IB Physics HL Topic 1 — Motion, Forces & Energy Paper 1 & 2 2D momentum & components ~11 min read

Collisions & Explosions in Two-Dimensions

In one dimension everything happens along a single line, so you just add momenta with plus and minus signs. The moment a collision spreads out into a plane — a snooker break, two cars meeting at a junction, a firework bursting — you need a smarter trick. Here it is: split every velocity into an across (x) part and an up-down (y) part, and treat those two directions as two completely separate 1D problems. Momentum is conserved in each direction on its own.

📘 What you need to know

Why one dimension isn’t enough

Think back to a head-on collision. Both objects move along the same straight line, so you pick a positive direction and every momentum is either + or . Easy. But when a moving ball glances off another, the two fly apart at angles. Their velocities now point in genuinely different directions, and you can’t capture that with a single number line.

The fix is to notice that a vector can be broken into two pieces at right angles: how much it points sideways, and how much it points up or down. Because those two directions are independent, momentum bookkeeping in the x direction never “leaks” into the y direction. So one messy 2D problem becomes two tidy 1D problems that you already know how to solve.

Here’s the mental image I use: shine a torch straight down on the moving balls and watch only their shadows sliding left-right — that’s the x problem. Then shine it from the side and watch the shadows moving up-down — that’s the y problem. Each shadow obeys conservation of momentum by itself. Solve both, and you’ve solved the whole thing.

Resolving a velocity into components

Every velocity at an angle θ to the horizontal splits into two parts. The part running along the horizontal is the cosine part; the part running up (or down) is the sine part.

Components of a velocity vx = v cos θ     vy = v sin θ
v θ v cosθ v sinθ
Any velocity at angle θ splits into a horizontal part (v cos θ) and a vertical part (v sin θ). The two components and the velocity form a right-angled triangle.

Collisions in two dimensions

Picture a moving ball A striking a stationary ball B and glancing off. After the hit, A heads off at some angle above the original line and B shoots off below it. Both now have horizontal and vertical velocity components.

BEFORE AFTER uA A B A vA B vB θA θB
A glancing collision: A comes in along the dashed line, then A and B leave at angles above and below it. Each has both an x and a y velocity component.

Now write conservation of momentum twice — once for each direction. Taking rightwards and upwards as positive, and remembering ball B starts at rest:

Horizontal (x) momentum mAuA = mAvA cos θA + mBvB cos θB
Vertical (y) momentum 0 = mAvA sin θAmBvB sin θB

The vertical total starts at zero because nothing was moving up or down before the hit. The minus sign appears because A goes up while B goes down — they carry opposite vertical momentum, and those must cancel.

A lovely shortcut worth remembering: when two objects of equal mass have a perfectly elastic collision and one was at rest, they always fly apart at exactly 90° to each other. So θA + θB = 90°. If a question quietly tells you the collision is elastic and the masses match, you already know the angle between them.

🛠️ Solving a 2D collision

  1. Draw before and after — mark every mass, speed and angle you’re given.
  2. Pick your positive directions — usually right for x, up for y.
  3. Write the x equation: total momentum before = total after, using cos for each angled velocity.
  4. Write the y equation: same again, using sin. Watch the signs — up is +, down is −.
  5. Solve the pair for your two unknowns. The y equation is often the simplest one to start with.
WE 1

A puck A of mass 0.20 kg slides right at 3.0 m s−1 and strikes a stationary puck B of the same mass. After the collision, A moves off at 30° above the original line and B at 60° below it. Find the speed of each puck after the collision.

Step 1 — vertical momentum (starts at zero) 0 = mAvA sin30 − mBvB sin60 masses are equal, so they cancel: vA sin30 = vB sin60 Step 2 — horizontal momentum (0.20)(3.0) = 0.20 vA cos30 + 0.20 vB cos60 3.0 = vA cos30 + vB cos60 Step 3 — solve the pair vB = 1.5 m s⁻¹, then vA = 1.5 × sin60 ÷ sin30 vA = 2.6 m s⁻¹, vB = 1.5 m s⁻¹ The angles add to 90° and the masses match — a nice check that this is an elastic collision.

Explosions in two dimensions

An explosion is a collision run backwards. One object sits still, then bursts into pieces that scatter in different directions. Because nothing was moving beforehand, the total momentum before is zero — so the momenta of all the fragments must add up (as vectors) to zero afterwards.

In practice that means the x-momenta of the fragments cancel among themselves, and so do the y-momenta. If two fragments fly one way, a third must carry exactly the right momentum to balance them out.

p₁ = 12 p₂ = 12 p₃ 45°momentum in kg m s⁻¹
Fragments 1 and 2 carry equal momentum east and north. The third fragment must carry momentum to the south-west so that all three add to zero — the same total the object had before it burst.
WE 2

A stationary shell bursts into three fragments. A 2.0 kg piece flies east at 6.0 m s−1, and a 2.0 kg piece flies north at 6.0 m s−1. The third piece has mass 3.0 kg. Find its speed and direction.

Step 1 — total momentum before = 0, so fragments must sum to 0 p₁ = 2.0 × 6.0 = 12 kg m s⁻¹ east p₂ = 2.0 × 6.0 = 12 kg m s⁻¹ north Step 2 — the third piece balances both p₃ must be 12 west and 12 south p₃ = √(12² + 12²) = √288 = 17.0 kg m s⁻¹ Step 3 — divide by its mass for speed v₃ = 17.0 ÷ 3.0 v₃ = 5.7 m s⁻¹, 45° south of west Equal east and south momentum → the direction sits exactly halfway between, at 45°.

💡 Top tips

Quick recap: Split every velocity into x and y parts (cos and sin), then conserve momentum in each direction separately. That turns a 2D collision or explosion into two ordinary 1D problems. Explosions start from zero momentum, so all the fragments’ momenta must vector-add back to zero.

⚠ Common mistakes

That completes the “Forces & Momentum” collision story — you can now handle momentum in a straight line, at an angle, and in a full plane. Next we swing away from straight-line motion entirely and start going round in circles, beginning with Angular Velocity: how we measure motion around a circle using radians instead of metres.

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