Projectile Motion in 3D: Calculating Landing Spot and Launching Angle

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Discussion Overview

The discussion revolves around the challenges of predicting the landing spot and calculating the launching angle of a projectile in a 3D space. Participants explore the application of 2D projectile motion equations to a 3D context, addressing both theoretical and practical aspects of the problem.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification

Main Points Raised

  • Stan questions how to extract the launching angle from a set of 3D coordinates and whether using a 2D equation to predict the landing spot is a valid approach.
  • One participant suggests that Stan's approach is good, noting that the trajectory lies in a plane defined by the cross product of the initial velocity vector and the acceleration vector.
  • Another participant proposes a simpler method of drawing a line between the launch and landing points and establishing a perpendicular line to define the Z axis.
  • Stan seeks clarification on the cross product and its implications for the trajectory's plane, indicating some confusion about the explanation provided.

Areas of Agreement / Disagreement

Participants express differing views on the best method to approach the problem, with no consensus reached on the most effective way to calculate the landing spot and launching angle in 3D.

Contextual Notes

There are unresolved questions regarding the application of 2D equations in a 3D context, particularly concerning the assumptions made about the trajectory and the definitions of angles in spherical coordinates.

Stanley_Smith
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:mad:

Hi Everybody,

I'm currently involved in a project in which I have to display the trajectory of a flying ball in 3D and predict its landing spot. My partners will track the ball as it is launched and give me a set of the ball's 3-D coordinates. The display path is easy but I have a few questions about the predicting path:

Normally, the object's landing spot in 2-D will be calculated by the following formula: (v^2*sin(2theta))/g
where v is the initial velocity, theta is the launching angle and g is gravity

Now, I never been exposed to projectile motion in 3-D and I have a few questions:
How do I extract the launching angle from a set of 3-D coordinates ?
And I am thinking about using the 2-D equation above to calculate where the ball will land (in 2-D) and then somehow obtain the third dimension in the end...Is this a right approach ?

Thank you very much,
Stan
 
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Welcome to PF!

"And I am thinking about using the 2-D equation above to calculate where the ball will land (in 2-D) and then somehow obtain the third dimension in the end...Is this a right approach ?"

This is a very good approach, because the the trajectory, [tex]\vec{r}(t)[/tex], will lie in a plane whose vector normal is proportional to the cross product of the initial velocity vector, [tex]\vec{v}_{0}[/tex], and the constant acceleration vector, [tex]\vec{a}[/tex], i.e [tex]\vec{v}_{0}\times\vec{a}[/tex]

Hence, the trajectory curve is in essence a 2-D curve (its torsion zero).

As for expressing the launching angle, the closest analogy to the 2-D case is the polar (azimuthal??) angle in spherical coordinates.
 
You can probably just cheat by drawing a line between where you launch it and where it lands, then draw a perpendicular line along the ground and mark it as your Z axis.
 
"because the the trajectory, [tex]\vec{r}(t)[/tex], will lie in a plane whose vector normal is proportional to the cross product of the initial velocity vector, [tex]\vec{v}_{0}[/tex], and the constant acceleration vector, [tex]\vec{a}[/tex], i.e [tex]\vec{v}_{0}\times\vec{a}[/tex]

Hence, the trajectory curve is in essence a 2-D curve (its torsion zero)"

Arildno, could you please explain more about the cross product stated above?
And What do you mean by "will lie in a plane whose vector normal is proportional "
I kinda understand what you are saying, but I'm not sure...

Thank you,
 

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