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Motion in 2 and 3 Dimensions

The document discusses two-dimensional and three-dimensional motion. It defines position, displacement, velocity and acceleration vectors. It also describes projectile motion, defining the horizontal and vertical components separately. Equations of motion are provided for the trajectory, range and maximum height of a projectile.

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

Motion in 2 and 3 Dimensions

The document discusses two-dimensional and three-dimensional motion. It defines position, displacement, velocity and acceleration vectors. It also describes projectile motion, defining the horizontal and vertical components separately. Equations of motion are provided for the trajectory, range and maximum height of a projectile.

Uploaded by

noorman.6968
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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Chapter 4

Motion in 2 and 3 dimensions

Johan van Lierop


PHYS1050

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Position and displacement

Understanding motion in two and three


dimensions is challenging! One dimensional
motion is pretty common place (e.g. walking),
but two and three dimensions are harder to
navigate (e.g. it’s much harder to learn how
to pilot a plane or helicopter than drive a car).

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions


Position and displacement
~r = x iˆ + y jˆ + z k̂ is the position vector we use
to to define the location of a ‘particle’ with
respect to a coordinate system’s origin (O).

Displacement is thus defined by


∆~r = ~r2 − ~r1 = ∆x iˆ + ∆y jˆ + ∆z k̂, since:
∆~r = (x2 iˆ + y2 jˆ + z2 k̂) − (x1 iˆ + y1 jˆ + z1 k̂)
= (x2 − x1 )iˆ + (y2 − y1 )jˆ + (z2 − z1 )k̂

r and r ≡ |~
~ r | have
different meaning now!

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Velocity
8 Remember, by definition the average velocity is displacement per unit time
∆~r ∆x ˆ ∆y ˆ ∆z
⇒ ~
vavg = = i+ j+ k̂
∆t ∆t ∆t ∆t
8 And, the instantaneous velocity is described now by
d~r d dx ˆ dy ˆ dz
~
v= = (x iˆ + y jˆ + z k̂) = i+ j+ k̂
dt dt dt dt dt
8 so that the scalar components of the velocity, ~
v , are:
dx dy dz
vx = vy = vz =
dt dt dt

A particle moves along a path given by the gray


line. In the limit as ∆t approaches zero, the
velocity vector becomes tangent to the path of the
particle.

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions


Problem:

The figure at right gives the path of a object


moving about on level ground, from point A
(at time t = 0), to points B (at
t = 5.00 min), C (at t = 10.0 min), and
finally D (at t = 15.0 min). Consider the
average velocities of the object from point A
to each of the other three points. Of them,
what are the (a) magnitude and (b) angle of
the one with the least magnitude and the (c)
magnitude and (d) angle of the one with the
greatest magnitude?

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Acceleration

8 Also, by definition the average acceleration is change in velocity per unit


time
∆~v
⇒ ~ aavg =
∆t
8 And, the instantaneous acceleration is described now by
d~
v d dvx ˆ dvy ˆ dvz
~
a= = (vx iˆ + vy jˆ + vz k̂) = i+ j+ k̂
dt dt dt dt dt

8 so that the scalar components of the acceleration, ~


a, are:
dvx dvy dvz
ax = ay = az =
dt dt dt

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions


2D motion – the case of a projectile

xy motion 1 xy motion 2
The video encyclopedia of physics demonstrations, R. Berg et al., Education Group & Associates (Los Angeles, CA), 2000.
Problem definitions:
X A ‘particle’ moves in a vertical plane with an initial
v0 = v0x iˆ + v0y jˆ with v0x = v0 cos θ0 and
velocity, ~
v0y = v0 sin θ0 with θ0 the angle between ~ v0 and
+x direction.
X The particle is always in free–fall acceleration, ~
g,
that is downwards. Thus, the particle is called a
projectile
X ~
r and ~v describing the particle are always changing
in time, but ~a is constant and always directed
(vertically) downwards. Thus, the projectile has no
horizontal acceleration.
X We can simplify the problem solving two 1D motion
problems: i) horizontal and ii) vertical motion.

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Projectile motion

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions


Projectile motion – horizontal component
I No acceleration in the horizontal (x)
direction – vx remains unchanged from
it’s initial value v0x .
I Thus, we have a = 0 and v0 = v0x

x − x0 = v0x t ⇒ x − x0 = (v0 cos θ0 )t

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Projectile motion – vertical component

I In the vertical (y ) direction, we have


free–fall motion, so ay = −g
I Therefore, we have, following the
prescription for 1D free-fall motion:
1 1
y − y0 = v0y t − gt 2 = (v0 sin θ0 )t − gt 2
2 2
I vy = v0 sin θ0 − gt
I vy2 = (v0 sin θ0 2 ) − 2g (y − y0 )

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions


Projectile motion – cont’d

motion 1 motion 2 motion 3


ramp motion 1 ramp motion 2 ramp motion 3
The video encyclopedia of physics demonstrations, R. Berg et al., Education Group & Associates (Los Angeles, CA), 2000.

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Projectile motion – trajectory and range

I From x − x0 = (v0 cos θ0 )t we can solve for t and


substitute into y − y0 = (v0 sin θ0 )t − 12 gt 2 to find

xy motion 1 the projectile’s path (or trajectory) is described by

y = x tan θ0 −
g x2
2(v0 cos θ0 )2

where x0 = 0 and y0 = 0. Notice that this equation


is of the form y = a x + b x 2 , a parabola, so the
path is (as expected) parabolic.
I The horizontal range, R, of the projectile is the

xy motion 2
distance it travels having returned to its initial
(launch) height. Therefore, R = x − x0 and
y − y0 = 0, so that R = (v0 cos θ0 )t and
0 = (v0 sin θ0 )t − 12 gt 2 . Eliminating t yields:

2v02 v2
R = sin θ0 cos θ0 = 0 sin 2θ0
g g

The video encyclopedia of physics demonstrations, R. Berg et This is only correct when the launch and final
al., Education Group & Associates (Los Angeles, CA), 2000. heights are the same.

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions


Problem:

In 1939 or ’40, Emanuel Zacchini took his human-cannonball act to an


extreme: After being shot from a cannon, he soared over three Ferris wheels
and into a net. Assume that he is launched with a speed of 26.5 m/s and at an
angle of 53.0◦ . (a) Treating him as a particle, calculate his clearance over the
first wheel. (b) If he reached maximum height over the middle wheel, by how
much did he clear it? (c) How far from the cannon should the net’s center have
been positioned (neglect air drag)?

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Uniform circular motion


I When a ‘particle’ travels in a circle at a
constant speed, the particle is in uniform
circular motion. The particle has to be
accelerating since the velocity is changing
direction constantly.
I The acceleration is always radially inward and
“centre seeking”:
I

v2
a= is the centripetal acceleration
r
[a] = (m/s)2 /m = m/s2
I The period of revolution (period, T ) is

2πr
T =
v
that gives the time it takes the particle to
travel the circle’s circumference, 2πr , once.
[T] = m/(m/s) = s
Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions
Uniform circular motion – a proof

X Consider a particle, p, that moves at a constant speed, v , around a circle of radius, r . p has
coordinates xp and yp at time t.
X Since ~ v = vx iˆ + vy jˆ = (−v sin θ)iˆ + (v cos θ)jˆ
v is always tangent to the particle’s path, ~
X sin θ = yp /r and cos θ = xp /r , so
X        
−v yp v xp d~
v −v dyp v dxp
~
v = iˆ + jˆ ⇒ ~
a= = iˆ + jˆ
r r dt r dt r dt
X We know (by definition) that vy = dyp /dt and vx = dxp /dt, as well as vx = −v sin θ and
vy = v cos θ, which leads to:
X
! !
−v 2 ˆ v2 q v2 q v2
~
a= cos θ i+ − sin θ jˆ ⇒ a= ax2 + ay2 = (cos θ)2 + (sin θ)2 =
r r r r

ay {−(v 2 /r ) sin θ}
with a directional angle, φ, given by tan φ = = = tan θ that tells us ~
a
ax {−(v 2 /r ) cos θ}
is directed along the radius, r , towards the centre of the path.

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Problem:

A boy whirls a stone in a horizontal circle of radius 1.5 m and at a height 2.0 m
above level ground. The string breaks, and the stone flies off horizontally and
strikes the ground after traveling a horizontal distance of 10 m. What is the
magnitude of the centripetal acceleration of the stone during the circular
motion?

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions


Relative Motion (1D)

bulldozer 1D 1 bulldozer 1D 2
The video encyclopedia of physics demonstrations, R. Berg et al., Education Group & Associates (Los Angeles, CA), 2000.

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Relative Motion (1D)

Frame A is moving slower than Frame B; both observe P.

8 The reference frame establishes the velocity. We “connect” the coordinate


system to the reference frame.
d d d
8 xPA = xPB + xBA ⇒ (xPA ) = (xPB ) + (xBA ) ⇒ vPA = vPB + vBA
dt dt dt
dvPA dvPB dvBA dvBA
8 = + and vBA is constant, so = 0, therefore aPA = aPB .
dt dt dt dt
8 This tells us that observers on different reference frames that move at constant
velocities relative to each other measure the same acceleration for the moving
‘particle’, P.
Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions
Relative Motion (2D)

bulldozer 2D 1 bulldozer 2D 2
bulldozer 2D 3 bulldozer 2D 4
vS 0 S relative to S 0 .
8 Here, in two dimensions, reference frame S moves ~
8 The position vectors are related via ~
rPS = ~
rPS 0 + ~
rS 0 S
8 so that d(~
rPS )/dt = ~
vPS = ~
vPS 0 + ~
vS 0 S
8 and since ~
vS 0 S is constant (the velocity between reference frames
isn’t changing), d~ vS 0 S /dt = 0, ⇒ ~
aPS = ~
aPS 0 .
8 which tells us that observers on different reference frames that move
at a constant velocity relative to each other will measure the same
acceleration for Chapter
Johan van Lierop PHYS1050
a moving particle (like the 1D situation).
4 Motion in 2 and 3 dimensions

Problem:

After flying for 15 min in a wind blowing 42 km/h at an angle of 20◦ south of
east, an airplane pilot is over a town that is 55 km due north of the starting
point. What is the speed of the airplane relative to the air?

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions


Summary
I The position vector, ~r = x iˆ + y jˆ + z k̂, allows one to define the displacement,
r =~
∆~ r2 − ~r1 .
I The velocity, is thus
d~
r
~v =
dt
with vx = dx/dt, vy = dy /dt and vz = dz/dt the velocity components along the axes of
the Cartesian coordinate system, and ~
v is always directed along the tangent to the particle’s
path.
I The acceleration is
d~
v d 2~
r
~
a= = 2
dt dt
with ax = dvx /dt, ay = dvy /dt and az = dvz /dt the acceleration components along the
axes of the Cartesian coordinate system.
I Projectile motion is described fully (ignoring air resistance) by:

1 2 2 2
x−x0 = (v0 cos θ0 )t y −y0 = (v0 sin θ0 )− gt vy = v0 sin θ0 −gt vy = (v0 sin θ0 ) −2g (y −y0 )
2

where ~v0 is the particle’s initial velocity and θ0 is the angle (measured from the horizontal)
of this velocity.
I Uniform circular motion has an acceleration, ~ a of constant magnitude a = v 2 /r that is
directed towards the centre of motion for the particle. The particle has a period of
revolution, T = (2πr )/v .
I Relative motion (at a constant ~ v ) between frames of reference A and B translates the
velocities and accelerations of a particle P via the relations: ~vPA = ~
vPB + ~vBA and ~
aPA = ~aPB
Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

Summary & forecast

I Kinematics in 2D and 3D is now possible using vector notation!


I Critical to understand ~
v and ~
a (velocity and acceleration vectors)!
I The special cases of uniform circular motion and projectile motion
(constant acceleration due to gravity).
I Go over the examples in Chapter 4. Work through them. Don’t just read
them!
I Problems to try: 4.29, 4.39, 4.47, 4.49, 4.65, 4.71, 4.73
I Read 5.1 – 5.4 to be prepared for the next lecture.

Johan van Lierop PHYS1050 Chapter 4 Motion in 2 and 3 dimensions

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