Projectile Motion in 3D: Calculating Landing Spot and Launching Angle

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SUMMARY

The discussion focuses on calculating the trajectory and landing spot of a projectile in 3D space, specifically for a flying ball. The initial approach involves using the 2D projectile motion formula, (v^2*sin(2theta))/g, to determine the landing spot, while also considering the extraction of the launching angle from 3D coordinates. The trajectory lies in a plane defined by the cross product of the initial velocity vector and the acceleration vector, indicating that the trajectory can be treated as a 2D curve. This method effectively simplifies the problem of predicting the landing spot in three dimensions.

PREREQUISITES
  • Understanding of 2D projectile motion equations
  • Knowledge of 3D coordinate systems
  • Familiarity with vector operations, particularly cross products
  • Basic principles of physics related to motion and gravity
NEXT STEPS
  • Learn about 3D projectile motion equations and their applications
  • Study the concept of spherical coordinates and their relation to angles
  • Explore vector calculus, focusing on cross products and their geometric interpretations
  • Investigate simulation tools for visualizing projectile motion in 3D, such as MATLAB or Python with Matplotlib
USEFUL FOR

Physics students, game developers, and engineers involved in motion simulation or trajectory analysis will benefit from this discussion.

Stanley_Smith
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:mad:

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 ?

Thank you very much,
Stan
 
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Welcome to PF!

"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, \vec{r}(t), will lie in a plane whose vector normal is proportional to the cross product of the initial velocity vector, \vec{v}_{0}, and the constant acceleration vector, \vec{a}, i.e \vec{v}_{0}\times\vec{a}

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.
 
You can probably just cheat by drawing a line between where you launch it and where it lands, then draw a perpendicular line along the ground and mark it as your Z axis.
 
"because the the trajectory, \vec{r}(t), will lie in a plane whose vector normal is proportional to the cross product of the initial velocity vector, \vec{v}_{0}, and the constant acceleration vector, \vec{a}, i.e \vec{v}_{0}\times\vec{a}

Hence, the trajectory curve is in essence a 2-D curve (its torsion zero)"

Arildno, could you please explain more about the cross product stated above?
And What do you mean by "will lie in a plane whose vector normal is proportional "
I kinda understand what you are saying, but I'm not sure...

Thank you,
 

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