Chapter3 2D&3D Motion
Chapter3 2D&3D Motion
Chapter 3
Introduction
• What determines where a
batted baseball lands?
• How do you describe the motion
of a roller coaster car along a
curved track or the flight of a
circling hawk?
• Which hits the ground first, a
baseball that you simply drop or
one that you throw horizontally?
• We need to extend our
description of motion to two and
three dimensions.
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1. Vectors
2. Velocity & Acceleration Vectors
3. Constant Acceleration
4. Projectile Motion
5. Uniform Circular Motion
6. Relative Motion
Learning Outcomes
In this chapter, you’ll learn…
• how to use vectors to represent the position and velocity of a particle
in two or three dimensions.
• how to find the vector acceleration of a particle, and how to interpret
the components of acceleration parallel to and perpendicular to a
particle’s path.
• how to solve problems that involve the curved path followed by a
projectile.
• how to analyze motion in a circular path, with either constant speed or
varying speed.
• how to relate the velocities of a moving object as seen from two
different frames of reference.
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Position Vector
• The position vector from
the origin to point P has
components x, y, and z.
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In two dimensions
Position: the position of an object is
described by its position vector r (t )
always points to particle from origin.
Displacement: r r r
2 1
r ( x2iˆ y2 ˆj ) ( x1iˆ y1 ˆj )
( x2 x1 )iˆ ( y2 y1 ) ˆj
xiˆ yˆj
The displacement of a particle is the change of September 22, 2008
the position vector during a certain time.
r rx ˆi ry ˆj
y (N)
rx r cos 160 km cos 35
city
160 0.81915 km 131.06 km 131 km
r = 160 km
j = 35
ry r sin 160 km sin 35
91.77 km 92 km
x (E)
home i 160 0.57357 km
r 131 ˆi 92 ˆj km
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Velocity
• We define the average velocity as the displacement
divided by the time interval:
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Average Velocity
• The average velocity between two points is the displacement divided
by the time interval between the two points, and it has the same
direction as the displacement.
Instantaneous Velocity
• The instantaneous velocity is the instantaneous rate of change of
position vector with respect to time.
• The components of the instantaneous velocity are
dx dy dz
vx , vy , and v z .
dt dt dt
• The instantaneous velocity of a
particle is always tangent to its path.
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Acceleration (1 of 2)
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Acceleration (2 of 2)
Average Acceleration (1 of 2)
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Average Acceleration (2 of 2)
Instantaneous Acceleration (1 of 2)
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Instantaneous Acceleration (2 of 2)
Components of Acceleration
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r0 0 , 0 m
v 0 7.3 , 0 m / s
1
x 7.3 t 0.41 t 2
2
1
y 0.71 t 2
2
x 79.0 m
net displacement
y 26.9 m
r x 2 y 2 84 m
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Projectile Motion (1 of 3)
• A projectile is any object given an initial velocity that then follows
a path determined by the effects of gravity and air resistance.
• Begin by neglecting resistance and the curvature and rotation of
the earth.
Examples in sports:
Tennis
Baseball
Football
Lacrosse
Racquetball
Soccer………….
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Projectile Motion (2 of 3)
• If air resistance is negligible, the trajectory of a projectile is a
combination of horizontal motion with constant velocity and vertical
motion with constant acceleration.
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x = (vocoso)t
y = (vosinαo)t 1/2gt2
a 0 , g
vx = vocosαo
vy = vosinαo gt
Projectile motion
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Trajectory of Projectile
ax 0; a y g
v0 y
v0 x v0 cos 0 ; v0 y v0 sin 0 ; tan 0
v0 x
x x0
t
v0 cos 0
2
x x0 1 x x0
y y0 v0 sin 0 g
v0 cos 0 2 v0 cos 0
g
y y0 x x0 tan 0 x x0
2
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Trajectory of Projectile
v0 y
v0 x v0 cos 0 ; v0 y v0 sin 0 ; tan 0
v0 x
ax 0; a y g
1
x x0 vx 0 t ax t 2 x v cos t
2 0 0 0
1 1 2
y y0 v y 0 t a y t 0 0
2 y v sin
0t gt
2 2
x x0
t
v0 cos 0
2
x x0 1 x x0
y y0 v0 sin 0 g
v0 cos 0 2 v0 cos 0
g
y y0 x x0 tan 0 x x0
2
v0 y g
v0 x v0 cos 0 ; v0 y v0 sin 0 ; tan 0
v0 x
ax 0; a y g
vx v0 x ; v y v0 y gt
x(t ) x0 v0 x t; y (t ) y0 v0 y t 12 gt 2
2
x x 1 x v0 y g 2
t ; y ( x) v0 y 2 g x 2 x
v0 x v0 x v0 x v0 x 2v0 x
g 2
y ( x) tan 0 x 2 x
2
0v cos 2
0 This is the equation
for a parabola.
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0 v0 yT 12 gT 2 ; T 0 g
v0 y 12 gT 0
2v0 y 2v0
T sin 0
g g
2v v2
R v0 xT v0 cos 0 0 sin 0 0 2sin 0 cos 0
g g
v0 2
R sin 2 0
g
R is maximum when o=45o,
so that sin 2o = 1.
g
y y0 x x0 tan 0 x x0
2
2 v02 cos 2 0
Horizontal range y = y0 :
g
0 x x0 tan 0 x x0
2
2 v02 cos 2 0
x x0
2 v02 2 v2 v2
x x0 cos 2 0 tan 0 0 cos 0 sin 0 0 sin 2 0
g g g
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196 m / s
2
v 14 m / s v 14 m / s
v v0 14 m / s
t 1.428 s 1.4 s
g 9.8 m / s 2
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1.7 s
t
0.18 s
v v02 2 g y0 y0
2
h
vh v0
y (t ) v0 y t 12 gt 2 v0 y v0 sin 0
0 1
2
g t 2 v0 yt y x v0 xt v0 x v0 cos 0
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x0 0 vx 0 31 m / s
vy 0 0 y0
y0 1.7 m
x 31 m / s t
1
0 1.7 m
2
9.8 m / s 2 t 2
1.7
t s 0.589 s
4.9
x 31 0.589 m 18 m
2 v02 cos 2 0
x0 0 x 3.1 m
y 2.6 m 0 35
y0 1.0 m
9.8
3.1
2
1.6 3.1tan 35
2 v02 cos 2 35
minimum speed v0 11 m / s
9.8
1.6 x tan 35 x2
2 11 cos 2 35 0.060 x 0.70 x 1.6 0
2 2
1 8.7 m
x 0.70 0.33 Lands at 5.5 m from edge.
0.12 3.1 m
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g
y y0 x x0 tan 0 x x0
2
Short engine firing y 0, v0 = 4.6 km/s.
2 v02 cos 2 0
g v02 v2
0 x tan 0 x2 x2 sin 0 cos 0 0 sin 2 0
2 v02 cos 2 0 g g
4.6 km / s
2
50 km sin 20
9.8 103 km / s 2
1.33 0.67
sin 2 0 0.0232 20 0
180 1.33 90 0.67
Examples:
Satellite orbit.
Planetary orbits (almost).
Earth’s rotation.
Motors.
Electrons in magnetic field.
⁞
Uniform circular motion
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Motion in a circle
• Uniform circular motion is constant speed along a circular
path.
Motion in a circle
• Car speeding up along a circular path
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Motion in a circle
• Car slowing down along a circular path
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Centripetal acceleration
vi
v r vr Δv = vf - vi
so, v v
v r r vi f y B
A
v r v v 2 vf
Δr
t t r r R
ri rf
v v 2
a r lim O
t 0 t r x
Direction: Centripetal
v2
a rˆ
r
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2 r v2
T a
v r
2 r r
T 2
ar a
ISS: r ~ 350 km
15.7 orbits a day
v2
a
r
22.2 m / s 329 m
2 2
vmax
rmin
amax 1.5 m / s 2
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at
ar
Arbitrary motion:
ar = v2 / r r = radius of curvature
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v pG v pA v AG
v AG (90 km/h)
arcsin arcsin 26.7 west of north
v pA (200 km/h)
v pG v 2pA v AG
2
(200 km/h)2 (90 km/h) 2 179 km/h
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v v
190 190
960 cos cos 1 101.4
km/h 960 960
v y 960 sin 941 km / h
1290 km
Trip time t 1.4 h
941 km / h
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