How to Calculate 3D Projectile Movement with Initial Vectors?

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SUMMARY

This discussion focuses on calculating 3D projectile movement using initial position and velocity vectors. The formula S = ut + 0.5at² is applied, where S, u, and a are vector quantities, and gravity is set at -981 m/s². The discussion emphasizes the need to express the equations in orthogonal components, specifically Sz = Uz * t + 0.5 Az * t² for the z-direction. It concludes that while the path of the projectile is parabolic, the resulting equations may not always yield a quadratic form due to the choice of orthogonal vectors.

PREREQUISITES
  • Understanding of vector mathematics
  • Familiarity with kinematic equations
  • Knowledge of projectile motion principles
  • Basic grasp of orthogonal coordinate systems
NEXT STEPS
  • Research vector decomposition in 3D space
  • Learn about kinematic equations in three dimensions
  • Explore the effects of gravity on projectile motion
  • Study the implications of different orthogonal vector choices on trajectory equations
USEFUL FOR

This discussion is beneficial for physics students, game developers, and engineers involved in simulations or animations of projectile motion in three-dimensional space.

wraithseeker
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How would you do it if you were given initial x y z components of the object known as position vector and velocity vector of the object.

Gravity is -981 in my case.
 
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the same that would be for 1D

taking time as parameter(t)

S=ut+0.5at*t
where S,u,a are vector quantities
so now writting in orthogonal for
Sz=Uz *t + 0.5 Az *t*t
Sz=component in zdirection
similiarly the rest of others

now the path would be parabolic but u might not necceserly get quaderatic eq.
because eq. depend upon ur choice of orthogonal vectors
 

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