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<channel>
	<title>크럼플존 &#8211; MyEngNote</title>
	<atom:link href="https://myengnote.com/tag/%ed%81%ac%eb%9f%bc%ed%94%8c%ec%a1%b4/feed/" rel="self" type="application/rss+xml" />
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	<description></description>
	<lastBuildDate>Wed, 08 Jul 2026 04:42:45 +0000</lastBuildDate>
	<language>ko-KR</language>
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	<item>
		<title>충격량 운동량 계산기 &#038; 시뮬레이터</title>
		<link>https://myengnote.com/impulse-momentum-calculator-simulator/</link>
					<comments>https://myengnote.com/impulse-momentum-calculator-simulator/#respond</comments>
		
		<dc:creator><![CDATA[동동]]></dc:creator>
		<pubDate>Mon, 01 Jun 2026 23:16:07 +0000</pubDate>
				<category><![CDATA[공학계산기]]></category>
		<category><![CDATA[운동량보존]]></category>
		<category><![CDATA[충격량계산]]></category>
		<category><![CDATA[충돌학]]></category>
		<category><![CDATA[크럼플존]]></category>
		<category><![CDATA[평균충력선]]></category>
		<guid isPermaLink="false">https://myengnote.com/impulse-momentum-calculator-simulator/</guid>

					<description><![CDATA[질량, 충돌 전후의 속도 변화, 접촉 시간(크럼플존)을 다각도로 설정하여 충격력(N)과 운동량의 변화를 정밀 연산하고 실시간 변형 거동을 물리 애니메이션으로 확인하는 시뮬레이터입니다.]]></description>
										<content:encoded><![CDATA[
<h2 style="font-size: 1.6em; font-weight: 800; color: #0c0e25; border-bottom: 2px solid #00f2fe; padding-bottom: 8px; margin-bottom: 20px;"><img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f680.png" alt="🚀" class="wp-smiley" style="height: 1em; max-height: 1em;" /> 충격량 운동량 계산기 &#038; 시뮬레이터</h2>


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/* ━━ WordPress 레이아웃 Override: 디자인 1 (2열 컴팩트 대칭 레이아웃) ━━ */
.impulsemomentum-calculator-wrapper .app-main-grid,
.impulsemomentum-calculator-wrapper .main-grid,
.impulsemomentum-calculator-wrapper .sim-grid {
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/* 3열 레이아웃을 2열 레이아웃으로 변경하는 특화 스타일 */
.impulsemomentum-calculator-wrapper .right-column {
    display: flex !important;
    flex-direction: column !important;
    gap: 24px !important;
    min-width: 0 !important;
    grid-column: 2 !important;
}
.impulsemomentum-calculator-wrapper .simulation-panel,
.impulsemomentum-calculator-wrapper .canvas-panel,
.impulsemomentum-calculator-wrapper .sim-panel {
    grid-column: auto !important;
    order: 1 !important;
    align-self: stretch !important;
}
.impulsemomentum-calculator-wrapper .control-panel {
    grid-column: 1 !important;
}
/* 2열 통합 결과 분석 영역 레이아웃 */
.impulsemomentum-calculator-wrapper .simulation-results-section {
    display: grid !important;
    grid-template-columns: 1.1fr 1.3fr !important;
    gap: 20px !important;
    border-top: 1px solid var(--color-border) !important;
    padding-top: 20px !important;
    margin-top: 10px !important;
    align-items: stretch !important;
}
/* Readout Box 스타일 */
.impulsemomentum-calculator-wrapper .simulation-results-section .ratio-readout-box,
.impulsemomentum-calculator-wrapper .simulation-results-section .re-readout-box,
.impulsemomentum-calculator-wrapper .simulation-results-section .status-readout-box,
.impulsemomentum-calculator-wrapper .simulation-results-section .gauge-container {
    grid-column: 1 !important;
    grid-row: 1 !important;
    margin: 0 !important;
    height: auto !important;
    display: flex !important;
    flex-direction: column !important;
    justify-content: center !important;
}
.impulsemomentum-calculator-wrapper .simulation-results-section .results-grid {
    grid-column: 2 !important;
    grid-row: 1 / span 2 !important;
    display: flex !important;
    flex-direction: column !important;
    gap: 12px !important;
    justify-content: flex-start !important;
}
.impulsemomentum-calculator-wrapper .simulation-results-section .results-grid .result-card {
    flex: none !important;
    display: flex !important;
    align-items: center !important;
    min-height: 72px !important;
    height: auto !important;
    padding: 12px 16px !important;
}
.impulsemomentum-calculator-wrapper .simulation-results-section .formula-card {
    grid-column: 1 !important;
    grid-row: 2 !important;
}
/* 모바일/반응형 (800px 이하) ── 항상 세로형(1열) 정렬 및 시뮬레이터 캔버스 최상단 배치 */
@media (max-width: 800px) {
    .impulsemomentum-calculator-wrapper .app-main-grid,
    .impulsemomentum-calculator-wrapper .main-grid,
    .impulsemomentum-calculator-wrapper .sim-grid {
        grid-template-columns: 1fr !important;
        display: flex !important;
        flex-direction: column !important;
    }
    .impulsemomentum-calculator-wrapper .control-panel {
        order: 2 !important;
        width: 100% !important;
    }
    .impulsemomentum-calculator-wrapper .right-column {
        order: 1 !important;
        width: 100% !important;
        display: flex !important;
        flex-direction: column !important;
    }
    .impulsemomentum-calculator-wrapper .simulation-panel,
    .impulsemomentum-calculator-wrapper .canvas-panel,
    .impulsemomentum-calculator-wrapper .sim-panel,
    .impulsemomentum-calculator-wrapper .canvas-section {
        order: -1 !important;
    }
    .impulsemomentum-calculator-wrapper .simulation-results-section {
        grid-template-columns: 1fr !important;
    }
    .impulsemomentum-calculator-wrapper .simulation-results-section .ratio-readout-box,
    .impulsemomentum-calculator-wrapper .simulation-results-section .re-readout-box,
    .impulsemomentum-calculator-wrapper .simulation-results-section .status-readout-box,
    .impulsemomentum-calculator-wrapper .simulation-results-section .gauge-container {
        grid-column: 1 !important;
        grid-row: auto !important;
        height: auto !important;
    }
    .impulsemomentum-calculator-wrapper .simulation-results-section .results-grid {
        grid-column: 1 !important;
        grid-row: auto !important;
    }
    .impulsemomentum-calculator-wrapper .simulation-results-section .formula-card {
        grid-column: 1 !important;
        grid-row: auto !important;
    }
}
.impulsemomentum-calculator-wrapper .app-container,
.impulsemomentum-calculator-wrapper .main-container {
    max-width: 100% !important;
    padding: 12px !important;
}
/* Premium Advice/Formula Card & Typography Overrides */
.impulsemomentum-calculator-wrapper .simulation-results-section .formula-card,
.impulsemomentum-calculator-wrapper .results-panel .formula-card {
    background: #ffffff !important;
    border: 1px solid var(--color-border) !important;
    border-radius: 12px !important;
    padding: 16px !important;
    box-shadow: var(--shadow-card) !important;
    transition: all 0.2s ease !important;
    display: flex !important;
    flex-direction: column !important;
    gap: 8px !important;
}
.impulsemomentum-calculator-wrapper .simulation-results-section .formula-card h4,
.impulsemomentum-calculator-wrapper .results-panel .formula-card h4 {
    font-weight: 700 !important;
    color: var(--color-text-main) !important;
}
.impulsemomentum-calculator-wrapper #text-judgment {
    font-size: 12px !important;
    font-weight: 500 !important;
    color: var(--color-text-muted) !important;
    line-height: 1.6 !important;
    word-break: keep-all !important;
}
</style>
<div class="impulsemomentum-calculator-wrapper" style="position: relative; width: 100%; box-sizing: border-box; overflow: hidden; margin: 30px auto; border-radius: 20px;">
    <div class="app-background-glow" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; z-index: 1; pointer-events: none; overflow: hidden;"></div>
    <div style="position: relative; z-index: 2; width: 100%;">
    <div class="app-container">
        <!-- Header -->
        <header class="app-header">
            <div class="logo-area">
                <div class="logo-icon"><i class="fa-solid fa-car-burst fa-spin-slow text-cyan"></i></div>
                <div>
                    <h1>IMPULSE MOMENTUM</h1>
                    <div class="subtitle">충격량-운동량 크럼플존 물리 시뮬레이터</div>
                </div>
            </div>
            <div class="header-badge">
                <div class="pulse-dot"></div>
                <div class="badge-text">COLLISION PHYSICS ENGINE ACTIVE</div>
            </div>
        </header>
        <!-- Main Layout Grid -->
        <main class="app-main-grid">
            <!-- Left Panel: Controls -->
            <section class="panel control-panel">
                <div class="panel-header">
                    <i class="fa-solid fa-sliders text-cyan"></i>
                    <h2>충돌 조건 제어</h2>
                </div>
                <!-- Object Mass (kg) -->
                <div class="input-group">
                    <div class="input-label-row">
                        <label><i class="fa-solid fa-weight-hanging text-cyan"></i> 충돌 물체 질량 (M)</label>
                        <span class="helper-text">(0.5 ~ 10.0 kg)</span>
                    </div>
                    <div class="number-input-wrapper">
                        <input type="number" id="input-mass" class="custom-number-input" min="0.5" max="10.0" step="0.1" value="2.0">
                        <div class="unit-badge">kg</div>
                    </div>
                    <input type="range" id="slider-mass" class="custom-slider" min="5" max="100" step="1" value="20">
                </div>
                <!-- Initial Velocity (vi) -->
                <div class="input-group">
                    <div class="input-label-row">
                        <label><i class="fa-solid fa-arrow-right text-magenta"></i> 충격 진입 속도 (V_i)</label>
                        <span class="helper-text">(2.0 ~ 30.0 m/s)</span>
                    </div>
                    <div class="number-input-wrapper">
                        <input type="number" id="input-vi" class="custom-number-input" min="2.0" max="30.0" step="0.5" value="15.0">
                        <div class="unit-badge">m/s</div>
                    </div>
                    <input type="range" id="slider-vi" class="custom-slider" min="20" max="300" step="5" value="150">
                </div>
                <!-- Final Velocity (vf) -->
                <div class="input-group">
                    <div class="input-label-row">
                        <label><i class="fa-solid fa-arrow-left text-purple"></i> 반동 진출 속도 (V_f)</label>
                        <span class="helper-text">(-25.0 ~ 0.0 m/s)</span>
                    </div>
                    <div class="number-input-wrapper">
                        <input type="number" id="input-vf" class="custom-number-input" min="-25.0" max="0.0" step="0.5" value="-5.0">
                        <div class="unit-badge">m/s</div>
                    </div>
                    <input type="range" id="slider-vf" class="custom-slider" min="-250" max="0" step="5" value="-50">
                </div>
                <!-- Contact Time (dt) -->
                <div class="input-group">
                    <div class="input-label-row">
                        <label><i class="fa-solid fa-clock"></i> 충돌 완충 접촉 시간 (dt)</label>
                        <span class="helper-text">(0.005 ~ 0.400 s)</span>
                    </div>
                    <div class="number-input-wrapper">
                        <input type="number" id="input-dt" class="custom-number-input" min="0.005" max="0.400" step="0.005" value="0.050">
                        <div class="unit-badge">sec</div>
                    </div>
                </div>
                <!-- Trigger collision Action button -->
                <div class="control-actions">
                    <button id="btn-trigger" class="action-btn primary-btn"><i class="fa-solid fa-play"></i> 충돌 시뮬레이션 시작</button>
                </div>
                <!-- Presets -->
                <div class="presets-section">
                    <h3><i class="fa-solid fa-tags text-cyan"></i> 충돌 시나리오 프리셋</h3>
                    <div class="presets-grid">
                        <button class="preset-btn" data-preset="rigid">
                            <div class="preset-icon"><i class="fa-solid fa-burst"></i></div>
                            <div class="preset-details"><span class="preset-name">강체 금속 벽 충돌<br><span style="font-size: 10.5px; color: var(--color-text-muted); font-weight: 500;">(2kg, 15m/s → -10m/s, dt=0.010s)</span></div>
                        </button>
                        <button class="preset-btn" data-preset="cushion">
                            <div class="preset-icon"><i class="fa-solid fa-shield"></i></div>
                            <div class="preset-name">크럼플존 완충 보호<br><span style="font-size: 10.5px; color: var(--color-text-muted); font-weight: 500;">(2kg, 15m/s → -2m/s, dt=0.200s)</span></div>
                        </button>
                        <button class="preset-btn" data-preset="rubber">
                            <div class="preset-icon"><i class="fa-solid fa-circle"></i></div>
                            <div class="preset-name">고무 범퍼 탄성 충돌<br><span style="font-size: 10.5px; color: var(--color-text-muted); font-weight: 500;">(1kg, 10m/s → -9m/s, dt=0.060s)</span></div>
                        </button>
                    </div>
                </div>
            </section>
            <!-- Auto Injected Right Column wrapper for Design 1 -->
            <div class="right-column">
                <section class="panel simulation-panel">
                                <div class="panel-header">
                                    <div style="display: flex; align-items: center; gap: 12px;">
                                        <i class="fa-solid fa-circle-nodes text-cyan"></i>
                                        <h2>실시간 기계 충돌 거동 및 충격 그래프</h2>
                                    </div>
                                    <div id="txt-safety-alert" class="canvas-scale-indicator text-cyan">충격 흡수 정상</div>
                                </div>
                                <div class="canvas-wrapper">
                                    <canvas id="physics-canvas"></canvas>
                                </div>
                                <!-- Mini Metrics -->
                                <div class="simulation-metrics-strip">
                                    <div class="mini-metric">
                                        <div class="label">실시간 충돌 상태</div>
                                        <div id="txt-collision-state" class="value">대기 상태</div>
                                    </div>
                                    <div class="mini-divider"></div>
                                    <div class="mini-metric">
                                        <div class="label">평균 충격 작용력</div>
                                        <div id="txt-live-force" class="value">0 N</div>
                                    </div>
                                </div>
                                <!-- Integrated Results Analysis Section -->
                            <div class="simulation-results-section">
                                <div class="ratio-readout-box">
                                    <div class="ratio-title">최대 피크 충격 대미지</span><span class="preset-spec">F_peak</span></div>
                                    <div id="txt-peak-force" class="ratio-value">800.0 N</div>
                                    <div id="txt-safety-rating" class="ratio-type">(구조 강도 한계 안전함)</div>
                                </div>
                                <div class="results-grid">
                                        <div class="result-card">
                                        <div class="card-icon"><i class="fa-solid fa-arrow-down-wide-short text-cyan"></i></div>
                                        <div class="card-content">
                                            <span class="card-unit">계산된 평균 충격력 (F_avg)</span>
                                            <span id="txt-favg-out" class="card-value">400.0 N</span>
                                        </div>
                                    </div>
                                        <div class="result-card">
                                        <div class="card-icon"><i class="fa-solid fa-stopwatch text-magenta"></i></div>
                                        <div class="card-content">
                                            <span class="card-unit">도체 충격량 변화 (J = Δp)</span>
                                            <span id="txt-impulse-out" class="card-value">40.0 N·s</span>
                                        </div>
                                    </div>
                                        <div class="result-card">
                                        <div class="card-icon"><i class="fa-solid fa-fire text-purple"></i></div>
                                        <div class="card-content">
                                            <span class="card-unit">완충 흡수 손실 에너지 (KE_loss)</span>
                                            <span id="txt-keloss-out" class="card-value">200.0 J</span>
                                        </div>
                                    </div>
                                    </div>
                                <div class="formula-card"
                                    <h4>충격량-운동량 기본 공식</h4>
                                    <div class="formula-equation">J = m × (V_i &#8211; V_f) = F × dt [N·s]</div>
                                    <div class="formula-equation">F_peak = 2 × F_avg [N] (삼각펄스)</div>
                                </div>
                            </div>
                </section>
            </div>
            <!-- Right Panel: Quantitative Results -->
        </main>
        <!-- Disclaimer Footer -->
        <footer class="app-disclaimer" style="margin-top: 20px; padding: 12px 16px; background: rgba(0, 0, 0, 0.015); border: 1px solid var(--color-border); border-radius: 12px; font-size: 11px; color: var(--color-text-muted); line-height: 1.5; text-align: left; display: flex; gap: 10px; align-items: flex-start; clear: both;">
            <i class="fa-solid fa-circle-info" style="color: var(--color-cyan); font-size: 14px; margin-top: 2px; flex-shrink: 0;"></i>
            <span><strong>면책 조항 (Disclaimer):</strong> 본 시뮬레이터의 계산 결과는 교육 및 참고용으로만 제공되며, 실제 제품 설계나 제작 시에는 반드시 최신 공학 규격 및 공식 표준 설계 기준을 재확인하시기 바랍니다. 계산 값의 무결성을 보장하지 않으며, 이로 인해 발생하는 직접적/간접적 손해에 대해 제작자 및 본 블로그는 어떠한 책임을 지지 않습니다.</span>
        </footer>
</div>
    <!-- JavaScript Circuit Simulation Engine -->
    </div>
</div>
<script>
        (function() {
        let isInit = false;
        function initSimulator() {
            if (isInit) return;
            const canvas = document.getElementById('physics-canvas');
            if (!canvas) return;
            const ctx = canvas.getContext('2d');
            if (!ctx) return;
            isInit = true;
            window.__impulse_initialized = true;
            // DOM Elements
            const sliderMass = document.getElementById('slider-mass');
            const inputMass = document.getElementById('input-mass');
            const sliderVi = document.getElementById('slider-vi');
            const inputVi = document.getElementById('input-vi');
            const sliderVf = document.getElementById('slider-vf');
            const inputVf = document.getElementById('input-vf');
            const inputDt = document.getElementById('input-dt');
            const btnTrigger = document.getElementById('btn-trigger');
            const presetButtons = document.querySelectorAll('.preset-btn');
            const txtPeakForce = document.getElementById('txt-peak-force');
            const txtSafetyRating = document.getElementById('txt-safety-rating');
            const txtFavgOut = document.getElementById('txt-favg-out');
            const txtImpulseOut = document.getElementById('txt-impulse-out');
            const txtKelossOut = document.getElementById('txt-keloss-out');
            const txtSafetyAlert = document.getElementById('txt-safety-alert');
            const txtCollisionState = document.getElementById('txt-collision-state');
            const txtLiveForce = document.getElementById('txt-live-force');
            // State variables
            const state = {
                mass: 2.0, // kg
                vi: 15.0, // m/s
                vf: -5.0, // m/s (rebounding left)
                dt: 0.050, // sec
                // Simulation sequence variables
                isRunning: false,
                simTime: 0.0,
                phase: "stopped", // stopped, approach, contact, rebound
                blockX: 50.0,
                blockW: 50.0,
                blockH: 40.0,
                springCompression: 0.0,
                sparkParticles: [],
                lastTime: 0
            };
            function resizeCanvas() {
                const rect = canvas.getBoundingClientRect();
                const dpr = window.devicePixelRatio || 1;
                canvas.width = rect.width * dpr;
                canvas.height = rect.height * dpr;
                ctx.scale(dpr, dpr);
            }
            resizeCanvas();
            window.addEventListener('resize', resizeCanvas);
            setTimeout(resizeCanvas, 300);
            // Sync Inputs
            function syncMassFromSlider() {
                const val = parseFloat(sliderMass.value) / 10.0;
                inputMass.value = val.toFixed(1);
                state.mass = val;
                clearPresets();
                updateCalculations();
            }
            function syncMassFromInput() {
                let val = parseFloat(inputMass.value);
                if (isNaN(val)) { val = 0.5; }
                if (val < 0.5) { val = 0.5; }
                if (val > 10.0) { val = 10.0; }
                sliderMass.value = Math.round(val * 10);
                state.mass = val;
                clearPresets();
                updateCalculations();
            }
            function syncViFromSlider() {
                const val = parseFloat(sliderVi.value) / 10.0;
                inputVi.value = val.toFixed(1);
                state.vi = val;
                clearPresets();
                updateCalculations();
            }
            function syncViFromInput() {
                let val = parseFloat(inputVi.value);
                if (isNaN(val)) { val = 2.0; }
                if (val < 2.0) { val = 2.0; }
                if (val > 30.0) { val = 30.0; }
                sliderVi.value = Math.round(val * 10);
                state.vi = val;
                clearPresets();
                updateCalculations();
            }
            function syncVfFromSlider() {
                const val = parseFloat(sliderVf.value) / 10.0;
                inputVf.value = val.toFixed(1);
                state.vf = val;
                clearPresets();
                updateCalculations();
            }
            function syncVfFromInput() {
                let val = parseFloat(inputVf.value);
                if (isNaN(val)) { val = -25.0; }
                if (val < -25.0) { val = -25.0; }
                if (val > 0.0) { val = 0.0; }
                sliderVf.value = Math.round(val * 10);
                state.vf = val;
                clearPresets();
                updateCalculations();
            }
            // Impulse Core Physics
            function updateCalculations() {
                // Impulse J = m * (v_initial - v_final)
                // Note: since initial velocity is positive (right) and final is negative (left),
                // Delta V = V_initial - (-V_final) = V_initial + |V_final|
                const deltaV = state.vi - state.vf;
                const impulse = state.mass * deltaV;
                // Average Force F_avg = J / dt
                const favg = impulse / state.dt;
                // Peak Force (assuming triangular impact pulse shape: area = 0.5 * peak * dt)
                // J = 0.5 * F_peak * dt -> F_peak = 2 * F_avg
                const fpeak = 2.0 * favg;
                // KE Loss = 0.5 * m * (Vi^2 - Vf^2)
                const keLoss = 0.5 * state.mass * (state.vi * state.vi - state.vf * state.vf);
                // Update text fields
                txtFavgOut.innerText = favg.toFixed(1) + ' N';
                txtImpulseOut.innerText = impulse.toFixed(2) + ' N·s';
                txtKelossOut.innerText = keLoss.toFixed(1) + ' J';
                txtPeakForce.innerText = fpeak.toFixed(1) + ' N';
                // 하단 미니 지표 평균 충격 작용력도 실시간 동기화
                if (txtLiveForce) {
                    if (!state.isRunning) {
                        txtLiveForce.innerText = Math.round(favg) + ' N';
                    }
                }
                // Safety critical warnings
                // Strong wall collision can exceed structural limits (> 2500N)
                if (fpeak > 3000.0) {
                    txtSafetyAlert.innerText = '위험 (과부하 크래시 발생)';
                    txtSafetyAlert.style.color = 'var(--color-danger)';
                    txtSafetyRating.innerText = '(프레임 파괴 오버로드)';
                    txtSafetyRating.style.color = 'var(--color-danger)';
                } else {
                    if (fpeak > 1500.0) {
                        txtSafetyAlert.innerText = '경고 (구조 손상 임계)';
                        txtSafetyAlert.style.color = '#f59e0b';
                        txtSafetyRating.innerText = '(완충 임계점 접근)';
                        txtSafetyRating.style.color = '#f59e0b';
                    } else {
                        txtSafetyAlert.innerText = '안전 (구조 한계 안전)';
                        txtSafetyAlert.style.color = '#10b981';
                        txtSafetyRating.innerText = '(완충 정상 흡수)';
                        txtSafetyRating.style.color = '#10b981';
                    }
                }
            }
            // Presets
            function loadPreset(key) {
                clearPresets();
                presetButtons.forEach(btn => {
                    if (btn.dataset.preset === key) {
                        btn.classList.add('active');
                    }
                });
                if (key === 'rigid') {
                    state.mass = 2.0;
                    state.vi = 15.0;
                    state.vf = -10.0;
                    state.dt = 0.010;
                }
                if (key === 'cushion') {
                    state.mass = 2.0;
                    state.vi = 15.0;
                    state.vf = -2.0;
                    state.dt = 0.200;
                }
                if (key === 'rubber') {
                    state.mass = 1.0;
                    state.vi = 10.0;
                    state.vf = -9.0;
                    state.dt = 0.060;
                }
                // Sync UI elements
                inputMass.value = state.mass.toFixed(1);
                sliderMass.value = Math.round(state.mass * 10);
                inputVi.value = state.vi.toFixed(1);
                sliderVi.value = Math.round(state.vi * 10);
                inputVf.value = state.vf.toFixed(1);
                sliderVf.value = Math.round(state.vf * 10);
                inputDt.value = state.dt.toFixed(3);
                updateCalculations();
            }
            function clearPresets() {
                presetButtons.forEach(btn => btn.classList.remove('active'));
            }
            // Event Listeners bind
            sliderMass.addEventListener('input', syncMassFromSlider);
            inputMass.addEventListener('change', syncMassFromInput);
            sliderVi.addEventListener('input', syncViFromSlider);
            inputVi.addEventListener('change', syncViFromInput);
            sliderVf.addEventListener('input', syncVfFromSlider);
            inputVf.addEventListener('change', syncVfFromInput);
            inputDt.addEventListener('change', () => {
                let val = parseFloat(inputDt.value);
                if (isNaN(val)) { val = 0.005; }
                if (val < 0.005) { val = 0.005; }
                if (val > 0.400) { val = 0.400; }
                inputDt.value = val.toFixed(3);
                state.dt = val;
                updateCalculations();
            });
            presetButtons.forEach(btn => {
                btn.addEventListener('click', () => {
                    loadPreset(btn.dataset.preset);
                });
            });
            // Start collision event
            btnTrigger.addEventListener('click', () => {
                state.isRunning = true;
                state.simTime = 0.0;
                state.phase = "approach";
                state.blockX = 30.0;
                state.springCompression = 0.0;
                state.sparkParticles = [];
                txtCollisionState.innerText = "진입 구동 중...";
                txtCollisionState.style.color = "var(--color-cyan)";
            });
            // Animation Loop
            function animate(currentTime) {
                requestAnimationFrame(animate);
                let realDt = (currentTime - state.lastTime) / 1000;
                if (isNaN(realDt)) { realDt = 0.016; }
                if (realDt < 0) { realDt = 0.016; }
                if (realDt > 1.0) { realDt = 0.016; }
                state.lastTime = currentTime;
                // 시각적 물리 슬로우 모션 (약 6.6배 슬로우 Dilation)
                // 찰나의 충돌 접촉 시간(dt)과 그래프 포인터의 스무스한 곡선 이동을 눈으로 관찰하기 위한 특수 황금 스케일
                const simDt = realDt * 0.15;
                const width = canvas.width / (window.devicePixelRatio || 1);
                const height = canvas.height / (window.devicePixelRatio || 1);
                ctx.clearRect(0, 0, width, height);
                // Draw blueprint grid
                ctx.save();
                ctx.strokeStyle = 'rgba(2, 132, 199, 0.06)';
                ctx.lineWidth = 1;
                const gridSpacing = 25;
                for (let x = 0; x < width; x += gridSpacing) {
                    ctx.beginPath();
                    ctx.moveTo(x, 0);
                    ctx.lineTo(x, height);
                    ctx.stroke();
                }
                for (let y = 0; y < height; y += gridSpacing) {
                    ctx.beginPath();
                    ctx.moveTo(0, y);
                    ctx.lineTo(width, y);
                    ctx.stroke();
                }
                ctx.restore();
                // Track and Cushion Coordinates
                const groundY = height - 70;
                const wallX = width - 80;
                const springRestingLength = 40; // spring resting position buffer
                // Core Physics sequence update
                const deltaV = state.vi - state.vf;
                const impulse = state.mass * deltaV;
                const favg = impulse / state.dt;
                const fpeak = 2.0 * favg;
                if (state.isRunning) {
                    state.simTime += simDt;
                    if (state.phase === "approach") {
                        // approach at velocity Vi (scaled for rendering &#038; slow motion)
                        const speedFactor = 160.0; // 슬로우 모션 보정을 위한 실시간 동적 전진 배율 스케일업
                        state.blockX += state.vi * speedFactor * simDt;
                        // Contact boundary trigger: Bumper front hits the spring bumper resting point (wallX - springRestingLength)
                        const contactBoundary = wallX - springRestingLength - state.blockW;
                        if (state.blockX >= contactBoundary) {
                            state.blockX = contactBoundary;
                            state.phase = "contact";
                            state.simTime = 0.0; // reset to measure contact time
                            txtCollisionState.innerText = "벽면 충돌 완충 작용 중!";
                            txtCollisionState.style.color = "var(--color-magenta)";
                            // Spark burst! (Sparks use realDt to fly fast and dynamically!)
                            if (fpeak > 2000.0) {
                                for (let p = 0; p < 25; p++) {
                                    state.sparkParticles.push({
                                        x: wallX - springRestingLength,
                                        y: groundY - 20 + (Math.random() - 0.5) * 20,
                                        vx: (Math.random() - 0.8) * 120,
                                        vy: (Math.random() - 0.5) * 150,
                                        alpha: 1.0
                                    });
                                }
                            }
                        }
                    }
                    if (state.phase === "contact") {
                        // contact lasts for state.dt
                        // Spring compression is based on sine curve representing compression stroke
                        const contactProgress = state.simTime / state.dt;
                        // maximum spring compression calculation
                        // S = V_average * dt = 0.5 * (Vi + Vf) * dt
                        const avgVelocity = (state.vi + state.vf) / 2.0;
                        const maxCompRaw = Math.max(avgVelocity * state.dt * 45.0, 5.0); // mapped limit
                        const maxComp = Math.min(maxCompRaw, springRestingLength - 10.0); // 벽 침범 완전 방지! (최대 30px 압축 제한)
                        state.springCompression = Math.sin(contactProgress * Math.PI) * maxComp;
                        if (state.springCompression < 0) {
                            state.springCompression = 0;
                        }
                        // Display live force on graph
                        // triangular/sinusoidal force profile
                        const liveForceVal = Math.sin(contactProgress * Math.PI) * fpeak;
                        txtLiveForce.innerText = Math.round(liveForceVal) + " N";
                        if (state.simTime >= state.dt) {
                            state.phase = "rebound";
                            state.springCompression = 0.0;
                            txtCollisionState.innerText = "반동 이탈 중";
                            txtCollisionState.style.color = "var(--color-purple)";
                        }
                    }
                    if (state.phase === "rebound") {
                        // move back to the left at velocity Vf (Vf is negative)
                        const speedFactor = 160.0;
                        state.blockX += state.vf * speedFactor * simDt;
                        // 리바운드 중 및 완료 후에는 0N으로 지우지 않고 최종 평균 충격력을 계속 띄워 데이터 유지
                        txtLiveForce.innerText = Math.round(favg) + " N";
                        // Reset simulation when block moves off-screen or far enough left
                        if (state.blockX <= 10.0) {
                            state.isRunning = false;
                            state.phase = "stopped";
                            txtCollisionState.innerText = "충돌 완료";
                            txtCollisionState.style.color = "var(--color-text-muted)";
                        }
                    }
                } else {
                    txtLiveForce.innerText = Math.round(favg) + " N";
                }
                // Render track slider path
                ctx.save();
                ctx.strokeStyle = "#94a3b8";
                ctx.lineWidth = 4;
                ctx.beginPath();
                ctx.moveTo(10, groundY);
                ctx.lineTo(wallX, groundY);
                ctx.stroke();
                ctx.restore();
                // A. Render Spring Cushion Buffer
                const springStartX = wallX;
                const springCurrentEndX = wallX - springRestingLength + state.springCompression;
                ctx.save();
                ctx.strokeStyle = "#475569";
                ctx.lineWidth = 3;
                ctx.beginPath();
                // Draw spring coils zig-zag
                const springCoils = 7;
                ctx.moveTo(springStartX, groundY - 20);
                for (let i = 0; i <= springCoils; i++) {
                    const ratio = i / springCoils;
                    const sx = springStartX - ratio * (springStartX - springCurrentEndX);
                    // Alternating zig-zag
                    const sy = groundY - 20 + (i % 2 === 0 ? 12 : -12);
                    ctx.lineTo(sx, sy);
                }
                ctx.stroke();
                ctx.restore();
                // B. Draw Solid Bumper Block (the mass)
                // Draw block at state.blockX (its back)
                // Bumper pad at state.blockX + blockW - state.springCompression during contact
                const bx = state.blockX + state.springCompression;
                const by = groundY - state.blockH;
                ctx.save();
                ctx.fillStyle = "#ffffff";
                ctx.strokeStyle = "#0284c7";
                ctx.lineWidth = 3.5;
                ctx.beginPath();
                ctx.rect(bx, by, state.blockW, state.blockH);
                ctx.fill();
                ctx.stroke();
                // If collision is severe, render structural crack markings
                if ((fpeak > 3000.0) ? (state.phase === "contact" || state.phase === "rebound") : false) {
                    ctx.strokeStyle = "#ef4444";
                    ctx.lineWidth = 2.5;
                    ctx.beginPath();
                    ctx.moveTo(bx + 15, by + 10);
                    ctx.lineTo(bx + 25, by + 25);
                    ctx.lineTo(bx + 20, by + 35);
                    ctx.stroke();
                }
                // Draw arrow vectors inside block indicating momentum
                if (state.isRunning) {
                    ctx.strokeStyle = state.phase === "rebound" ? "#7c3aed" : "var(--color-magenta)";
                    ctx.lineWidth = 3;
                    ctx.beginPath();
                    // Draw velocity direction arrow
                    const arrowY = by + state.blockH / 2;
                    if (state.phase === "approach") {
                        ctx.moveTo(bx + 10, arrowY);
                        ctx.lineTo(bx + 40, arrowY);
                        // arrowhead right
                        ctx.lineTo(bx + 32, arrowY - 6);
                        ctx.moveTo(bx + 40, arrowY);
                        ctx.lineTo(bx + 32, arrowY + 6);
                    } else if (state.phase === "rebound") {
                        ctx.moveTo(bx + 40, arrowY);
                        ctx.lineTo(bx + 10, arrowY);
                        // arrowhead left
                        ctx.lineTo(bx + 18, arrowY - 6);
                        ctx.moveTo(bx + 10, arrowY);
                        ctx.lineTo(bx + 18, arrowY + 6);
                    }
                    ctx.stroke();
                }
                // Draw mass label
                ctx.fillStyle = "#0f172a";
                ctx.font = "bold 11px Outfit, sans-serif";
                ctx.textAlign = "center";
                ctx.fillText(state.mass.toFixed(1) + " kg", bx + state.blockW / 2, by + 16);
                ctx.restore();
                // C. Draw Right Solid wall barrier
                ctx.save();
                ctx.fillStyle = "#e2e8f0";
                ctx.strokeStyle = "#334155";
                ctx.lineWidth = 4;
                ctx.beginPath();
                ctx.rect(wallX, groundY - 80, 25, 80);
                ctx.fill();
                ctx.stroke();
                // Metal stripes
                ctx.strokeStyle = "rgba(51, 65, 85, 0.2)";
                ctx.lineWidth = 2;
                for (let y = groundY - 70; y < groundY; y += 12) {
                    ctx.beginPath();
                    ctx.moveTo(wallX, y);
                    ctx.lineTo(wallX + 25, y);
                    ctx.stroke();
                }
                ctx.restore();
                // D. Render spark particles
                ctx.save();
                for (let i = 0; i < state.sparkParticles.length; i++) {
                    const p = state.sparkParticles[i];
                    p.x += p.vx * realDt;
                    p.y += p.vy * realDt;
                    p.alpha -= 1.5 * realDt;
                    if (p.alpha > 0) {
                        ctx.fillStyle = "rgba(239, 68, 68, " + p.alpha + ")";
                        ctx.beginPath();
                        ctx.arc(p.x, p.y, 3, 0, Math.PI * 2);
                        ctx.fill();
                    }
                }
                ctx.restore();
                // E. Real-time bell curve graph in top-left corner (Force vs Time) - Premium Spacing & Anti-Overlap!
                ctx.save();
                const plotW = 220; // 190 -> 220으로 확장
                const plotH = 125; // 85 -> 125로 확장하여 좁아진 느낌 완전 극복!
                const plotX = 15;
                const plotY = 50; // 그래프를 Y=50으로 하향 조정하여 상단 글씨 영역과 완벽 분격 격리!
                // 100% 불투명 순백색 배경으로 뒷배경의 그리드를 완벽 마스킹
                ctx.fillStyle = "rgba(255, 255, 255, 1.0)";
                ctx.strokeStyle = "rgba(0, 0, 0, 0.08)";
                ctx.lineWidth = 1.5;
                ctx.beginPath();
                ctx.rect(plotX, plotY, plotW, plotH);
                ctx.fill();
                ctx.stroke();
                // 실시간 펄스 파형 기구학 동적 계산 (물리학적 충격량 파형 보존 법칙 구현)
                // 1. 최대 피크 충격력(fpeak)에 비례하는 펄스 높이 스케일링 (꼭대기 안전 마진 확보로 상자 탈출 방지)
                const relativeHeightRatio = Math.min(fpeak / 8000.0, 1.0);
                const currentPeakHeight = 15 + relativeHeightRatio * (plotH - 75); // 최대 65px로 안전 제한하여 상단 텍스트 겹침 절대 차단!
                // 2. 완충 접촉 시간(dt)에 비례하는 펄스 가로폭 스케일링
                const relativeWidthRatio = Math.min((state.dt - 0.005) / (0.400 - 0.005), 1.0);
                const currentWaveW = 20 + relativeWidthRatio * (plotW - 40);
                const bottomY = plotY + plotH - 15;
                // 파형의 대칭 배치를 위한 시작 X좌표 정렬
                const startX = plotX + (plotW - currentWaveW) / 2;
                // Draw bell curve pulse shape (60-Segment Float Precision Interpolation)
                // 실수 절삭 오프셋을 완전 차단하여 수평 꼬리선과 파형을 0.0001px 오차 없이 한 몸으로 흡착 렌더링!
                ctx.strokeStyle = "#db2777";
                ctx.lineWidth = 3.0; // 파형 선 두께를 좀 더 두껍고 선명하게
                ctx.beginPath();
                const segments = 60;
                for (let i = 0; i <= segments; i++) {
                    const ratio = i / segments;
                    const gx = startX + ratio * currentWaveW;
                    const gy = bottomY - Math.sin(ratio * Math.PI) * currentPeakHeight;
                    if (i === 0) {
                        ctx.moveTo(gx, gy);
                    } else {
                        ctx.lineTo(gx, gy);
                    }
                }
                ctx.stroke();
                // 양옆 꼬리 수평선 그리기 (보간 시작점 startX 및 종료점 startX + currentWaveW에 자석처럼 흡착하여 끊김 틈새 원천 소멸)
                ctx.strokeStyle = "rgba(219, 39, 119, 0.4)";
                ctx.lineWidth = 1.5;
                ctx.beginPath();
                ctx.moveTo(plotX + 10, bottomY);
                ctx.lineTo(startX, bottomY);
                ctx.moveTo(startX + currentWaveW, bottomY);
                ctx.lineTo(plotX + plotW - 10, bottomY);
                ctx.stroke();
                // 실시간 충돌 진행도 핑크 네온 글로우 닷 동기화 (가변 시작점 startX 및 가폭 currentWaveW에 정밀 매핑)
                let dotX = plotX + 10;
                let dotY = bottomY;
                if (state.isRunning) {
                    const contactBoundary = wallX - springRestingLength - state.blockW;
                    if (state.phase === "approach") {
                        // 1단계: 진입 시 카트 위치에 완벽 동기화 전진
                        const p_approach = Math.max(0.0, Math.min((state.blockX - 30.0) / (contactBoundary - 30.0), 1.0));
                        dotX = (plotX + 10) + p_approach * (startX - (plotX + 10));
                        dotY = bottomY;
                    } else if (state.phase === "contact") {
                        // 2단계: 완충 접촉 시간 동안 정밀 펄스 궤적 트랙킹
                        const contactProgress = Math.max(0.0, Math.min(state.simTime / state.dt, 1.0));
                        dotX = startX + contactProgress * currentWaveW;
                        dotY = bottomY - Math.sin(contactProgress * Math.PI) * currentPeakHeight;
                    } else if (state.phase === "rebound") {
                        // 3단계: 반동 이탈 시 카트 후퇴 거리에 동기화 미끄러짐
                        const p_rebound = Math.max(0.0, Math.min((contactBoundary - state.blockX) / (contactBoundary - 10.0), 1.0));
                        dotX = (startX + currentWaveW) + p_rebound * ((plotX + plotW - 10) - (startX + currentWaveW));
                        dotY = bottomY;
                    }
                } else {
                    // 대기 또는 멈춤 완료 시 왼쪽 원점 대기
                    dotX = plotX + 10;
                    dotY = bottomY;
                }
                ctx.save();
                ctx.fillStyle = "#db2777";
                ctx.strokeStyle = "#ffffff";
                ctx.lineWidth = 2.0;
                ctx.shadowBlur = 8;
                ctx.shadowColor = "rgba(219, 39, 119, 0.7)";
                ctx.beginPath();
                ctx.arc(dotX, dotY, 7.5, 0, Math.PI * 2);
                ctx.fill();
                ctx.stroke();
                ctx.restore();
                // Oscilloscope labels
                ctx.fillStyle = "#1e293b";
                ctx.font = "bold 9.5px Inter, sans-serif";
                ctx.fillText("충격 작용력 프로파일 (F vs Time)", plotX + 10, plotY + 16);
                // 파형의 총 면적의 물리적 직관을 심어주는 서브 라벨 탑재
                ctx.fillStyle = "rgba(71, 85, 105, 0.8)";
                ctx.font = "500 7px Inter, sans-serif";
                ctx.fillText("&#x1f4a1; 곡선 면적 = 총 충격량 (J = Δp)", plotX + 10, plotY + 26);
                ctx.restore();
                 // F. Educational Crumple Zone Guide Text Overlay (Responsive Spacing to prevent overlap)
                 if (width >= 560) {
                     // 그래프 상자가 아래로 내려왔으므로 상단의 가이드 텍스트를 정중앙 가로축 대칭으로 아름답게 가운데 정렬 배치!
                     ctx.save();
                     ctx.fillStyle = "rgba(71, 85, 105, 0.85)";
                     ctx.font = "bold 10px Inter, sans-serif";
                     ctx.textAlign = "center";
                     ctx.fillText("&#x1f4a1; 완충 시간(dt)을 늘리면 충격 펄스 파형이 낮고 둥글게 분산되어 최대 충격력이 극적으로 감소합니다.", width / 2, 28);
                     ctx.restore();
                 } else {
                     // 화면이 좁을 때는 겹치지 않게 그래프 상자의 아래쪽 빈 공간에 안전하게 콤팩트 배치
                     ctx.save();
                     ctx.fillStyle = "rgba(71, 85, 105, 0.85)";
                     ctx.font = "bold 9px Inter, sans-serif";
                     ctx.textAlign = "left";
                     ctx.fillText("&#x1f4a1; 완충 시간(dt)을 늘려 충격력을 극적으로 낮추세요.", 15, plotY + plotH + 18);
                     ctx.restore();
                 }
            }
            // Sync preset and run initial calculations
            loadPreset('rigid');
            requestAnimationFrame(animate);
            // Right-click & Keyboard shortcuts block
            document.addEventListener('contextmenu', function(e) {
                e.preventDefault();
                alert("이 콘텐츠는 저작권법의 보호를 받습니다. 무단 복제 및 우클릭을 금지합니다.");
                return false;
            }, { capture: true });
            document.addEventListener('selectstart', function(e) {
                e.preventDefault();
                return false;
            }, { capture: true });
            document.addEventListener('keydown', function(e) {
                if (e.key === 'F12') {
                    e.preventDefault();
                    alert("이 콘텐츠는 저작권법의 보호를 받습니다. 무단 복제 및 우클릭을 금지합니다.");
                    return false;
                }
                if (e.ctrlKey) {
                    if (e.key === 'u' || e.key === 'c' || e.key === 's' || e.key === 'U' || e.key === 'C' || e.key === 'S') {
                        e.preventDefault();
                        alert("이 콘텐츠는 저작권법의 보호를 받습니다. 무단 복제 및 우클릭을 금지합니다.");
                        return false;
                    }
                    if (e.shiftKey) {
                        if (['i','I','j','J','c','C'].includes(e.key)) {
                            e.preventDefault();
                            alert("이 콘텐츠는 저작권법의 보호를 받습니다. 무단 복제 및 우클릭을 금지합니다.");
                            return false;
                        }
                    }
                }
            }, { capture: true });
        }
        let initAttempts = 0;
        function tryInit() {
            initAttempts++;
            initSimulator();
            if (!window.__impulse_initialized) {
                if (initAttempts < 50) {
                    setTimeout(tryInit, 100);
                }
            }
        }
        if (document.readyState === 'complete' || document.readyState === 'interactive') {
            tryInit();
        } else {
            document.addEventListener('DOMContentLoaded', tryInit);
            window.addEventListener('load', tryInit);
        }
        })();
</script>


<div style="background: linear-gradient(135deg, rgba(0,242,254,0.03), rgba(138,43,226,0.03)); border: 1px solid rgba(0,242,254,0.15); border-radius: 12px; padding: 18px 24px; margin: 25px auto 35px auto; font-size: 0.95em; color: #4b5563; line-height: 1.7; font-family: sans-serif;">
    <strong style="color: #1f2937; font-size: 1.05em; display: flex; align-items: center; gap: 8px;">
        <span style="font-size: 1.2em;"><img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f4a1.png" alt="💡" class="wp-smiley" style="height: 1em; max-height: 1em;" /></span> 간편 사용 설명서
    </strong>
    <ol style="margin: 10px 0 0 0; padding-left: 20px;">
        <li style="margin-bottom: 6px;"><strong>포사체 질량(M) 지정: 충돌 구동할 강체의 질량(0.5kg ~ 10kg)을 설정합니다.</strong></li>
<li style="margin-bottom: 6px;">충돌 진입/진출 속도 정의: 장애물 충격 전 진입 속도(Vi)와 튕겨 나갈 탄성 반동 속도(Vf)를 슬라이더로 조절합니다.</li>
<li style="margin-bottom: 6px;">완충 접촉 시간(dt) 미세 설정: 장애물과 충돌물이 맞닿아 있는 접촉 시간(sec)을 설정합니다. 접촉 시간이 길어질수록 충격력이 감쇠되는 완충 효과를 의미합니다.</li>
<li style="margin-bottom: 6px;">충돌 실시간 테스트 진행: [충돌 구동 시작] 버튼을 클릭해 충격력의 peak 커브 변화와 순간 구조 변형 발열(발광) 효과를 비교 분석합니다.</li>
    </ol>
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            <h3>1. 충격량-운동량 정리(Impulse-Momentum Theorem)의 물리적 정체</h3>
<p>뉴턴의 운동 제2법칙(F = m&middot;a)을 시간 <code>t</code>에 대해 적분하면 힘과 운동 상태 변화의 연동을 설명하는 <strong>충격량-운동량 정리</strong>를 도출할 수 있습니다.</p><ul><li><strong>운동량 (Momentum, p):</strong> 물체의 질량과 속도의 곱으로 결정되는 물리량으로, 운동 상태의 크기를 대변합니다. <code>p = m &times; v &nbsp;[kg&middot;m/s]</code></li><li><strong>충격량 (Impulse, J):</strong> 일정 시간 동안 작용하는 힘의 전체 시간 누적량(적분치)입니다. <code>J = &int; F dt = &Delta;p &nbsp;[N&middot;s]</code></li></ul><p>이 식은 물체가 받는 충격량은 즉 운동량의 변화량과 완벽히 동등함을 나타냅니다.</p>
<h3>2. 충격력(F_avg)과 크럼플존(Crumple Zone) 완충 공식</h3>
<p>완벽히 동일한 운동량 변화량 <code>&Delta;p</code>를 갖는 충돌이더라도, 접촉 시간 <code>&Delta;t</code>를 늘리면 물체에 작용하는 <strong>평균 충격력(Average Collision Force)</strong>을 극적으로 떨어뜨릴 수 있습니다.</p><p style="text-align: center; font-weight: bold; background: #e0f2fe; padding: 16px; border-radius: 8px; font-size: 1.05em; color: #0369a1;">F_avg = J / &Delta;t = m &times; (v_f - v_i) / &Delta;t &nbsp;[N]</p><p>자동차의 <strong>크럼플존(Crumple Zone)</strong>이나 스포츠 헬멧의 압축 폼 완충재는 충격 시 구조물이 찌그러지며 <code>&Delta;t</code>를 강제로 10배~50배 늘려 인체로 전도되는 평균 힘 <code>F_avg</code>를 안전 범위 이내로 낮추는 대표적인 동역학 응용 기술입니다.</p>
<h3>3. 충돌 시 에너지 손실률 계산</h3>
<p>충돌 과정에서 소성 변형 및 열로 방출되는 운동 에너지(Kinetic Energy)의 소모율은 다음과 같이 계측됩니다.</p><p style="text-align: center; font-weight: bold; background: #f3f4f6; padding: 12px; border-radius: 8px;">KE_loss = 1/2 &times; m &times; v_i^2 - 1/2 &times; m &times; v_f^2 &nbsp;[J]</p><p>진출 속도가 0이 되는 완전 비탄성 충돌 시 유입된 기계적 에너지가 100% 흡수(소실)되어 장비에 전량 기계적 피로도 손상을 유발하므로, 반동 속도가 클수록 상대적인 소성 구조물 대미지는 경감되나 역 방향 속도 가속에 따른 인체 충격은 급증하게 됩니다.</p>
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