Impacts & Collisions

Leaving Cert Higher Level Applied Maths revision notes with diagrams, key terms and self-check questions.

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Collisions and impacts describe the brief, intense interactions that occur when particles strike one another or collide with a fixed barrier such as a floor, cushion, or wall. In Leaving Certificate Applied Mathematics, every collision problem is solved by pairing two core physical laws: the Principle of Conservation of Momentum (PCM) and Newton's Experimental Law of Restitution (NEL). In direct collisions, motion takes place along a single straight line. In oblique collisions between smooth spheres, velocities are resolved into components along the line of centres (where contact impulses act) and along the common tangent (where zero contact force acts, leaving tangential velocity components unchanged).

1. Momentum, Impulse, and Collision Modelling

A collision occurs over a brief time interval Δt\Delta t during which interacting bodies exert high mutual contact forces. Linear momentum is the vector quantity defined as the product of mass and velocity:

p=mv\mathbf{p} = m\mathbf{v}

Momentum is measured in kg⋅m⋅s−1\text{kg}\cdot\text{m}\cdot\text{s}^{-1} or newton-seconds (N⋅s\text{N}\cdot\text{s}). The impulse (I\mathbf{I}) of a resultant force measures the overall effect of that force acting over time and equals the change in momentum:

I=∫t1t2F dt=Δp=mv−mu\mathbf{I} = \int_{t_1}^{t_2} \mathbf{F}\,dt = \Delta \mathbf{p} = m\mathbf{v} - m\mathbf{u}

On a force–time graph, impulse equals the area under the curve. For example, a triangular force pulse lasting 0.010 s0.010\text{ s} with a peak force of 800 N800\text{ N} delivers an impulse of 12(800)(0.010)=4 N⋅s\frac{1}{2}(800)(0.010) = 4\text{ N}\cdot\text{s}.

Triangular force pulse lasting 0.010 seconds and reaching 800 newtons, with shaded area representing an impulse of 4 newton-seconds.
Triangular force pulse lasting 0.010 seconds and reaching 800 newtons, with shaded area representing an impulse of 4 newton-seconds.

Modelling Assumptions

When modelling impacts in Strand 3, we make several standard assumptions:

  • We model the bodies as smooth spheres whose whole mass acts at the centre. Because they are smooth there is no friction at the point of contact, so the contact force acts along the line joining their centres, and we ignore any spin.
  • The impact occurs over such a short duration that displacements during contact are negligible, and external impulses from forces such as gravity or friction are negligible compared with the normal contact impulse.
  • By Newton's third law, the contact force exerted by sphere A on sphere B is equal in magnitude and opposite in direction to that exerted by B on A. Internal impulses sum to zero: IB=−IA\mathbf{I}_B = -\mathbf{I}_A.

Commenting on the Model

If asked to evaluate the mathematical model in an authentic context (such as snooker balls or vehicle impacts), state the main simplifications: real objects deform, air resistance and surface friction operate, and impact duration is non-zero. For example, a snooker ball develops topspin or backspin through cloth friction, so post-collision angles will deviate slightly from the ideal frictionless model.

2. The Principle of Conservation of Momentum (PCM)

Because internal contact impulses are equal and opposite, the total linear momentum of an isolated system remains constant in any direction free from external impulses. This is the Principle of Conservation of Momentum:

m1u1+m2u2=m1v1+m2v2m_1\mathbf{u}_1 + m_2\mathbf{u}_2 = m_1\mathbf{v}_1 + m_2\mathbf{v}_2

For two free spheres colliding on a smooth horizontal table, momentum is conserved in all planar directions. However, momentum is not conserved for a single particle colliding with a fixed barrier (such as a floor or wall). The barrier provides an external impulse to the particle, so PCM cannot be applied to the particle alone.

Completely Inelastic Collisions

In a completely inelastic collision (e=0e = 0), colliding particles coalesce or move with a common normal velocity after impact. For two particles moving along a straight line that coalesce upon impact:

V=m1u1+m2u2m1+m2V = \frac{m_1 u_1 + m_2 u_2}{m_1 + m_2}

For example, a 2 kg2\text{ kg} trolley travelling at 6 m⋅s−16\text{ m}\cdot\text{s}^{-1} that collides with and couples to a stationary 1 kg1\text{ kg} trolley moves forward at V=2(6)+1(0)2+1=4 m⋅s−1V = \frac{2(6) + 1(0)}{2 + 1} = 4\text{ m}\cdot\text{s}^{-1}.

3. Newton's Experimental Law (NEL) and Restitution

Conservation of momentum gives only one equation for the two unknown post-collision velocities. Newton's Experimental Law of Restitution supplies the second equation. It states that the relative speed of separation along the line of impact equals ee times the relative speed of approach:

Separation speed=e×Approach speed\text{Separation speed} = e \times \text{Approach speed}

Using signed velocities along the line of impact, NEL is written as:

v1−v2=−e(u1−u2)orv2−v1=e(u1−u2)v_1 - v_2 = -e(u_1 - u_2) \quad \text{or} \quad v_2 - v_1 = e(u_1 - u_2)

The coefficient of restitution ee is a dimensionless scalar governed by the physical materials, satisfying 0≤e≤10 \le e \le 1:

Value of eeCollision TypeKinetic EnergyPhysical Description
e=1e = 1Perfectly elasticConserved (zero loss)Relative separation speed equals relative approach speed.
0<e<10 < e < 1InelasticPartially dissipatedSeparation speed is less than approach speed; energy is lost to heat, sound, and deformation.
e=0e = 0Completely inelasticMaximum lossSeparation speed along the normal is zero; particles coalesce or share normal velocity.

Kinetic energy can never increase in a collision. The best case is that it stays the same, and that only happens when e=1e = 1.

4. Direct Collisions: Step-by-Step Method and Inequalities

In a direct collision, all motion occurs along the line of centres. Always draw a clear diagram showing before and after states with labelled arrows, declare a positive direction, and set up a Before-Mass-After table:

SphereMassVelocity Before (uu)Velocity After (vv)
Am1m_1u1u_1v1v_1
Bm2m_2u2u_2v2v_2

Keep u1u_1 and u2u_2 as signed velocities throughout, so the approach speed is always u1−u2u_1 - u_2. If B moves left while positive is to the right, enter B's velocity as −u-u, giving an approach speed of 3u−(−u)=4u3u - (-u) = 4u.

Set up and solve the two governing simultaneous equations:

  1. PCM: m1u1+m2u2=m1v1+m2v2m_1 u_1 + m_2 u_2 = m_1 v_1 + m_2 v_2
  2. NEL: v1−v2=−e(u1−u2)v_1 - v_2 = -e(u_1 - u_2)

Presentation of Answers

Examination questions usually ask for the speed of each sphere. If an algebraic velocity expression evaluates to a negative quantity, state the final speed as a positive magnitude together with its direction (for example, 'sphere A reverses direction and moves with speed u(8e−1)3\frac{u(8e - 1)}{3}').

Sanity-Check Tool for Collisions with a Stationary Target

When mass m1m_1 at speed uu strikes mass m2m_2 at rest:

v1=u(m1−em2)m1+m2,v2=um1(1+e)m1+m2v_1 = \frac{u(m_1 - e m_2)}{m_1 + m_2}, \qquad v_2 = \frac{u m_1(1 + e)}{m_1 + m_2}

Notice that sphere 1 is brought to rest (v1=0v_1 = 0) exactly when m1=em2m_1 = e m_2. Use this relationship to check your working.

Direction Reversal and Subsequent Collision Conditions

  • Direction Reversal: A sphere moving in the positive direction reverses its motion if and only if v1<0v_1 < 0.
  • Trailing-Sphere Test: Two spheres that have just collided can never collide again on their own, because NEL forces the rear sphere's velocity to be less than or equal to the front sphere's velocity (vrear≤vfrontv_{\text{rear}} \le v_{\text{front}}). A subsequent collision requires an external intervention, such as a barrier or a third sphere.
  • Three Spheres in a Line: If A and B collide, and B moves towards a third sphere C moving with velocity uCu_C, B catches C if and only if vB>uCv_B > u_C. If B rebounds from C with new velocity vB′v_B', B collides with A again only if vB′v_B' overtakes vAv_A (vA<vB′v_A < v_B' in the shared direction of travel). Always intersect any derived bounds on ee with 0≤e≤10 \le e \le 1.

5. Impulse and Kinetic Energy Loss in Direct Collisions

Impulse in a Two-Sphere Collision

The impulse imparted to one sphere is that sphere's own change in momentum along the line of centres:

I=m(v−u)I = m(v - u)

By Newton's third law, the impulse exerted on B by A is equal and opposite to that exerted on A by B (IB=−IAI_B = -I_A). Calculate the impulse using whichever sphere has simpler algebra, then report its magnitude and direction.

Because expressions for impulse contain the factor (1+e)(1 + e), substituting the physical limits e=0e = 0 and e=1e = 1 establishes minimum and maximum bounds on the impulse.

Kinetic Energy Lost in a Direct Collision

The loss of kinetic energy is:

ΔEk=(12m1u12+12m2u22)−(12m1v12+12m2v22)\Delta E_k = \left(\frac{1}{2}m_1 u_1^2 + \frac{1}{2}m_2 u_2^2\right) - \left(\frac{1}{2}m_1 v_1^2 + \frac{1}{2}m_2 v_2^2\right)

Because speeds are squared, directional signs do not affect the kinetic energy evaluation. However, you must substitute the algebraic velocities determined by PCM and NEL. The resulting expression regularly simplifies to the standard form:

ΔEk=kmu2(1−e2)\Delta E_k = k m u^2 (1 - e^2)

The factor (1−e2)(1 - e^2) confirms that kinetic energy loss is zero when e=1e = 1 (perfectly elastic) and reaches its maximum when e=0e = 0.

Energy-Transfer Problems

When a problem states that 'a given percentage x%x\% of the kinetic energy lost by A is transferred to B', formulate the energy relationship as an independent equation:

ΔEk,B=x100ΔEk,A  ⟹  12mBvB2−12mBuB2=x100(12mAuA2−12mAvA2)\Delta E_{k,B} = \frac{x}{100} \Delta E_{k,A} \implies \frac{1}{2}m_B v_B^2 - \frac{1}{2}m_B u_B^2 = \frac{x}{100}\left(\frac{1}{2}m_A u_A^2 - \frac{1}{2}m_A v_A^2\right)

Combine this energy equation with PCM to find the unknown speeds before applying NEL to find ee.

6. Oblique Collisions Between Smooth Spheres

In an oblique collision between two smooth spheres, each velocity is split into two perpendicular parts: one along the line joining their centres at the moment of impact (the line of centres, chosen as the i\mathbf{i}-axis), and one along the common tangent plane at right angles to it (the j\mathbf{j}-axis).

Always write this core justification in your exam answer: Since the spheres are smooth, there is no force along the common tangent, so the j\mathbf{j}-components of velocity are unchanged.

Two touching smooth spheres with a horizontal line of centres, perpendicular common tangent, opposite normal impulses and an incoming velocity resolved into components.
Two touching smooth spheres with a horizontal line of centres, perpendicular common tangent, opposite normal impulses and an incoming velocity resolved into components.

The Four-Relationship Framework

  1. Tangential velocity of sphere 1 is unaltered: v1y=u1yv_{1y} = u_{1y}
  2. Tangential velocity of sphere 2 is unaltered: v2y=u2yv_{2y} = u_{2y}
  3. PCM along the line of centres (i\mathbf{i}-axis): m1u1x+m2u2x=m1v1x+m2v2xm_1 u_{1x} + m_2 u_{2x} = m_1 v_{1x} + m_2 v_{2x}
  4. NEL along the line of centres (i\mathbf{i}-axis): v1x−v2x=−e(u1x−u2x)v_{1x} - v_{2x} = -e(u_{1x} - u_{2x})

Once v1xv_{1x} and v2xv_{2x} are found, reassemble the vectors: v1=v1xi+u1yj\mathbf{v}_1 = v_{1x}\mathbf{i} + u_{1y}\mathbf{j} and v2=v2xi+u2yj\mathbf{v}_2 = v_{2x}\mathbf{i} + u_{2y}\mathbf{j}.

Geometric Conditions and Deflection

  • Perpendicular Paths: Two final velocity vectors are perpendicular if their scalar dot product is zero: v1⋅v2=v1xv2x+v1yv2y=0\mathbf{v}_1 \cdot \mathbf{v}_2 = v_{1x}v_{2x} + v_{1y}v_{2y} = 0. Alternatively, their direction slopes satisfy s1s2=−1s_1 s_2 = -1 where s=vy/vxs = v_y / v_x. The dot product is safer because it remains valid if a sphere moves purely along a coordinate axis.
  • Deflection Angle: The angle θ\theta through which an individual sphere is deflected is found from cos⁡θ=u⋅v∣u∣∣v∣\cos\theta = \frac{\mathbf{u} \cdot \mathbf{v}}{|\mathbf{u}||\mathbf{v}|}, or by comparing trajectory angles before and after impact: θ=∣α−β∣\theta = |\alpha - \beta|, where tan⁡α=uyux\tan\alpha = \frac{u_y}{u_x} and tan⁡β=vyvx\tan\beta = \frac{v_y}{v_x}.

Kinetic Energy Loss in Oblique Collisions

Because tangential components are unchanged, they subtract to zero when calculating the absolute energy lost:

ΔEk=12m1(u1x2−v1x2)+12m2(u2x2−v2x2)\Delta E_k = \frac{1}{2}m_1(u_{1x}^2 - v_{1x}^2) + \frac{1}{2}m_2(u_{2x}^2 - v_{2x}^2)

However, when computing the fraction or percentage of kinetic energy lost, the denominator must include the entire initial kinetic energy of the system across both i\mathbf{i} and j\mathbf{j} components:

Fraction lost=ΔEk12m1∣u1∣2+12m2∣u2∣2\text{Fraction lost} = \frac{\Delta E_k}{\frac{1}{2}m_1|\mathbf{u}_1|^2 + \frac{1}{2}m_2|\mathbf{u}_2|^2}

7. Impacts with a Fixed Plane: Floors, Walls, and Bouncing

When a smooth particle collides with a fixed surface, set up coordinate axes parallel and perpendicular to the surface. Because the barrier is fixed and smooth:

  • Velocity parallel to the plane is unchanged: v∥=u∥v_\parallel = u_\parallel
  • Velocity perpendicular to the plane reverses and scales by ee: v⊥=−eu⊥v_\perp = -e u_\perp
Incoming and outgoing velocity vectors at a horizontal smooth plane have equal parallel components; the outgoing normal component reverses direction and is smaller.
Incoming and outgoing velocity vectors at a horizontal smooth plane have equal parallel components; the outgoing normal component reverses direction and is smaller.

Impulse on the Plane

The velocity change is entirely perpendicular to the surface: Δv=v⊥−u⊥=−eu⊥−u⊥=−(1+e)u⊥\Delta \mathbf{v} = v_\perp - u_\perp = -e u_\perp - u_\perp = -(1 + e)u_\perp. The magnitude of the impulse on the particle is:

I=m(1+e)∣u⊥∣I = m(1 + e)|u_\perp|

By Newton's third law, the particle delivers an equal and opposite impulse of magnitude m(1+e)∣u⊥∣m(1 + e)|u_\perp| directly into the plane.

Successive Vertical Bounces as a Geometric Sequence

A particle dropped vertically from height hh strikes a horizontal floor with impact speed u0=2ghu_0 = \sqrt{2gh}.

  • Rebound speed after bounce nn: vn=en2ghv_n = e^n \sqrt{2gh}
  • Height reached after bounce nn: hn=vn22g=e2nhh_n = \frac{v_n^2}{2g} = e^{2n} h
  • Time of flight between bounce nn and n+1n+1: tn=2vng=2en2ghgt_n = \frac{2v_n}{g} = \frac{2e^n \sqrt{2gh}}{g}

For e<1e < 1, the total vertical distance travelled before the ball comes to rest forms an infinite geometric series:

Total distance=h+2∑n=1∞hn=h+2h(e21−e2)=h(1+e21−e2)\text{Total distance} = h + 2\sum_{n=1}^\infty h_n = h + 2h\left(\frac{e^2}{1 - e^2}\right) = h\left(\frac{1 + e^2}{1 - e^2}\right)

Successive Hops Down an Inclined Plane

For a particle hopping down a plane inclined at angle β\beta, resolve gravity into gsin⁡βg\sin\beta down the plane and gcos⁡βg\cos\beta into the plane. For each hop:

  • Time of flight: T=2u⊥gcos⁡βT = \frac{2u_\perp}{g\cos\beta}
  • Range along the plane: R=u∥T+12(gsin⁡β)T2R = u_\parallel T + \frac{1}{2}(g\sin\beta)T^2

The impact itself leaves u∥ unchanged and multiplies u⊥ by e, so the next time of flight is T′ = eT. But during a hop gravity's component g sin β along the plane speeds the particle up, so the parallel velocity entering the next hop is u∥′ = u∥ + (g sin β)T, not u∥. Recompute the next range from R′ = u∥′T′ + ½(g sin β)T′² using these new values — the range does not simply scale by e or e², which is why questions ask you to find the ratio k rather than quoting it.

Two schematic projectile hops down a plane inclined at beta, with ranges measured along the slope and gravity resolved parallel and perpendicular to it.
Two schematic projectile hops down a plane inclined at beta, with ranges measured along the slope and gravity resolved parallel and perpendicular to it.

Key terms

Linear Momentum
The vector quantity p = mv, measuring the quantity of motion of a body in kg m s⁻¹ or N s.
Impulse
The time integral of resultant force, equivalent to the change in momentum (I = Δp = mv - mu) imparted to a body during a collision.
Principle of Conservation of Momentum (PCM)
The fundamental law stating that the total linear momentum of an isolated system remains constant along any direction free from external impulses.
Newton's Experimental Law (NEL)
The empirical collision law stating that relative speed of separation along the line of centres equals e times the relative speed of approach: v₁ - v₂ = -e(u₁ - u₂).
Coefficient of Restitution (e)
A dimensionless measure of elasticity (0 ≤ e ≤ 1) governing the ratio of separation speed to approach speed along the line of impact.
Line of Centres
The normal axis passing through the geometric centres of two colliding spheres at the point of contact, along which all contact impulses act.
Common Tangent
The interface direction perpendicular to the line of centres at the point of impact, along which smooth bodies exert zero contact force.
Direct Collision
An impact where particle velocities lie entirely along the line of centres before and after the collision.
Oblique Collision
An impact where initial velocities are inclined at an angle to the line of centres, requiring resolution into normal and tangential components.
Perfectly Elastic
An ideal collision with e = 1 in which no kinetic energy is lost.
Completely Inelastic
A collision with e = 0 where colliding bodies have zero relative separation velocity along the line of impact, dissipating maximum kinetic energy.
Deflection Angle
The angle through which a particle's trajectory turns as a result of an impact, calculated using the scalar dot product cos θ = (u · v) / (|u||v|).

Check yourself

  1. Sphere A of mass 3m moving with speed 2u collides directly with sphere B of mass m at rest. If e = 1/2, what is the magnitude of the impulse imparted to B?

    Apply PCM: 3m(2u) + 0 = 3mv_A + mv_B => 6u = 3v_A + v_B. Apply NEL: v_A - v_B = -(1/2)(2u) = -u. Adding the two equations gives 4v_A = 5u, so v_A = 5u/4 and v_B = v_A + u = 9u/4. The impulse on B is I = m(v_B - 0) = 9mu/4 N s in A's initial direction.

  2. Two spheres have just collided directly. Explain why they cannot collide with each other again unless another body or barrier intervenes.

    By NEL, v_rear - v_front = -e(u_rear - u_front) ≤ 0 for any physical e ≥ 0, which means v_rear ≤ v_front. The rear sphere is never moving faster than the front sphere after impact, so it can never catch up on its own.

  3. A particle strikes a smooth fixed floor with velocity 4i - 6j m s⁻¹, where j is vertically upwards. If e = 2/3, what is its rebound velocity?

    The component parallel to the floor is unchanged (4i). The perpendicular component reverses and scales by e: -(-6)(2/3)j = +4j. The rebound velocity is 4i + 4j m s⁻¹.

  4. A ball dropped vertically from height h onto a horizontal floor rebounds to height h'. How is the coefficient of restitution e related to h and h'?

    The impact speed is u = √(2gh) and the rebound speed is v = eu = √(2gh'). Squaring gives 2gh' = e²(2gh), which simplifies to h' = e²h, meaning e = √(h'/h).

  5. Two spheres collide obliquely. After impact, their velocities are v_A = -2i + 3j and v_B = 6i + 4j. Are their post-collision trajectories perpendicular?

    Calculate their scalar dot product: v_A · v_B = (-2)(6) + (3)(4) = -12 + 12 = 0. Because their dot product is zero, their paths are perpendicular.

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