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Inelastic collision
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==Formula== The formula for the velocities after a one-dimensional collision is: <math display=block> \begin{align} v_a &= \frac{C_R m_b (u_b - u_a) + m_a u_a + m_b u_b} {m_a+m_b} \\ v_b &= \frac{C_R m_a (u_a - u_b) + m_a u_a + m_b u_b} {m_a+m_b} \end{align} </math> where *''v''<sub>a</sub> is the final velocity of the first object after impact *''v''<sub>b</sub> is the final velocity of the second object after impact *''u''<sub>a</sub> is the initial velocity of the first object before impact *''u''<sub>b</sub> is the initial velocity of the second object before impact *''m''<sub>a</sub> is the mass of the first object *''m''<sub>b</sub> is the mass of the second object *''C''<sub>R</sub> is the [[coefficient of restitution]]; if it is 1 we have an [[elastic collision]]; if it is 0 we have a perfectly inelastic collision, see below. In a [[center of momentum frame]] the formulas reduce to: <math display=block> \begin{align} v_a &= -C_R u_a \\ v_b &= -C_R u_b \end{align} </math> For two- and three-dimensional collisions the velocities in these formulas are the components perpendicular to the tangent line/plane at the point of contact. If assuming the objects are not rotating before or after the collision, the [[Normal (geometry)|normal]] [[Impulse (physics)|impulse]] is: <math display=block>J_{n} = \frac{m_{a} m_{b}}{m_{a} + m_{b}} (1 + C_R) (\vec{u_{b}} - \vec{u_{a}}) \cdot \vec{n}</math> where <math>\vec{n}</math> is the normal vector. Assuming no friction, this gives the velocity updates: <math display=block> \begin{align} \Delta \vec{v_{a}} &= \frac{J_{n}}{m_{a}} \vec{n} \\ \Delta \vec{v_{b}} &= -\frac{J_{n}}{m_{b}} \vec{n} \end{align} </math>
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