2)\cdot\mathbf t

Zero restitution removes only the relative motion along the normal; it does not make the disks stick.

When contact happens and how much energy is lost

∣r1(tc)−r2(tc)∣=R1+R2,ΔK=12m1m2m1+m2(1−e2)gn2|\mathbf r_1(t_c)-\mathbf r_2(t_c)|=R_1+R_2,\qquad\Delta K=\frac12\frac{m_1m_2}{m_1+m_2}(1-e^2)g_n^2

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.

Common difficulties

Zero restitution does not glue the disks

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.

A stopped disk has no direction

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.

A touch does not always give an impulse

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.

Run the experiment

  1. 01

    Find the instant of impact

    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.
  2. 02

    Follow the center of mass

    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.
  3. 03

    Check that momentum adds up

    Choose Glancing elastic impact and press Record collision.

    What to observe: The two outgoing momentum arrows add to the original incident arrow.
  4. 04

    Change the offset

    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.
  5. 05

    Remove only the normal motion

    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.
  6. 06

    Compare the edge cases

    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.
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