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04 Handout 12 PDF

The document discusses 2D and 3D kinematics and projectile motion. It provides equations to solve for resultant velocity and distance in 2D space using the Pythagorean theorem. It also discusses using trigonometric functions like sine, cosine, and tangent to solve for angles of displacement in 2D motion. The document then discusses the key variables in projectile motion like launch velocity, impact velocity, angle of elevation, maximum height, range, and flight time. It provides the equations to solve for horizontal and vertical motion in projectiles. As an example, it analyzes the projectile motion of a man using a 3D maneuvering gear who is launched vertically at 56 m/s towards two towers.

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0% found this document useful (0 votes)
140 views

04 Handout 12 PDF

The document discusses 2D and 3D kinematics and projectile motion. It provides equations to solve for resultant velocity and distance in 2D space using the Pythagorean theorem. It also discusses using trigonometric functions like sine, cosine, and tangent to solve for angles of displacement in 2D motion. The document then discusses the key variables in projectile motion like launch velocity, impact velocity, angle of elevation, maximum height, range, and flight time. It provides the equations to solve for horizontal and vertical motion in projectiles. As an example, it analyzes the projectile motion of a man using a 3D maneuvering gear who is launched vertically at 56 m/s towards two towers.

Uploaded by

Nial Hoerun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SH1685

Kinematics: 2D and 3D Space Solving for the resultant velocity,


I. Two-Dimensional Motion 𝑉𝑅 = √𝑉𝑥2 + 𝑉𝑦2
From 1D to 2D
As you can recall from the previous topic (see 02 Handouts 1), 𝑉𝑅 = √202 + 152
we can present vectors within a Cartesian plane. As previously 𝑉𝑅 = √625
discussed as well, rectilinear motion is, simply put, motion along 𝑽𝑹 = 𝟐𝟓 𝒎/𝒔
a straight line. So, projecting it within a Cartesian plane, it will
Solving for distance applies the same,
only move either along the x-axis or the y-axis.
𝑅 = √𝑎2 + 𝑏 2
In this lesson, we shall be dealing with motion when projected
along two dimensions: x and y. As seen in the image on the left, 𝑅 = √402 + 302
there is a third arrow 𝑅 = √1600 + 900
alongside the x and y axes. 𝑅 = √2500
That arrow is called the 𝑹 = 𝟓𝟎 𝒎
resultant. It represents the Unfortunately, 2D motion requires an angle of displacement,
motion in both dimensions. especially for resultant values. For this, we use 𝑆𝑂𝐻 − 𝐶𝐴𝐻 −
Simply put, it simplifies the
𝑇𝑂𝐴:
direction taken by the object 𝑜𝑝𝑝𝑜𝑠𝑖𝑡𝑒
over the course of its 𝑆𝑂𝐻, 𝑠𝑖𝑛𝑒 =
movement. ℎ𝑦𝑝𝑜𝑡𝑒𝑛𝑢𝑠𝑒
𝑎𝑑𝑗𝑎𝑐𝑒𝑛𝑡
Suppose we have a car 𝐶𝐴𝐻, 𝑐𝑜𝑠𝑖𝑛𝑒 =
moving at 20 m/s, traveling ℎ𝑦𝑝𝑜𝑡𝑒𝑛𝑢𝑠𝑒
at 40 m east, then travels at 30 m, moving at 15 m/s upon turning 𝑜𝑝𝑝𝑜𝑠𝑖𝑡𝑒
north. How fast, and how far did the car travel? 𝑇𝑂𝐴, 𝑡𝑎𝑛𝑔𝑒𝑛𝑡 =
𝑎𝑑𝑗𝑎𝑐𝑒𝑛𝑡
Solving this kind of problem requires the following equation: Take note, however, that sine pertains to the angle moving from
𝑉𝑅2 = 𝑉𝑥2 + 𝑉𝑦2 the y-axis down to the x-axis. Cosine pertains to the angle
Which is reminiscent of the Pythagorean Theorem, moving from the x-axis up towards y, and tangent pertains to the
𝑐 2 = 𝑎2 + 𝑏 2 , where, slope of the incline (i.e. the resultant formed from the x and y
𝑎 = 𝑉𝑥 values).
𝑏 = 𝑉𝑦
𝑐 = 𝑉𝑅

04 Handout 1 *Property of STI


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SH1685

So, solving for the angle, the air, the velocity it gains has both horizontal and vertical
15 components. This, along with the angle the ballistic is being
𝑐𝑜𝑠𝜃 = thrown at, creates a parabolic trajectory.
25
𝑐𝑜𝑠𝜃 = 0.6 There are six (6) important variables in projectile motion.
𝜃 = cos−1 (0.6)
𝜽 = 𝟓𝟑. 𝟏𝟑° Launch The velocity of the object at the start of
Projectile Motion ̅𝟎 )
Velocity (𝒗 its trajectory.
Suppose we have a 65-kg man wearing an advanced prototype
of a 3D Maneuver Gear (3DMG). He aimed his left and right Impact Velocity The velocity of the object as it comes
reels at the peaks of two abandoned stone towers 375 meters ̅𝒇 )
(𝒗 closer to its destination.
above the ground, with the man standing at a building about 50
Angle of The angle of an object’s initial velocity
meters above the ground. The towers were 250 m away from the
Elevation (𝜽) with respect to (wrt) the range
building. As the gear pulled him towards the two (2) towers at a
rate of 56 m/s vertically, which changes after 4 seconds, as seen Maximum The highest altitude the object reaches
in the figure. What is the man’s vertical height as soon as he hit Height (𝒚𝑴𝑨𝑿 ) along its trajectory
the 4-second mark?
Range The maximum horizontal displacement
This setup is an example of Projectile Motion. (𝒙𝑴𝑨𝑿 ) an object can attain
The total amount of time an object takes
Flight Time
to travel from the initial point to its
(𝑻)
destination
Always keep in mind these following note:
1. 𝑥 gets maximum value if 𝜃 = 45°
2. When adding two angles of elevation, keep in mind that if
the sum is equal to 45°, then 𝑥 gets maximum distance.
3. 𝑥 is constant. To solve for it in projectile motion, use 𝑥 =
𝑣𝑥 𝑡, where 𝑣𝑥 = 𝑣 𝑐𝑜𝑠𝜃.
The vertical component of projectile motion is a free-fall. Thus,
the formulas for projectile motion are as follows, as seen below.
Projectile motion is a free-falling motion where an object,
usually referred to as a projectile, flies over the air at a certain First are the formulas for horizontal launch. Take note that 𝑔 (↓)
angle. The object’s path is known as its trajectory. As it flies in = 9.8 𝑚/𝑠 2 . Take note as well of the following values.

04 Handout 1 *Property of STI


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SH1685

Horizontal Motion
𝑎𝑥 =0 𝑣̅02𝑦 𝑣̅02 sin2 𝜃
𝑣̅𝑥 = 𝑣̅0𝑥 𝑦= 𝑥𝑀𝐴𝑋 =
2𝑔 𝑔
𝑥 = 𝑣̅0𝑥 𝑡
Going back to the scenario, we get the following given values,
Vertical Motion
𝑎𝑦 =𝑔 𝑦0 = 50 𝑚 𝑥 = 250 𝑚
𝑚 𝑚
𝑣̅𝑦 = 𝑣0𝑦 + 𝑔𝑡 𝑎 = 10 2 𝑣0𝑦 = 56
𝑠 𝑠
1 𝑦𝑀𝐴𝑋 = 375 𝑚
𝑦 = 𝑣0𝑦 𝑡 + 𝑔𝑡 2
2 Solving for the vertical height,
1
From these values, we get the following derived equations, 𝑦 = 𝑦0 ± 𝑣0𝑦 𝑡 + 𝑔𝑡 2
2
2𝑦
𝑡=√ 𝑣̅𝑦 = √2𝑔𝑦 1
𝑔 𝑦 = 𝑦0 + 𝑣0𝑦 𝑡 + 𝑔𝑡 2
2
𝑔 1 1
𝑣̅0 = 𝑥√ 𝑦 = 𝑔𝑡 2 𝑦 = 50 + [(56)(4)] + (−9.8)(42 )
2ℎ 2 2

2𝑦 𝑦 = 50 + [224] + 80
𝑥 = 𝑣̅0 √
𝑔
𝒚 = 𝟏𝟏𝟕. 𝟐 𝒎
Given here are the formulas for projectile motion, with vertical
components added. Take note that 𝑣0𝑦 = 𝑣0 𝑠𝑖𝑛𝜃, and 𝑔 (↓) = Relative Motion
Relative motion is movement that is observed from another
9.8 𝑚/𝑠 2 .
point of view. This motion requires three (3) reference frames -
1
𝑦 = 𝑦0 ± 𝑣0𝑦 𝑡 + 𝑔𝑡 2 𝑣̅𝑓 2 = 𝑣̅0 2 + 2𝑔∆𝑦 - the static reference (referred always as 𝐴), the intermediate
2 reference (referred as 𝐵), and the moving reference (referred as
𝐶). Since there is a common ground for both velocities, the
𝑣̅𝑓𝑦 = 𝑣̅0𝑦 + 𝑔𝑡 𝑥 = 𝑣̅0𝑥 𝑡
formula is simply a vector linear equation, though it may change
to suit the scenario,
2 2 2
𝑣̅0𝑦𝑣̅0 2𝑦 2𝑦 𝑉𝐴𝐶 = 𝑉𝐴𝐵 + 𝑉𝐵𝐶
𝑇𝑥𝑀𝐴𝑋 = 2𝑇𝑦𝑀𝐴𝑋 𝑇𝑦𝑀𝐴𝑋 = ±√ 2 −
𝑔 𝑔 𝑔

04 Handout 1 *Property of STI


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SH1685

As an example, let us say we have a boatman rowing his boat at


the speed of 3.5 m/s, heading East. He is rowing perpendicularly
against the river’s current, flowing at 10 m/s, going south. What
is the boat’s speed wrt the river, and its resulting bearing?
In solving this, we need to first determine the variables. In this
case, we assign the following variables,
Variable Assignment
𝐵 = 𝑏𝑜𝑎𝑡
𝑅 = 𝑟𝑖𝑣𝑒𝑟
𝑊 = 𝑤𝑎𝑡𝑒𝑟 (𝑐𝑢𝑟𝑟𝑒𝑛𝑡)
Notice that water is being used as the intermediate reference.
Next, we assign the following velocities (wrt the Cartesian
plane). Source: http://hyperphysics.phy-astr.gsu.edu/hbase/imgmec/boatc.gif

Velocity Values (m/s) To solve for the missing, we rearrange the equation,
𝑉𝐵𝑊 = 3.5, 𝐸 3.5 = 𝑉𝐵𝑅 − 10
𝑉𝐵𝑅 = 𝑉𝐵𝑅 𝑉𝐵𝑅 = 3.5 + 10
𝑉𝑊𝐸 = 10, 𝑆 Then, we apply the Pythagorean Theorem to the equation, since
Using the formula, we solve for the missing value, we formed a right triangle.
2
𝑉𝐵𝑊 = 𝑉𝐵𝑅 + 𝑉𝑊𝑅 𝑉𝐵𝑅 = (3.5)2 + (10)2
3.5 = 𝑉𝐵𝑅 − 10
In the diagram, you can see that the geometric shape formed in Solving for VBR,
2
this problem is a right triangle. 𝑉𝐵𝑅 = (3.5)2 + (10)2
𝑉𝐵𝑅 = √12.25 + 100
𝑉𝐵𝑅 = √112.25
𝑽𝑩𝑹 = 𝟏𝟎. 𝟓𝟗 𝒎/𝒔
Solving for the bearing, which is another term for the angle of
displacement,
3.5
cos 𝜃 =
10.59

04 Handout 1 *Property of STI


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SH1685

3.5 and y, is not equal to the hypotenuse formed by x and z. The


𝜃 = cos−1 ( ) hypotenuse of x and z, which will be represented by 𝜌, is the
10.59
𝜽 = 𝟕𝟎. 𝟕𝟎𝟏°, 𝑺 𝒐𝒇 𝑬 base of the hypotenuse 𝑟. So, computing for the component
values of the resultants, we get the following equations for 𝜌,
II. Three – Dimensional Motion 𝑟𝑧 = 𝑟 cos 𝜑
From 2D to 3D 𝜌 = 𝑟 sin 𝜑
The Cartesian plane also supports a third axis to represent
For the other resultants, which holds 𝜃,
thickness. This third axis is called the z-axis, or the applicate.
Providing with a diagram, the Cartesian plane will now look like 𝑟𝑥 = 𝜌 cos 𝜃
the figure below. 𝑟𝑦 = 𝜌 sin 𝜃
Each axis contributes Applying substitution, in this case is 𝜌, we get that,
a point of reference to 𝑟𝑥 = 𝑟 sin 𝜑 cos 𝜃
map out the resultant 𝑟𝑦 = 𝑟 sin 𝜑 sin 𝜃
vector in this
Cartesian setup. This, Compiling all resultant components, we get,
in turn, provides a 𝑟𝑥 = 𝑟 sin 𝜑 cos 𝜃
complex depth to 𝑟𝑦 = 𝑟 sin 𝜑 sin 𝜃
problems being 𝑟𝑧 = 𝑟 cos 𝜑
plotted in this manner. Applications
In reality, every There are numerous Physics applications for 3D projections, one
Physics problems are of which is in Mechanics. As stated earlier, real-life Physics are
only set up in both 1D projected in three (3) dimensions. But, it never ends there.
and 2D because it Others find 3D Physics applicable in videogame movements,
allows you to practice graphics, and others.
on plotting and solving for values. Real problems in Physics are
always projected in three (3) dimensions, with flight and Let us try an example. Suppose we have that same man earlier
projectile motion as concrete examples. using his 3D maneuver gear. In it, he reached the top of a 15-
storey building (50 meters). He anchors his hooks atop two
The Breakdown church steeples, 250 meters away. As he swung himself 52.43°
Referring to the diagram above, given the vector 𝑟, above the ground, he was slingshot 35° horizontally while
where 𝑟 = (𝑥, 𝑦, 𝑧), each value within the set 𝑟 is a coordinate maintaining his velocity of 96 meters per second. How fast is he
for the resultant vector. But, upon closer inspection, the when projected in three components?
hypotenuse that the variable 𝑟 represents, which is formed by x

04 Handout 1 *Property of STI


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SH1685

Normally, if we project the man in 2D, we get this, Applying substitution, we get,
𝑣𝑥 = 96 sin 35° cos 52.43°
𝑣𝑦 = 96 sin 35° sin 52.43°
𝑣𝑧 = 96 cos 35°
Solving for the components,
𝑣𝑥 = 96 sin 35° cos 52.43°
𝑣𝑥 = 96(0.3497268973)
𝒗𝒙 = 𝟑𝟑. 𝟓𝟕 𝒎/𝒔
But, when projected in 3D, we get this, 𝑣𝑦 = 96 sin 35° sin 52.43°
𝑣𝑦 = 96(0.4546218491)
𝒗𝒚 = 𝟒𝟑. 𝟔𝟒 𝒎/𝒔
𝑣𝑧 = 96 cos 35°
𝒗𝒛 = 𝟕𝟖. 𝟔𝟒 𝒎/𝒔
There are other problems which uses three dimensions. These
only take analysis and comprehension to answer them.
Source: 3.bp.blogspot.com

References:
So, to solve this problem, we need to address first the given. Bauer, W., & Westfall, G. D. (2016). General physics 1 (2nd ed.). Columbus, OH: McGraw-Hill Education.
Bauer, W., & Westfall, G. D. (2016). General physics 1 (2nd ed.). Quezon City: Abiva Publishing House, Inc.
Given: Bautista, D.C. (2013). Science impact: Integrated science (3rd ed.). Antipolo City: Academe Publishing
House, Inc.
𝑅𝑎𝑡𝑒 = 250𝑚 Belleza, R.V., Gadong, E.S.A., …, Sharma, M. PhD (2016). General physics 1. Quezon City, Vibal Publishing
𝐻𝑒𝑖𝑔ℎ𝑡 = 325𝑚 House, Inc.
CHED (2016). Displacement, time, average velocity, instantaneous velocity. Retrieved 2017, February 13
𝑅𝑒𝑠𝑢𝑙𝑡𝑎𝑛𝑡 𝑉𝑒𝑙𝑜𝑐𝑖𝑡𝑦 = 96𝑚/𝑠 from Teach Together: CHED K-12 Curriculum Sharing Site:
http://teachtogether.chedk12.com/teaching_guides/view/82
𝜃 = 52.43° Fitzpatrick, R. (2006). Motion in 3 dimensions. Retrieved from The University of Texas online classroom:
http://farside.ph.utexas.edu/teaching/301/lectures/node23.html
𝜑 = 35° Freedman, R. A., Ford, A. L., & Young, H. D. (2011). Sears and Zemansky's university physics (with modern
physics) (13th ed.). Addison-Wesley.
Using the formulas derived earlier, Khan Academy (n.d.). Two-dimensional motion. Retrieved 2017, March 3 from Khan Academy:
https://www.khanacademy.org/science/physics/two-dimensional-motion
𝑟𝑥 = 𝑟 sin 𝜑 cos 𝜃 Nave, C. R. (2016). Mechanics: Motion. Retrieved from the Georgia State University’s HyperPhysics:
http://hyperphysics.phy-astr.gsu.edu/hbase/hph.html#mechcon
𝑟𝑦 = 𝑟 sin 𝜑 sin 𝜃 Santiago, K. S., & Silverio, A. A. (2016). Exploring life through science: senior high school physical science.
𝑟𝑧 = 𝑟 cos 𝜑 Quezon City: Phoenix Publishing House, Inc.
Somara, S. (2016). Vectors and 2D motion: Crash course physics #4. Retrieved from YouTube:
https://www.youtube.com/watch?v=w3BhzYI6zXU

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