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chrishayuk

Physics MCP Server

by chrishayuk

calculate_inelastic_collision_3d

Calculate 3D collisions with energy loss using coefficient of restitution. Models realistic impacts like car crashes or ball bounces by conserving momentum while accounting for kinetic energy dissipation.

Instructions

Calculate 3D collision with coefficient of restitution.

Models realistic collisions where some kinetic energy is lost. Coefficient of restitution (e) determines how much energy is retained. Args: mass1: Mass of object 1 in kg velocity1: Velocity of object 1 [x, y, z] in m/s (or JSON string) mass2: Mass of object 2 in kg velocity2: Velocity of object 2 [x, y, z] in m/s (or JSON string) coefficient_of_restitution: e (0.0 = perfectly inelastic, 1.0 = perfectly elastic) Returns: Dict containing: - final_velocity1: Final velocity [x, y, z] in m/s - final_velocity2: Final velocity [x, y, z] in m/s - initial_momentum: Total initial momentum [x, y, z] - final_momentum: Total final momentum [x, y, z] - initial_kinetic_energy: Total initial KE in Joules - final_kinetic_energy: Total final KE in Joules - energy_loss: Energy lost in Joules - energy_loss_percent: % of energy lost Coefficient of restitution values: - e = 0.0: Perfectly inelastic (clay, putty) - objects stick - e = 0.5: Very inelastic (wet clay) - e = 0.7: Moderately elastic (basketball) - e = 0.9: Highly elastic (Super Ball) - e = 1.0: Perfectly elastic (ideal, no energy loss) Tips for LLMs: - Momentum is always conserved (regardless of e) - Energy lost = (1 - e²) × initial KE in center-of-mass frame - Use e=1.0 for billiard balls, e=0.0 for car crashes Example - Car crash: result = await calculate_inelastic_collision_3d( mass1=1500, # kg velocity1=[20, 0, 0], # 20 m/s east mass2=1200, # kg velocity2=[-15, 0, 0], # 15 m/s west coefficient_of_restitution=0.1 # very inelastic ) # Massive energy loss, objects nearly stick together

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
mass1Yes
velocity1Yes
mass2Yes
velocity2Yes
coefficient_of_restitutionNo

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