Calculating the perfect tennis shot using vectors

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  • #1
themethetion
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TL;DR Summary
I have developed a function that represents the perfect shot in terms of x & y where x is the court's length and y is the height. And then x & z where x is the court's length and z is the court's width. I then calculated the angle and velocity of the shot of x with respect to both y and x. I planned to combine the magnitude and angle for x & y with the magnitude and angle for x & z into one vector equation.
This is where I ran into some problems. Can you simply combine two vector equations?
Context: I must develop a vector that models the path of a tennis ball using vectors without physics formulas

I have developed a function that represents the perfect shot in tennis in terms of x & y where x is the court's length and y is the height. And then x & z where x is the court's length and z is the court's width. To do this I calculated the angle and velocity of the shot of x with respect to y and then x with respect to z.

I planned to combine the magnitude and angle for x & y with the magnitude and angle for x & z into one vector equation. I now believe this won't work and am stuck on how to even create a 3d projectile motion vector while making it somewhat practical in the real life after developing a solution to help a tennis player.

I calculated the angle of projection and velocity of x & y by integrating them from acceleration with ax = 0m/s and ay= -9.8m/s to displacement
With the function, I ended up with I created the following vector equation. r_t = (xcos(θ)t)i + (-4.9t^2+xsin(θ)t)j where x is the velocity and theta is the angle of projection
I then let R_x= x cos(θ)t and R_y= -4.9t^2 + xsin(θ)t
R_x was then let equal to the maximum x value the ball can travel through
This was rearranged for t and subbed into R_y
R_y was then let equal to the corresponding y value.
The same process was followed to develop another equation. These equations were plotted into Desmos and the intersect was determined as (16.35, 0.515) therefore it was believed the ball must have a velocity of 16.35m/s and a projection of 0.515 radians to go through said points in the xy plane.
The same process was followed for x & z. where acceleration was integrated to find displacement from ax = 0m/s and az=9m/s (the average velocity of wind for complexity). But the end functions gave no real results where points, were used in the path the ball, must travel. Which made me question my original method.
When calculating for x & z should the velocity and/or the angle of projection of R_x= x cos(θ)t be that found when solving for x & y. hence should the equation be
R_x= 16.35 cos(θ)t
t= r_x/(16.35cos(θ))
R_y= -4.9(r_x/(16.35cos(θ))^2 + xsin(θ)(r_x/(16.35cos(θ))
or
t= r_x/(xcos(θ))
R_y = -4.9(r_x/(xcos(θ))^2 + xsin(θ)(r_x/(xcos(θ))

Please consider:
Values have been modified.
The ball must travel above 4mX at 4.5mZ ( the opposition), and the ball must land on the baseline 25mY on the furthest right-hand side of the court at 9mZ. These points are all with respect to the player, at the origin.
Please mention any misconceptions I have and how I should modify my methodology. P.s typed this out twice as it deleted itself, sorry for any lack of explanation feel free to ask, will reply asap. Keeping generalised as it is for assessment.
 
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  • #2
Hello @themethetion ,
:welcome: ##\qquad##!​

Is this a continuation of your first thread ? In that case I (and the folks that sincerely tried to help you) would really appreciate at least some reaction. Otherwise you get more of the same stuff that may well be way over your head.

themethetion said:
without physics formulas
I do wonder why you think you can make do without physics ... 🤔

But even math formulas are a lot more legible when typeset properly; I propose you invest the time to learn some ##\LaTeX##. well worth it !

##\ ##
 
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  • #3
BvU said:
Is this a continuation of your first thread ?
@themethetion -- Please keep the discussion of this schoolwork question in that original thread in the schoolwork forums. This thread is closed.
 
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FAQ: Calculating the perfect tennis shot using vectors

What are vectors and how do they apply to tennis shots?

Vectors are mathematical entities that have both magnitude and direction. In tennis, vectors can represent various factors such as the speed and direction of the ball, the angle of the racket, and the force applied during a shot. By analyzing these vectors, players can determine the optimal trajectory and placement of their shots to maximize effectiveness.

How do you calculate the angle of a tennis shot using vectors?

The angle of a tennis shot can be calculated using trigonometric functions based on the vectors involved. By determining the vector components of the ball's initial velocity and the desired target location, you can use the inverse tangent function (arctan) to find the angle required to hit the target accurately.

What role does the speed of the ball play in calculating a perfect shot?

The speed of the ball is a crucial factor in determining the outcome of a shot. It affects the time the ball takes to reach the target and its trajectory. By using vectors to analyze the initial speed and direction, players can adjust their shots to account for factors such as air resistance and the desired landing point, ensuring the ball travels at the optimal speed for precision.

Can you use vectors to improve your serve in tennis?

Yes, vectors can be used to analyze and improve serves in tennis. By studying the vector components of your serve, including angle, speed, and spin, you can identify areas for improvement. Adjusting these vectors can lead to more effective serves that are harder for opponents to return, enhancing your overall game performance.

What tools or software can help in calculating tennis shot vectors?

There are various tools and software available that can assist in calculating tennis shot vectors. Motion analysis software, simulation programs, and even specialized tennis analytics apps can track ball trajectories, player movements, and shot effectiveness. These tools often utilize high-speed cameras and advanced algorithms to provide detailed insights into shot mechanics and optimization strategies.

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