Block 1 kinetic energy
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This page models a one‑dimensional, perfectly elastic collision between two blocks (or carts) moving along a straight line. You enter each block’s mass and initial velocity, then the simulator computes the post‑collision velocities using conservation laws and animates the motion. It also tracks kinetic energy over time and can export the time series to CSV.
The model assumes two rigid bodies moving on a frictionless line. The collision is instantaneous and perfectly elastic, meaning:
Conservation of momentum:
Conservation of kinetic energy:
Solving these yields the standard closed‑form results:
v′₁ = ((m₁ − m₂)/(m₁ + m₂))·v₁ + (2m₂/(m₁ + m₂))·v₂
v′₂ = (2m₁/(m₁ + m₂))·v₁ + ((m₂ − m₁)/(m₁ + m₂))·v₂
v′₁ = v₂ and v′₂ = v₁.Kinetic energy for each block is:
KEᵢ = ½·mᵢ·vᵢ²In a perfectly elastic collision, total kinetic energy and total momentum stay constant. In the simulator, you may see tiny drift due to finite time steps and discrete collision handling.
Using the default values shown on the page: m₁ = 1 kg, v₁ = 2 m/s, m₂ = 1 kg, v₂ = −1 m/s.
Because the masses are equal, they exchange velocities:
v′₁ = v₂ = −1 m/sv′₂ = v₁ = 2 m/sCheck momentum: initial p = 1·2 + 1·(−1) = 1; final p = 1·(−1) + 1·2 = 1. Check energy: initial KE = ½·1·2² + ½·1·(−1)² = 2 + 0.5 = 2.5 J; final KE = ½·1·(−1)² + ½·1·2² = 0.5 + 2 = 2.5 J.
| Collision type | Momentum conserved? | Kinetic energy conserved? | Typical outcome (1D) |
|---|---|---|---|
| Perfectly elastic | Yes | Yes | Objects bounce; speeds adjust to conserve both laws |
| Inelastic (not sticking) | Yes (if isolated) | No | Some kinetic energy becomes heat/sound/deformation |
| Perfectly inelastic (sticking) | Yes (if isolated) | No (maximum loss) | Objects leave together with a shared velocity |
The animation advances time in increments of Δt. Between collisions, each block moves at constant velocity, so positions are updated using a simple step:
xᵢ(t + Δt) = xᵢ(t) + vᵢ·ΔtWhen the blocks overlap or their edges cross between steps, the simulator triggers a collision response and replaces the velocities with v′₁ and v′₂. Smaller Δt usually reduces visible jitter and improves conservation behavior in the recorded data, at the cost of more steps.
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Experience elastic collisions in action! Break blocks with realistic momentum transfer.