Gravity in the x, y and z directions

  • Context: Graduate 
  • Thread starter Thread starter Philosophaie
  • Start date Start date
  • Tags Tags
    Gravity
Click For Summary

Discussion Overview

The discussion revolves around calculating the components of gravitational acceleration in the x, y, and z directions for a planet orbiting a star, specifically in the context of classical mechanics and the two-body problem. Participants explore the implications of non-constant acceleration and the use of different coordinate systems.

Discussion Character

  • Exploratory
  • Technical explanation
  • Debate/contested
  • Mathematical reasoning

Main Points Raised

  • One participant seeks to determine the components of gravitational acceleration (g_x, g_y, g_z) based on position and velocity vectors.
  • Another participant challenges the use of certain equations, stating that they assume constant acceleration, which is not applicable in gravitational fields.
  • A suggestion is made to use polar coordinates to simplify the analysis of the two-body problem.
  • There is a query about formulating acceleration in scenarios involving non-constant acceleration, particularly when more than two objects are involved.
  • A participant notes that the Kepler problem has exact solutions when only two objects are considered.
  • Another participant provides a formula involving the masses of the objects and their distances to resolve gravitational forces into components.

Areas of Agreement / Disagreement

Participants express differing views on the applicability of certain formulas and methods, particularly regarding constant versus non-constant acceleration. There is no consensus on the best approach to calculate gravitational components in this context.

Contextual Notes

Participants highlight the complexity of gravitational interactions, especially in multi-body scenarios, and the limitations of using simplified models. The discussion reflects the challenges of applying classical mechanics to dynamic systems.

Philosophaie
Messages
456
Reaction score
0
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]
 
Last edited:
Physics news on Phys.org
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?
 
Last edited:
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.
 

Similar threads

  • · Replies 2 ·
Replies
2
Views
1K
  • · Replies 3 ·
Replies
3
Views
2K
  • · Replies 6 ·
Replies
6
Views
2K
  • · Replies 5 ·
Replies
5
Views
1K
  • · Replies 14 ·
Replies
14
Views
2K
  • · Replies 11 ·
Replies
11
Views
2K
  • · Replies 18 ·
Replies
18
Views
3K
Replies
2
Views
2K
  • · Replies 10 ·
Replies
10
Views
1K
  • · Replies 1 ·
Replies
1
Views
3K