1 / 32

Introduction to 2D Projectile Motion

Introduction to 2D Projectile Motion. Types of Projectiles Which one is NOT a projectile?. Projectile Motion Basics. PM is an example of 2-dimensional motion. Something is fired, thrown, or shot, near the earth’s surface, and is in free- fall. Horizontal velocity is constant.

Download Presentation

Introduction to 2D Projectile Motion

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Introduction to 2D Projectile Motion

  2. Types of ProjectilesWhich one is NOT a projectile?

  3. Projectile Motion Basics • PM is an example of 2-dimensional motion. • Something is fired, thrown, or shot, near the earth’s surface, and is in free- fall. • Horizontal velocity is constant. • Vertical velocity is accelerated. • Air resistance is ignored.

  4. Projectile Motion Strategies • Resolve vector into components. • Displacement, velocity, and acceleration • Work as two one-dimensional problems. • Each dimension can obey different equations of motion.

  5. Horizontal Component of Velocity • Vx is constant • Not accelerated • Not influenced by gravity • Follows equation:

  6. Horizontal Component of Velocity Newton's 1st Law

  7. Vertical Component of Velocity • Undergoes accelerated motion • Accelerated by gravity (9.8 m/s2 down)

  8. Horizontal and Vertical Newton's 2nd Law

  9. vo Horizontally Projected

  10. Time is the Key! • Determine the time that the object is in flight with kinematics. • The vertical, y, time is the time that you use in the horizontal, x, dimension. • The other parameters may be found by using the various kinematic equations

  11. LAB- Shoot For Your Grade

  12. …you must first resolve the initial velocity into components. Viy = Vi sin  Vix = Vi cos  At an Angle projectile problems… Vi 

  13. y x Trajectory of Projectile This projectile is launched at an angle and rises to a peak before falling back down.

  14. y x Trajectory of Projectile The trajectory of such a projectile is defined by a parabola.

  15. y x Trajectory of Projectile The RANGE of the projectile is how far it travels horizontally. Range

  16. y x Trajectory of Projectile The MAXIMUM HEIGHT of the projectile occurs halfway through its range. Maximum Height Range

  17. y g g g g g x Trajectory of Projectile Acceleration points down at 9.8 m/s2 for the entire trajectory.

  18. y x Trajectory of Projectile Velocity is tangent to the path for the entire trajectory. v v v vo vf

  19. y x Trajectory of Projectile The velocity can be resolved into components all along its path. vx vx vy vy vx vy vx vy vx

  20. y x Trajectory of Projectile Notice how the vertical velocity changes while the horizontal velocity remains constant. vx vx vy vy vx vy vx vy vx

  21. y x Trajectory of Projectile Where is there no vertical velocity? vx vx vy vy vx vy vx vy vx

  22. y x Trajectory of Projectile Where is the total velocity maximum? vx vx vy vy vx vy vx vy vx

  23. vo  - vo Symmetry in Projectile Motion Launch and Landing Velocity Negligible air resistance Projectile fired over level ground

  24. t to = 0 Symmetry in Projectile Motion Time of flight

  25. t to = 0 2t Symmetry in Projectile Motion Time of flight Projectile fired over level ground Negligible air resistance

  26. vo  Notes about Launch Angle • 45o will yield the longest range • A complimentary angle will yield an equal range

  27. Time of flight equal to drop time Initial vertical velocity is 0 m/s Horizontal velocity never changes Acceleration is always g Time to apex is ½ total time of flight Initial vertical velocity is vsinq Initial horizontal velocity is vcosq Acceleration is always g Key Facts:Horizontal Vertical

More Related