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M2 Mechanics: Kinematics of Motion in Two Dimensions

M2 Mechanics: Kinematics of Motion in Two Dimensions

Section titled “M2 Mechanics: Kinematics of Motion in Two Dimensions”

From Lines to Planes: Understanding Motion in the Real World

Section titled “From Lines to Planes: Understanding Motion in the Real World”

Imagine you’re watching a basketball game. As a player shoots for a three-pointer, the ball follows a graceful curved path through the air. How can we mathematically describe this motion? Or consider a rocket launch — as it accelerates upward, its speed changes continuously. How do we analyze motion when acceleration isn’t constant?

This chapter explores the mathematical framework that allows us to analyse motion in two dimensions, introducing the powerful concept of vector decomposition and the calculus-based approach to variable acceleration.

The Foundation: Decomposing Motion by Direction

Section titled “The Foundation: Decomposing Motion by Direction”

The Revolutionary Insight: Independent Components

Section titled “The Revolutionary Insight: Independent Components”

Before diving into projectile motion, we must first understand one of the most powerful concepts in physics: the principle of independence of motion components.

Example: The Monkey and the Hunter — A Classic Thought Experiment

The Setup: A hunter aims directly at a monkey hanging from a tree branch. At the exact moment the hunter fires, the monkey, startled by the sound, drops from the branch.

The Question: Will the bullet hit the monkey?

The Surprising Answer: Yes! Even though both the bullet and monkey are falling due to gravity.

Why This Works: This classic problem illustrates that horizontal and vertical motions are completely independent. Both the bullet and monkey experience the same vertical acceleration due to gravity, so their vertical positions change by exactly the same amount at any given time.

This independence principle is the foundation of all two-dimensional kinematics and leads us to our first major insight:

The Mathematical Foundation: Vector Decomposition

Section titled “The Mathematical Foundation: Vector Decomposition”

Let’s formalise this concept mathematically.

Definition: Position Vector

The position vector r(t)\mathbf{r}(t) describes the location of a particle at time tt relative to a fixed origin:

r(t)=x(t)i+y(t)j\mathbf{r}(t) = x(t)\mathbf{i} + y(t)\mathbf{j}

where i\mathbf{i} and j\mathbf{j} are unit vectors in the xx and yy directions respectively.

Definition: Velocity Vector

The velocity vector v(t)\mathbf{v}(t) is the rate of change of position:

v(t)=drdt=vx(t)i+vy(t)j=dxdti+dydtj\mathbf{v}(t) = \frac{d\mathbf{r}}{dt} = v_x(t)\mathbf{i} + v_y(t)\mathbf{j}=\frac{dx}{dt}\mathbf{i} + \frac{dy}{dt}\mathbf{j}

Definition: Acceleration Vector

The acceleration vector a(t)\mathbf{a}(t) is the rate of change of velocity:

a(t)=dvdt=ax(t)i+ay(t)j=dvxdti+dvydtj\mathbf{a}(t) = \frac{d\mathbf{v}}{dt} = a_x(t)\mathbf{i} + a_y(t)\mathbf{j}=\frac{dv_x}{dt}\mathbf{i} + \frac{dv_y}{dt}\mathbf{j}

From Theory to Practice: Setting Up the Framework

Section titled “From Theory to Practice: Setting Up the Framework”

Example: Establishing Our Coordinate System

For most projectile motion problems, we use a standard coordinate system:

  • Origin: Usually at the launch point or ground level
  • x-axis: Horizontal, positive in the direction of initial motion
  • y-axis: Vertical, positive upward
  • Acceleration: a=0igj\mathbf{a} = 0\mathbf{i} - g\mathbf{j} where g=9.8 m/s2g = 9.8 \text{ m/s}^2

Projectile Motion: Motion Under Constant Acceleration

Section titled “Projectile Motion: Motion Under Constant Acceleration”

Projectile motion occurs when an object moves under the influence of gravity alone, after being given some initial velocity. Let’s establish our key assumptions:

Under these assumptions, we have:

ax=0(horizontal acceleration)a_x = 0 \quad \text{(horizontal acceleration)} ay=g(vertical acceleration)a_y = -g \quad \text{(vertical acceleration)}

The Kinematic Equations for Projectile Motion

Section titled “The Kinematic Equations for Projectile Motion”

Applying the M1 kinematic equations to each component separately:

Horizontal Motion (constant velocity):

x(t)=x0+v0xt,vx(t)=v0xx(t) = x_0 + v_{0x}t, \quad v_x(t) = v_{0x}

Vertical Motion (constant acceleration):

y(t)=y0+v0yt12gt2y(t) = y_0 + v_{0y}t - \frac{1}{2}gt^2 vy(t)=v0ygtv_y(t) = v_{0y} - gt vy2=v0y22g(yy0)v_y^2 = v_{0y}^2 - 2g(y - y_0)

Analysing Launch Angles: The Complete Picture

Section titled “Analysing Launch Angles: The Complete Picture”

Example: The Soccer Ball Trajectory Analysis

Scenario: A soccer player kicks a ball from ground level with initial speed v0=20v_0 = 20 m/s at an angle θ=30\theta = 30^\circ above horizontal.

Step 1: Decompose the Initial Velocity

v0x=v0cosθ=20cos(30)=20×32=103 m/sv_{0x} = v_0 \cos\theta = 20 \cos(30^\circ) = 20 \times \frac{\sqrt{3}}{2} = 10\sqrt{3} \text{ m/s} v0y=v0sinθ=20sin(30)=20×12=10 m/sv_{0y} = v_0 \sin\theta = 20 \sin(30^\circ) = 20 \times \frac{1}{2} = 10 \text{ m/s}

Step 2: Write the Position Equations

Taking the launch point as origin (x0=y0=0x_0 = y_0 = 0):

x(t)=103t,y(t)=10t4.9t2x(t) = 10\sqrt{3}t, \quad y(t) = 10t - 4.9t^2

Step 3: Find Key Characteristics

Time to Maximum Height: At maximum height, vy=0v_y = 0:

0=v0ygt    tmax=v0yg=109.8=1.02 s0 = v_{0y} - gt \implies t_{\text{max}} = \frac{v_{0y}}{g} = \frac{10}{9.8} = 1.02 \text{ s}

Maximum Height:

ymax=y(tmax)=10(1.02)4.9(1.02)2=5.10 my_{\text{max}} = y(t_{\text{max}}) = 10(1.02) - 4.9(1.02)^2 = 5.10 \text{ m}

Total Flight Time: When the ball returns to ground level, y=0y = 0:

0=10t4.9t2=t(104.9t)0 = 10t - 4.9t^2 = t(10 - 4.9t)

So t=0t = 0 (launch) or t=104.9=2.04t = \dfrac{10}{4.9} = 2.04 s (landing).

Range:

R=x(2.04)=103×2.04=35.3 mR = x(2.04) = 10\sqrt{3} \times 2.04 = 35.3 \text{ m}

Step 4: Find the Trajectory Equation

Eliminate time to get yy as a function of xx:

From x=103tx = 10\sqrt{3}t, we get t=x103t = \dfrac{x}{10\sqrt{3}}.

Substituting into y=10t4.9t2y = 10t - 4.9t^2:

y=x34.9x2300y = \frac{x}{\sqrt{3}} - \frac{4.9x^2}{300}

This is the equation of a parabola!

Example: Student Investigation — Deriving Universal Projectile Laws

Your Mission: Starting from first principles, derive the key formulas that work for ANY projectile launch.

Given Information:

  • A projectile is launched from the origin with initial speed v0v_0 at angle θ\theta
  • Initial velocity components: v0x=v0cosθv_{0x} = v_0\cos\theta, v0y=v0sinθv_{0y} = v_0\sin\theta
  • Motion equations: x(t)=v0xtx(t) = v_{0x}t and y(t)=v0yt12gt2y(t) = v_{0y}t - \dfrac{1}{2}gt^2

Investigation Part 1: When does the projectile reach maximum height?

  1. Write the equation for vertical velocity at time tt: v_y(t) = \text{___}
  2. At maximum height, what must be true about vyv_y? Why?
  3. Set up and solve the equation to find tmaxt_{\text{max}}:

v_y = 0 \implies t_{\text{max}} = \text{___}

Investigation Part 2: What IS the maximum height?

  1. Substitute tmaxt_{\text{max}} into the position equation y(t)y(t):

H=v0ytmax12gtmax2H = v_{0y} \cdot t_{\text{max}} - \frac{1}{2}g \cdot {t_{\text{max}}}^2

  1. Simplify using v0y=v0sinθv_{0y} = v_0\sin\theta:

H=v02sin2θ2gH = \frac{{v_0}^2 \sin^2\theta}{2g}

Investigation Part 3: How long is the total flight?

  1. For level launch and landing, set y(t)=0y(t) = 0 and solve:

0=v0yt12gt2=t(v0y12gt)0 = v_{0y}t - \frac{1}{2}gt^2 = t\left(v_{0y} - \frac{1}{2}gt\right)

This gives t=0t = 0 (launch) and t=2v0ygt = \dfrac{2v_{0y}}{g} (landing).

  1. How does the total flight time TT relate to tmaxt_{\text{max}}? T=2tmaxT = 2t_{\text{max}}.

Investigation Part 4: What’s the range?

  1. The range is the horizontal distance when the projectile lands:

R=v0xT=v0cosθ2v0sinθg=v02sin(2θ)gR = v_{0x} \cdot T = v_0\cos\theta \cdot \frac{2v_0\sin\theta}{g} = \frac{{v_0}^2 \sin(2\theta)}{g}

Investigation Part 5: What’s the trajectory equation?

  1. From x=v0xtx = v_{0x}t, express t=xv0cosθt = \dfrac{x}{v_0\cos\theta}.

  2. Substitute into the vertical motion equation and simplify:

y=xtanθgx22v02cos2θy = x\tan\theta - \frac{gx^2}{2{v_0}^2\cos^2\theta}

Optimising Projectile Motion: The Mathematics of Sports

Section titled “Optimising Projectile Motion: The Mathematics of Sports”

Example: The Angle Tolerance Mystery

Basketball Challenge: A player has perfected their shooting motion and always releases the ball at exactly v0=8.0v_0 = 8.0 m/s from the free-throw line. But sometimes they miss due to slight angle variations.

Given Data:

  • Fixed release speed: v0=8.0v_0 = 8.0 m/s
  • Distance to basket: 4.6 m horizontally
  • Basket height: 3.05 m, Release height: 2.1 m

Your Mission: Find which launch angles work, and which gives the best margin for error.

Step 1: Set up the coordinate system

  • Origin at release point
  • Horizontal distance to basket: x=4.6x = 4.6 m
  • Vertical displacement: y=3.052.1=0.95y = 3.05 - 2.1 = 0.95 m

Step 2: Apply projectile motion equations

y=xtanθgx22v02cos2θy = x\tan\theta - \frac{gx^2}{2{v_0}^2\cos^2\theta}

Substituting x=4.6x = 4.6, y=0.95y = 0.95, v0=8.0v_0 = 8.0, g=9.8g = 9.8:

0.95=4.6tanθ9.8×4.622×8.02sec2θ0.95 = 4.6\tan\theta - \frac{9.8 \times 4.6^2}{2 \times 8.0^2}\sec^2\theta

Step 3: Find all possible launch angles

Let u=tanθu = \tan\theta. Then sec2θ=1+u2\sec^2\theta = 1 + u^2:

0.95=4.6u9.8×21.16128(1+u2)0.95 = 4.6u - \frac{9.8 \times 21.16}{128}(1 + u^2)

This is a quadratic in uu. Solving gives two solutions:

  • u11.19    θ150.0u_1 \approx 1.19 \implies \theta_1 \approx 50.0^\circ (Low arc)
  • u22.36    θ267.1u_2 \approx 2.36 \implies \theta_2 \approx 67.1^\circ (High arc)

Variable Acceleration: Beyond Constant Forces

Section titled “Variable Acceleration: Beyond Constant Forces”

In M1, we assumed acceleration was constant. But what happens when forces — and therefore accelerations — change with time, position, or velocity?

Example: Real-World Variable Acceleration Scenarios

  1. Car braking: Friction forces change as tires heat up
  2. Rocket launch: As fuel burns, the rocket’s mass decreases, changing acceleration
  3. Spring systems: Force (and acceleration) varies with displacement: F=kxF = -kx
  4. Air resistance: Drag force depends on speed: Fdragv2F_{\text{drag}} \propto v^2

For these situations, we need the power of calculus!

The Calculus Connection: Derivatives and Motion

Section titled “The Calculus Connection: Derivatives and Motion”

The relationship between position, velocity, and acceleration through derivatives gives us the tools to handle variable acceleration.

Definition: Kinematic Relationships Using Calculus

For a particle with position vector r(t)=x(t)i+y(t)j\mathbf{r}(t) = x(t)\mathbf{i} + y(t)\mathbf{j}:

Velocity:

v(t)=drdt=dxdti+dydtj\mathbf{v}(t) = \frac{d\mathbf{r}}{dt} = \frac{dx}{dt}\mathbf{i} + \frac{dy}{dt}\mathbf{j}

Acceleration:

a(t)=dvdt=d2rdt2=d2xdt2i+d2ydt2j\mathbf{a}(t) = \frac{d\mathbf{v}}{dt} = \frac{d^2\mathbf{r}}{dt^2} = \frac{d^2x}{dt^2}\mathbf{i} + \frac{d^2y}{dt^2}\mathbf{j}

Beyond Components: Vector Calculus in Action

Section titled “Beyond Components: Vector Calculus in Action”

Definition: Vector Differentiation

For a vector function r(t)=f(t)i+g(t)j\mathbf{r}(t) = f(t)\mathbf{i} + g(t)\mathbf{j}:

drdt=dfdti+dgdtj\frac{d\mathbf{r}}{dt} = \frac{df}{dt}\mathbf{i} + \frac{dg}{dt}\mathbf{j}

The same rule applies for integration:

r(t)dt=(f(t)dt)i+(g(t)dt)j\int \mathbf{r}(t) \, dt = \left(\int f(t) \, dt\right)\mathbf{i} + \left(\int g(t) \, dt\right)\mathbf{j}

Example: Circular Motion

Scenario: A particle moves in a circle of radius RR.

Position vector: r(t)=Rcos(ωt)i+Rsin(ωt)j\mathbf{r}(t) = R\cos(\omega t)\mathbf{i} + R\sin(\omega t)\mathbf{j}

Velocity vector:

v(t)=drdt=Rωsin(ωt)i+Rωcos(ωt)j\mathbf{v}(t) = \frac{d\mathbf{r}}{dt} = -R\omega\sin(\omega t)\mathbf{i} + R\omega\cos(\omega t)\mathbf{j}

Speed: v=R2ω2sin2(ωt)+R2ω2cos2(ωt)=Rω|\mathbf{v}| = \sqrt{R^2\omega^2\sin^2(\omega t) + R^2\omega^2\cos^2(\omega t)} = R\omega (constant)

Acceleration vector:

a(t)=dvdt=Rω2cos(ωt)iRω2sin(ωt)j=ω2r(t)\mathbf{a}(t) = \frac{d\mathbf{v}}{dt} = -R\omega^2\cos(\omega t)\mathbf{i} - R\omega^2\sin(\omega t)\mathbf{j} = -\omega^2\mathbf{r}(t)

Key Insights:

  • vr=0\mathbf{v} \cdot \mathbf{r} = 0 always (velocity perpendicular to position)
  • a=Rω2|\mathbf{a}| = R\omega^2 (centripetal acceleration)
  • a\mathbf{a} always points toward the center

Example: In-Class Activity — Drone Navigation System

Real-World Challenge: Program a drone to follow a specific flight path.

Mission: The drone must fly from point A(0,0)(0,0) to point B(100,100)(100,100) following the path:

r(t)=(100t25t2)i+(25t2)j\mathbf{r}(t) = (100t - 25t^2)\mathbf{i} + (25t^2)\mathbf{j}

for 0t20 \leq t \leq 2 seconds.

Analysis Tasks:

  1. Verify that this path connects A to B
  2. Find the velocity and acceleration vectors
  3. Determine when the drone has maximum speed
  4. Calculate the total distance traveled

Example: The Loop Challenge — Vector Forces in Action

Real-World Application: A roller coaster has a vertical circular loop with radius R=15R = 15 m. Cars travel at constant speed v=20v = 20 m/s.

Your Mission: Find the total acceleration (gravity + centripetal) at different positions.

Step 1: Calculate the centripetal acceleration

ac=v2R=20215=4001526.67 m/s2a_c = \frac{v^2}{R} = \frac{20^2}{15} = \frac{400}{15} \approx 26.67 \text{ m/s}^2

Step 2: Analyse key positions

At Bottom of Loop:

  • Centripetal acceleration: 26.67 m/s226.67 \text{ m/s}^2 upward
  • Gravitational acceleration: 9.8 m/s29.8 \text{ m/s}^2 downward
  • Total acceleration magnitude: 26.67+9.8=36.47 m/s226.67 + 9.8 = 36.47 \text{ m/s}^2 (felt by rider)

At Top of Loop:

  • Centripetal acceleration: 26.67 m/s226.67 \text{ m/s}^2 downward
  • Gravitational acceleration: 9.8 m/s29.8 \text{ m/s}^2 downward
  • Total acceleration magnitude: 26.679.8=16.87 m/s226.67 - 9.8 = 16.87 \text{ m/s}^2

Step 3: Safety Analysis

G-force =atotal9.8= \dfrac{|\mathbf{a}_{\text{total}}|}{9.8}

  • Bottom: G-force 3.72\approx 3.72
  • Top: G-force 1.72\approx 1.72