The molecules—as distinct from atoms—of a gas or liquid rarely experience perfectly elastic collisions because kinetic energy is exchanged between the molecules’ translational motion and their internal degrees of freedom with each collision.
Averaged across the entire sample, molecular collisions can be regarded as essentially elastic as long as Planck's law forbids energy from being carried away by black-body photons.
In the case of macroscopic bodies, perfectly elastic collisions are an ideal never fully realized, but approximated by the interactions of objects such as billiard balls.
Likewise, the conservation of the total kinetic energy is expressed by:[1]
This simply corresponds to the bodies exchanging their initial velocities with each other.
[2] As can be expected, the solution is invariant under adding a constant to all velocities (Galilean relativity), which is like using a frame of reference with constant translational velocity.
Another situation: The following illustrate the case of equal mass,
, such as a ping-pong paddle hitting a ping-pong ball or an SUV hitting a trash can, the heavier mass hardly changes velocity, while the lighter mass bounces off, reversing its velocity plus approximately twice that of the heavy one.
That is, the relative velocity of one particle with respect to the other is reversed by the collision.
Now the above formulas follow from solving a system of linear equations for
With respect to the center of mass, both velocities are reversed by the collision: a heavy particle moves slowly toward the center of mass, and bounces back with the same low speed, and a light particle moves fast toward the center of mass, and bounces back with the same high speed.
Since the total energy and momentum of the system are conserved and their rest masses do not change, it is shown that the momentum of the colliding body is decided by the rest masses of the colliding bodies, total energy and the total momentum.
Comparing with classical mechanics, which gives accurate results dealing with macroscopic objects moving much slower than the speed of light, total momentum of the two colliding bodies is frame-dependent.
One of the postulates in Special Relativity states that the laws of physics, such as conservation of momentum, should be invariant in all inertial frames of reference.
In a general inertial frame where the total momentum could be arbitrary,
Equations sum of energy and momentum colliding masses
subtract squares both sides equations "momentum" from "energy" and use the identity
For the case of two non-spinning colliding bodies in two dimensions, the motion of the bodies is determined by the three conservation laws of momentum, kinetic energy and angular momentum.
The overall velocity of each body must be split into two perpendicular velocities: one tangent to the common normal surfaces of the colliding bodies at the point of contact, the other along the line of collision.
In a center of momentum frame at any time the velocities of the two bodies are in opposite directions, with magnitudes inversely proportional to the masses.
The directions may change depending on the shapes of the bodies and the point of impact.
For example, in the case of spheres the angle depends on the distance between the (parallel) paths of the centers of the two bodies.
Any non-zero change of direction is possible: if this distance is zero the velocities are reversed in the collision; if it is close to the sum of the radii of the spheres the two bodies are only slightly deflected.
where v1 and v2 are the scalar sizes of the two original speeds of the objects, m1 and m2 are their masses, θ1 and θ2 are their movement angles, that is,
This equation is derived from the fact that the interaction between the two bodies is easily calculated along the contact angle, meaning the velocities of the objects can be calculated in one dimension by rotating the x and y axis to be parallel with the contact angle of the objects, and then rotated back to the original orientation to get the true x and y components of the velocities.
[6][7][8][9][10][11] In an angle-free representation, the changed velocities are computed using the centers x1 and x2 at the time of contact as where the angle brackets indicate the inner product (or dot product) of two vectors.
In the particular case of particles having equal masses, it can be verified by direct computation from the result above that the scalar product of the velocities before and after the collision are the same, that is
Although this product is not an additive invariant in the same way that momentum and kinetic energy are for elastic collisions, it seems that preservation of this quantity can nonetheless be used to derive higher-order conservation laws.
Since the force during collision is perpendicular to both particles' surfaces at the contact point, the impulse is along the line parallel to
Since all equations are in vectorial form, this derivation is valid also for three dimensions with spheres.