Gravity in the x, y and z directions

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Philosophaie
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I am working in classical mechanics. A planet is orbiting a star. The planet has a given velocity and a position vector from the star. How do I find the magnitude of the gravity in the x, y and z directions.

[tex]positionvector = (x_0, y_0, z_0)[/tex]
[tex]velocityvector = (v_x, v_y, v_z)[/tex]
[tex]x = \frac{1}{2}*g_x*t^2 + v_x*t + x_0[/tex]
[tex]y = \frac{1}{2}*g_y*t^2 + v_y*t + y_0[/tex]
[tex]z = \frac{1}{2}*g_z*t^2 + v_z*t + z_0[/tex]
[tex]r = \sqrt{x^2 + y^2 + z^2}[/tex]
[tex]\theta = atan(\frac{y}{x})[/tex]
[tex]\phi = acos(\frac{z}{r})[/tex]
[tex]g = \sqrt{g_x^2 + g_y^2 + g_z^2} = -\frac{GM}{r^2}[/tex]

Any hints on how to find [tex](g_x, g_y, g_z)[/tex]
 
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Philosophaie said:
[tex]x = \frac{1}{2}*g_x*t^2 + v_x*t + x_0[/tex]
[tex]y = \frac{1}{2}*g_y*t^2 + v_y*t + y_0[/tex]
[tex]z = \frac{1}{2}*g_z*t^2 + v_z*t + z_0[/tex]
That is not true, those formulas would require a constant acceleration. Acceleration in a gravitational field is not constant (even if that can be a good approximation in some cases).

Any hints on how to find [tex](g_x, g_y, g_z)[/tex]
Newton's law of gravity in its vector form gives that. Alternatively, use your g, and let it point from the planet to the central object.
 
You're playing with the two-body problem, right? Why don't you use polar coordinates, it simplifies things greatly.

I'm not exactly sure what you're trying to do.
 
I am looking for an object that is in freefall and its path towards a star from an initial velocity and position.

How do you formulate the acceleration of non-constant acceleration?
 
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How do you formulate the acceleration of non-constant acceleration?
In the general case with more than 2 objects, there is no useful, closed formula to calculate the position for all times.
With just 2 objects, this is known as Kepler problem and has exact solutions.
 
What is generally done is something like multiplying Gma / rab2 by (ra-rb) / rab, where ma is the mass of object a and rab is the distance between objects a and b.
(ra-rb) / rab forms "direction cosines" when you resolve the vectors with appropriate x, y, z coordinates.