Play around with this one-dimensional collision demo for a bit to get a feel for what we're going to be dealing with!
Now, to explain what's going on. Essentially, you have two balls that collide with each other, with many parameters you can adjust. You might have noticed that changing some of the parameters can cause something different to happen. However, every collision here is unified by one thing: the fact that there are no net external forces on the system, ever. (Except when the balls bounce off the wall, but whatever.)
This means that we need to deal with this kind of situation as a momentum-conservation problem. The way we do that is by knowing that the total momentum of the system is zero. However, just knowing that isn't enough.
The next case we're going to talk about is the elastic collision, where both mechanical energy and momentum are going to be conserved.
We can write the following two conditions for an elastic collision in this case:
$$ E = \textrm{const.} $$ $$ p = \textrm{const.} $$
For a system of two objects, this can be more concretely written. We'll assume we have all masses and write velocities in.
$$ \dfrac12 m_1 {v_{1i} }^2 + \dfrac12 m_2 {v_{2i} }^2 = \dfrac12 m_1 {v_{1f} }^2+ \dfrac12 m_2 {v_{2f} }^2$$
$$ m_1v_{1i} + m_2 v_{2i} = m_1 v_{1f} + m_2 v_{2f} $$
This does NOT look fun to deal with. If you're like me and are always looking for mathematical shortcuts to reduce your work, you're in luck here! You can derive a result that allows you to simplify your mathematical lives significantly. We just want to do a bit of algebraic mainpulation of the two equations above... (Disclaimer: I want to show the derivation, but I'm not expecting you to know it. Knowing the result is enough.)
$$ m_1 {v_{1i} }^2 - m_1 {v_{1f} }^2 = m_2 {v_{2f} }^2 - m_1 {v_{2i} }^2+ $$
$$ m_1v_{1i} - m_1 v_{1f} = m_2 v_{2f} - m_2 v_{2i} $$
Once we do some light algebra to both conservation equations, we can do a magical trick. I'm being sarcastic, it's just slightly tricky algebra. Remember the difference of squares? Are you seeing the vision? We can divide the two equations to arrive at the result:
$$ v_{1i} + v_{1f} = v_{2f} + v_{2i} $$
There's a better form to write this in that can be more helpful when solving problems.
$$ v_{1i} - v_{2i} = v_{2f} - v_{1f} $$
Let's unpack this equation. After moving the terms describing initial velocities and final velocities to their respective sides, we can see that both sides of the equation are expressions of relative velocity! To be specific, the equation states that the relative velocity of approach is equal to the relative velocity of recession between two objects undergoing an elastic collision!
This equation is actually a consequence of the fact that the center-of-mass velocity is constant in these scenarios. We can work in the center-of-mass frame, in which the total momentum must be zero because in that frame $ v_{cm} = 0 $$, and center of mass velocity is directly related to momentum. This is a different technique for these problems and a valid one, though it's not one I tend to use or talk about often.
The formula talks about relative velocity, so the signs that you see there are not set in stone. Just keep in mind the idea of relative velocity, and you'll be all good to use this equation for all your elastic-collision needs. Here's an exericse to test exactly that.
This is just an elastic collision scenario. We know the initial masses and velocities of the objects, and we need to find their final velocities using our equations. First, we want to "guess" at the directions of motion of the objects after the collision. I'll say the bullet is going to the left, and the block will be going to the right. With this, we now have defined directions for our momentum vectors.
Here is our momentum conservation equation. I've defind bullet mass as $m$, block mass as $M$, and initial bullet velocity as $v_0$.
$$ mv_0 = M v_{Mf} - mv_{mf} $$
Now, we can write our second equation using the relative velocity relation.
$$ v_0 = v_{Mf} + v_{mf} $$
We add the velocities on the right side because both objects are receding from each other, meaning their relative velocity is the sum of their speeds. Now, we just need to do some simple algebra.
$$ mv_0 = M (v_0 - v_{mf}) - m v_{mf} $$
$$ (m+M) v_{mf} = (M-m) v_0 $$
This gives us the speed of the bullet after collision:
$$ v_{mf} = \bbox[3px, border: 0.5px solid white] {1182 ~\textrm{m/s} }$$
With this, we can find the speed of the block with a minimal amount of extra effort.
$$ v_{Mf} = v_0 - v{mf} = \bbox[3px, border: 0.5px solid white]{17.9 ~\textrm{m/s} }$$
That's the general gist of it!
The proof of the new formula I'm about to show you requires some pretty tedious algebra, so I'll just display the result here.
$$ v_{1i} - v_{2i} = v_{2f} - v_{1f} $$
This formula looks pretty simple, but you have to be careful with it! The strict definition is that this states that the relative velocity of approach of two objects undergoing an elastic collision is equal to the relative velocity of recession (moving apart). Now, since this is a relative velocity, the signs are not set in stone.
You want to choose the signs in the way that would make sense. If the objects move head-on before colliding, the relative velocity would be their two velocities added together. If one object is "chasing" another before colliding with it, it would instead be the difference of the velocities.
Sometimes, it's not immediately obvious how objects will move after a collision. That's completely fine, we can "guess"! As long as your guess stays consistent throughout your entire process, the final answer should be correct except for a sign error or you will see an obvious contradiction that tells you that your guess was incorrect.
Elastic collisions are definitely trickier than inelastic ones because they require much more calculation, but at the end of the day it's still just momentum balance. If you want to see a problem involving these formulas, you can bump the difficulty up to our algebra-based level and look at the example problem we've provided there. It is a bit algebraically heavy, though.
I'm just going to wrap up any loose ends and special things I think should be mentioned in this unit. First off, for collisions sometimes you are given more information than is strictly necessary. In those cases (such as when you are given both initial velocities and one final velocity) do not overthink the problem, just do your momentum balance as always. I won't go over such problems because they are much simpler than what I've discussed previously.
We know how to deal with collisions in one dimension, but what if we up that to two? (Or maybe even three?) It's actually not as bad as you would expect. Like many times before, we simply treat each dimension separately . Yes, this should remind you of force analysis and projectile motion.
There's not too much to say here. In general, for multiple dimensions, we can write the statements of momentum conservation for each dimension. It's important to remember that momentum is a vector quantity, and you can usually find the components by using trigonometry.
$$ p_x = \textrm{const.} $$ $$ p_y = \textrm{const.} $$ $$ p_z = \textrm{const.} $$
The only notable distinction that you should know is that the formula we gave for the relative velocities of approach and recession does not work for two-dimensional or three-dimensional collisions. The equation is a result of the center-of-mass velocity remaining constant, and in multiple dimensions the individual velocities typically do not lie in the same direction as the center-of-mass velocity.
With that, we can jump straight into a problem. For whatever reason, most of the time objects are represented with disks.
Okay. So what do we do here? Well, first off we should define some things that aren't defined in the initial problem. We want to recognize that it's essentially asking for a scenario where one disk moves in with some velocity $v$ to hit another identical one. Afterwards, one of them (we'll call this object 1) moves off at 60° above the horizontal. How does the other one (object 2) move?
Let's do some momentum balance. First, we'll deal with the x-direction, where initally we have a momentum of $mv$ from the first disk moving in. We'll use trig and the angle $\theta$ to represent the angle we don't yet know.
$$ mv = m v_1\cos 60° + m v_2\cos \theta $$
This alone is not enough, since we have too many unknowns. But, we can also write momentum balance for the y-direction. This direction has zero momentum initially.
$$ m v_1 \sin 60° = m v_2 sin \sin \theta $$
We have three unknowns ($v_1$, $v_2$, and $\theta$) but only two equations. We just need one more! Think for a moment for what the third equation we need to use is. Did you say energy conservation? Well, regardless, that's what we need to write!
$$ \dfrac 12 mv^2 = \dfrac12 m {v_1}^2 + \dfrac12 m {v_2}^2 $$
We can next divide out $m$ from each equation to arrive at our three equations.
$$ v = v_1\cos 60° + v_2\cos \theta $$ $$ v_1 \sin 60° = v_2 \sin \theta $$ $$ v^2 = {v_1}^2 + {v_2}^2 $$
Algebra time! You can tell I'm really excited by the way I'm repeatedly smashing my head into the wall. But in all seriousness, the only difficult part of multi-dimensional collisions is the math. The concepts are really similar, but the algebra...
First, we combine the first two equations, eliminating $v_2$. You can eliminate $v_1$ as well, it makes no difference. Oh, and we evaluate the trig to the exact expressions. Hope you remember your common angles!
$$ v = \dfrac12 v_1 + \dfrac{\sqrt{3} }{2} v_1 \dfrac{1}{\tan \theta} $$ $$ 2v = v_1 (1 + \dfrac{\sqrt{3} }{\tan \theta}) $$
We now eliminate $v_2$ from the third equation as well, using the same method.
$$ v^2 = {v_1}^2 + {v_1}^2 \frac{3}{4 \sin^2 \theta} $$ $$ v = v_1 \sqrt{1+ \dfrac{3}{4 \sin^2 \theta} } $$
Now, we divide both equations to elminate both $v$ and $v_1$ in one fell swoop. Although, the result is messy...
$$ 2 = \dfrac{1 + \dfrac{\sqrt{3} }{\tan \theta} }{\sqrt{1+ \dfrac{3}{4 \sin^2 \theta} } } $$
Extreme algebra up ahead! Try to follow me. We algebraically simplify by cross-multiplying, then squaring both sides.
$$ 4 + \dfrac{3}{sin^2 \theta} = 1 + \dfrac{2\sqrt3}{\tan \theta} + \dfrac{3\cos^2 \theta} {\sin^2 \theta} $$
Combine like terms and divide both sides by three:
$$ 1 + \dfrac{1}{sin^2 \theta} = \dfrac{2}{\sqrt3 \tan \theta} + \dfrac{\cos^2 \theta} {\sin^2 \theta} $$
Now, there's a trick here. Combine both terms with $sin^2 \theta$ and you will see a trig identity.
$$ 1 = \dfrac{2}{\sqrt3 \tan \theta} + \dfrac{\cos^2 \theta - 1 } {\sin^2 \theta} $$
The latter term on the right side simplifies to $-1$ because of the Pythagorean Identitity. This simplifies the problem.
$$ 2 = \dfrac {2}{\sqrt 3 \tan \theta} $$ $$ \tan \theta = \dfrac{1}{\sqrt3} $$
Therefore, we can conclude that:
$$ \theta = \bbox[3px, border: 0.5px solid white]{ 30° }$$
Think back to what the problem originally asked: to show that a 2D elastic collision between two identical objects resulted in their final velocities being at right angles to each other. And we've just shown that, since the other angle is 60°!
There's a way to generally prove this, but the algebra for that is probably going to overload your brains after that one. So, we'll refrain from proving it here. You can give it a shot, though! Just generalize the problem to have $\theta_1$ and $\theta_2$ and try to algebraically manipulate the equations until you show they add to 90°, if you dare.
A word of caution. You cannot use the relative velocity formula I gave before; it only works for a one-dimensional elastic collision. The reason behind this has to do with center-of-mass velocity, which the formula depends on. In 1D, both the final velocities must lie on the same line as the direction of the center-of-mass velocity, but this constraint isn't true when we have two or more dimensions. The objects can move any which way they want, and are not constrained to a line.
With that said, I do want to emphasize that while conceptually two-dimensional and three-dimensional collisions are very simple, mathematically they can be an absolute nightmare. For an inelastic collision, things are simple as always, but the elastic collison requires you to solve a system of three equations, with trigonometry thrown in as well just for "fun".
If you want to glimpse into the maw of the beast, you can peek at our algebra-based level and look at the practice problem there.
One interesting result (that you don't need to derive because it's mathematically complex) is that if one object elastically hits an identical one, their final velocities will be at right angles to each other. A neat result that can be used to solve certain problems very quickly. Here's the scenario I'm talking about, drawn out: