1D Elastic Collision (Final Velocities)
Also known as: Hard-sphere collision · Perfectly elastic collision
Conserve both momentum and kinetic energy and the velocities of the two bodies swap (when masses are equal) or rearrange linearly in mass ratios.
Two balls of adjustable mass and incoming velocity collide head-on, bounce off elastically, and continue with computed final velocities; the simulation loops.
Equivalent forms
Two conservation laws solved simultaneously yield a closed-form swap.
Unit systems
Where it holds
Dimensional analysis
Royal Society memoirs of 1668–69 worked out hard-body collision rules — the first quantitative use of momentum conservation in physics.
Newton's cradle — why does the last ball fly off with exactly the speed of the first?
Two billiard balls of mass m₁ and m₂ collide head-on with initial velocities v₁ and v₂. Find the final velocities assuming a perfectly elastic collision.
- Billiards / pool shot prediction
- Particle physics scattering
- Pinball machine simulation
- Newton's cradle demonstrations
- Both velocities reverse — only the relative velocity reverses
- Equal masses bounce off equally — they swap velocities
- All collisions are elastic — real-world ones rarely are
Limiting cases
What if…
Decompose into components along the line of impact; same 1D rules apply along that axis.
Relative velocity reverses by factor e: .
Use e in (0,1) — fully elastic is , perfectly inelastic is .
2 kg ball hits stationary 5 kg ball
- m1:
- 2
- m2:
- 5
- v1:
- 10
- v2:
- 0
- Numerator:
- Denominator:
- — light ball bounces back
Equal-mass swap
- m1:
- 1
- m2:
- 1
- v1:
- 5
- v2:
- -3
- — they swap