Projectile Motion
A projectile is shot at an initial velocity v0 at
an angle q above the horizon. How far
will it go? How high will it rise? What is the shape of its
trajectory?
Denote the projectile's range R and the height of its trajectory h.
Let us choose the origin of the coordinate system at the launch point,
the x axis in the horizontal direction and the y axis in the vertical direction
pointing up. Then the components of v0, the initial
velocity vector, are
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v0x = v0 cos q
v0y = v0 sin q |
(1) |
The entire motion is described by the kinematics vector equations that
prescribe the variation with time of position vector r and velocity
vector v for a given acceleration vector a:
Each vector equation is actually a set of two independent equations (this
is a two dimensional motion) for the x and y components of the corresponding
vectors. That is, these equations are simply shorthand notation for
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dx/dt = vx
dvx/dt = ax |
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dy/dt = vy
dvy/dt = ay |
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So in reality we are dealing with two sets of independent equations for
the x and y directions and can envision the problem as a superposition
of two completely independent motions that together are equivalent to the
projectile motion.
Let us consider two other objects. The first one moves in the
horizontal direction with the constant velocity v0x. All
the factors that govern the motion of this object and of the horizontal
component of our projectile motion are identical. These two
motions cannot be distinguished from each other. Therefore, if we
solve for the motion of this imaginary object we will have solved the x
component of the projectile motion. The second object we consider
is thrown straight up with velocity v0y. All
the factors that govern the motion of this object and of the vertical component
of our projectile motion are identical. Again, if we solve
for the motion of this imaginary object we will have solved the y component
of the projectile motion. These two imaginary objects will become
our projectile when we link their motions with a common time because in
the projectile case, both the horizontal and vertical motions start at
the same place at the same time. Our projectile is equivalent to
an object moving up and down, and also sliding in the horizontal direction
while executing this vertical motion.
We can easily find the total duration of the vertical component of the
motion; you may wish to revisit the relevant note on up-and-down
motion to refresh your memory and see how that's done. Once we
know how long the projectile stayed in the air, finding the range from
the horizontal motion is simple. Let's put these ideas together.
The Horizontal Component
Neglecting air resistance, the velocity x component does not change
throughout the entire motion. Therefore, vx = v0x
and
That's all for the horizontal motion.
The Vertical Component
The y component of the projectile's motion is subject to the gravitational
acceleration which points downward. So vy as a function
of time is
for our choice of axes. You may wish to revisit the note
on the choice of signs for velocity and acceleration. The y motion
can be envisioned as an object thrown straight up with velocity v0y.
Such an object will rise until its velocity is zero, so from the last equation
the time to reach maximum height is
The object will then fall to the ground and the
downward trip is the mirror image of the trip up; you may wish to revisit
the relevant note. Therefore, the total time the object stays in the air
is
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ttot = 2tmax = 2v0y/g |
(5) |
Putting it Together
That's it. We have derived the total duration of the projectile's
motion. To find the range R, all that is left is to plug ttot
into equation (2) which gives us the distance covered at any time t.
The result is
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R |
= v0xttot |
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= 2v0xv0y/g |
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= 2(v02/g) sin q cos
q |
(6) |
where in the last step we inserted v0x and v0y from
equation (1).
Why the funny dependence on angle? From the first step in equation
(6), the range is the product of the horizontal velocity component and
the total duration of the motion. For a given launch speed v0,
large v0x are obtained at small launch angeles. But then the
duration of the flight is short because v0y is small.
Conversely, a steep launch angle will maximize the duration of the motion
by giving a large v0y, but then v0x is small and
the object simply goes up and down without getting very far. The
competition between these two opposing effects is the reason for the q
dependence shown in our result. This result can be simplified when
we recall the identity from trigonometry sin2q
= 2sinq cosq.
With this identity, the range becomes simply
The maximum value of the sine function is 1, obtained when its argument
is p/2 (90°). Therefore, for a given
v0, the maximal range is v02/g, obtained
for a launch angle q = 45°.
The function sinq is symmetric about its
peak at 90°, therefore the function sin2q
is symmetric about 45°. For example,
a projectile launched at 30° will have the same range as one launched
at 60°.
The Trajectory Height
An object thrown upward with velocity v0y will rise to a
height v0y2/2g; you may wish to revisit the note
on up-and-down motion to verify this
result. So this is the height of the projectile's trajectory
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h = v0y2/2g = (v02/2g)
sin2q |
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The Trajectory Shape
At any time t, the y coordinate obeys
for our choice of y axis (check again the note
on the choice of signs). From equation (2) we can eliminate time
in terms of horizontal distance, t = x/v0x. With this
replacement, equation (7) is transformed into a relation for y as a function
of x
where the coefficients A and B are
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A = tanq
B = ½ g/(v0 cosq)2 |
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Verify these results for yourself, performing the replacement t = x/v0x
in equation (7).
The function we just derived shows that y has a quadratic dependence
on x, namely, the trajectory is a parabola. y vanishes at x = 0 and
x = A/B. Can you figure out the meaning of these two zeroes of the
function?
[Lecture Notes]
[PHY231] [Physics
Dept] [UK]