Understanding 3D Projectile Motion and Predicting Landing Spot

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SUMMARY

This discussion focuses on the mathematical modeling of 3D projectile motion, specifically predicting the landing spot of a flying ball using initial velocity and launch angle. The 2D landing spot is calculated using the formula (v^2*sin(2theta))/g, where 'v' is the initial velocity, 'theta' is the launch angle, and 'g' is gravity. The trajectory lies in a plane defined by the cross product of the initial velocity vector and the gravitational acceleration vector, allowing for the extraction of the launch angle from the 3D coordinates. The conversation emphasizes the importance of understanding the projection of the initial velocity onto the x-y plane to determine the trajectory's characteristics.

PREREQUISITES
  • Understanding of 3D coordinate systems
  • Familiarity with projectile motion equations
  • Knowledge of vector operations, particularly cross products
  • Basic principles of kinematics and gravity
NEXT STEPS
  • Study the derivation of the 2D projectile motion formula (v^2*sin(2theta))/g
  • Learn about vector projections in 3D space
  • Explore spherical coordinates and their application in 3D motion
  • Investigate the effects of air resistance on projectile motion
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Students and professionals in physics, engineering, and computer graphics who are involved in modeling and simulating 3D motion, particularly in applications related to sports analytics, game development, or robotics.

Stanley_Smith
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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 ?

There was an answer from Arildno, Thanks Arildno:

"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 will lie in a plane whose vector normal is proportional to the cross product of the initial velocity vector and the constant acceleration vector

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.

But:

What does he means by :

"because the trajectory will lie in a plane whose vector normal is proportional to the cross product of the initial velocity vector and the constant acceleration vector"

I don't think I understand what he is saying? Can anyone help ?

Thanks a lot,
 
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Stanley_Smith said:
...What does he means by :

"because the trajectory will lie in a plane whose vector normal is proportional to the cross product of the initial velocity vector and the constant acceleration vector"
Regardless of the initial velocity, the motion will be in a 2-D plane. arildno is telling you how to find that plane. Another way to find the plane: find the projection of the initial velocity on the x-y plane. The plane of the trajectory will intersect the x-y plane at that same angle. The reason is that gravity only affects the z-component of motion; the x and y velocity components remain constant.
 
Sorry for not making myself clearer, Stanley!

1.Suppose you have an initial velocity vector:
[tex]\vec{V}_{0}=V_{x,0}\vec{i}+V_{y,0}\vec{i}+V_{z,0}\vec{k}[/tex]
The constant acceleration of gravity vector is given by:
[tex]\vec{g}=-g\vec{k}[/tex]

Hence, the vector unit normal to the plane in which the trajectory lies is proportional to:
[tex]\vec{g}\times\vec{V}_{0}=-gV_{y,0}\vec{i}+gV_{x,0}\vec{j}[/tex]

2.Requiring that the unit normal has unit length, we find:
[tex]\vec{n}=\frac{V_{y,0}\vec{i}-V_{x,0}\vec{j}}{\sqrt{V_{y,0}^{2}+V_{x,0}^{2}}}[/tex]

3.The origin is in the plane, so the equation for the plane of trajectory becomes:
[tex]\vec{n}\cdot\vec{x}=0\rightarrow{V}_{y,0}x-V_{x,0}y=0[/tex]

4. We will now express the launching angle as the angle between the velocity vector
and a natural choice of unit vector in the given plane, normal to the vertical.
We will call that unit vector [tex]\hat{i}[/tex]

Clearly, the initial velocity vector may be written:
[tex]\vec{V}_{0}=V_{0}(\cos\theta_{0}\hat{i}+\sin\theta_{0}\vec{k})[/tex]
where:
[tex]V_{0}=\sqrt{V_{x,0}^{2}+V_{y,0}^{2}+V_{z,0}^{2}},[/tex]
[tex]\hat{i}=\frac{V_{x,0}\vec{i}+V_{y,0}\vec{j}}{\sqrt{V_{x,0}^{2}+V_{y,0}^{2}}},[/tex]
[tex]\cos\theta_{0}=\frac{\sqrt{V_{x,0}^{2}+V_{y,0}^{2}}}{V_{0}},\sin\theta_{0}=\frac{V_{z,0}}{V_{0}}[/tex]
 

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