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Motion in a Plane
Motion in a Plane
Motion in a Plane
1. 2-D or 3-D Motion
- We divide 2-D or 3-D motion into 2 or 3 mutually perpendicular directions (axes) and solve the motion on each axis separately.
- Motion only along x-axis → 1-D ; in x–y plane → 2-D ; in x–y–z space → 3-D.
2. Kinematics
In 3D (vector form) :
r→ = x î + y ĵ + z k̂
v→ = dr→dt , a→ = dv→dt
Along different axes :
(1-D : a = dvdt = vdvdx , v = dxdt)
| Axis | Velocity | Acceleration |
|---|---|---|
| x | vx = dx/dt | ax = dvx/dt = vx dvx/dx |
| y | vy = dy/dt | ay = dvy/dt = vy dvy/dy |
| z | vz = dz/dt | az = dvz/dt = vz dvz/dz |
3. Uniform Acceleration Motion
(a→ = constant vector)
v→ = u→ + a→t
s→ = u→t + ½ a→t² = r→ − r→i
v→·v→ = u→·u→ + 2 a→·s→
i.e. v² = u² + 2 a→·s→
4. Rectangular Components (2D)
- Any vector (v, a, F) can be split into two perpendicular components.
- Component along the side of the angle → cosθ ; the other one → sinθ.
5. Addition of Rectangular Components
v = √(vx² + vy²) , tanθ = vyvx
e.g. vx = 30 m/s, vy = 40 m/s
v = √(30² + 40²) = 50 m/s
tanθ = 4030 (θ from x-axis) ; tanφ = 3040 (φ from y-axis)
v = √(30² + 40²) = 50 m/s
tanθ = 4030 (θ from x-axis) ; tanφ = 3040 (φ from y-axis)
6. Projectile – Assumptions
- Ignore air resistance.
- g is uniform (constant, downward).
- Only force on the body = mg (downward) ⇒ acceleration = g downward.
Key Points :
- Solve each axis separately; time t is common to all axes.
- Equations of motion hold in vector form when a→ is constant.
- v² = u² + 2a→·s→ uses the dot product.
- Resultant of ⊥ components : v = √(vx² + vy²).
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Motion in a Plane
Motion in a Plane
7. Ground to Ground Projectile
- A particle (mass m) is projected from the ground with speed u at an angle θ with the horizontal. Only force = mg ⇒ acceleration = g downward.
| Symbol | Meaning |
|---|---|
| T | time of flight (A → B → C) |
| H | maxm height of ball |
| R | range = distance AC |
| t₁ | time of ascent (A → B) |
| t₂ | time of descent (B → C) |
- At highest point B, vertical velocity = 0 (only u cosθ remains).
8. Motion along x & y
x-axis :
- ux = u cosθ , ax = 0 ⇒ velocity constant in x-direction
vx = u cosθ , x = (u cosθ) t
y-axis :
- uy = u sinθ , ay = −g (constant) ⇒ vy changes
vy = u sinθ − gt
y = (u sinθ) t − ½ gt²
9. Velocity at any time
- vx = u cosθ = constant ; vy = u sinθ − gt → variable
- Net speed and angle φ change with time :
v = √(vx² + vy²) , tanφ = vyvx
10. Time of Flight (T)
- Best tool : s = ut + ½at² in y-direction (A to C, y = 0) :
0 = u sinθ · T + ½(−g)T²
T = 2u sinθg = 2uyg
11. Time of Ascent (t₁)
- v = u + at in y-direction (A to B, vy = 0) :
0 = u sinθ + (−g) t₁
t₁ = u sinθg = T2 = t₂
12. Maximum Height (H)
- v² = u² + 2as in y-direction (A to B) :
0² = (u sinθ)² + 2(−g)(H)
H = u² sin²θ2g = uy²2g
13. Range (R)
- x-direction : s = ut (a = 0)
R = (u cosθ) T = (u cosθ)2u sinθg
R = u² sin2θg = 2uxuyg
14. Fixed Speed u, Angle θ Variable
- T and H are maximum for θ = 90° (sinθ = 1) → thrown vertically up.
- Range is maximum when sin2θ = 1 ⇒ θ = 45° :
Rmax = u²g
- Range is same for angles θ and (90° − θ) :
R′ = u² sin2(90° − θ)g = u² sin(180° − 2θ)g
= u² sin2θg = R
15° & 75° → same R ; 30° & 60° → same R ; 45° → Rmax
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Motion in a Plane
Motion in a Plane
15. Equation of Trajectory
- Equation of path of the particle (eliminate t) :
x = (u cosθ) t ⇒ t = xu cosθ
y = (u sinθ)xu cosθ − ½ gx²u² cos²θ
y = x tanθ − gx²2u² cos²θ
y = x tanθ − gx²2u²(1 + tan²θ)
- Path of a projectile is a parabola (downward opening).
16. Formula Summary (Ground to Ground)
| Quantity | Formula |
|---|---|
| Time of flight | T = 2u sinθ / g = 2uy/g |
| Max. height | H = u² sin²θ / 2g = uy²/2g |
| Range | R = u² sin2θ / g = 2uxuy/g |
| Ascent / descent | t₁ = t₂ = T/2 |
| Trajectory | y = x tanθ − gx²(1 + tan²θ)/2u² |
- Let u fixed, θ varies : θ = 90° → T, H maxm ; θ = 45° → R maxm ; θ and 90° − θ → R same.
- Particle lands with the same speed u at the same angle θ (below horizontal).
- At the same height h, speed is the same while going up and coming down.
17. Tower to Ground Projectile
- Ball thrown straight up with u sinθ and ball thrown at angle θ with u :
- Both motions are different, but same in y-direction (difference only in x-direction) ⇒ same time to reach the ground.
- Use y-direction : −H = (u sinθ)T − ½gT²
18. Horizontal Projectile
- Body thrown horizontally with speed u from height H (uy = 0).
- y-direction : s = ut + ½at² ⇒ −H = 0·T + ½(−g)T²
T = √2Hg
vy (at ground) = √(2gH) , vx = u
Range R = u T = u√2Hg
- Time of flight is the same as free fall from height H (u = 0) – it doesn't depend on u.
- Vertical speed at ground = √(2gH) in both cases.
19. Motion Graphs (Solved)
Q. A ball is projected up from ground with velocity 40 m/s (g = 10 m/s²). Draw (1) velocity–time, (2) height–time, (3) velocity–height graphs.
- u = 40 m/s, a = −10 m/s²
- T = 2uyg = 8 s , t₁ = t₂ = 4 s
- H = uy²2g = (40)²20 = 80 m
(1) v–t graph : v = 40 − 10t
Straight line : slope = −10, intercept = +40
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Motion in a Plane
Motion in a Plane
(2) H–t graph : H = 40t − 5t²
Downward parabola : t = 0 → H = 0 ; t = 4 → H = 80 m ; t = 8 → H = 0
(3) v–H graph : v² = 1600 − 20H
Parabola (opening towards −H) : v = 40 → H = 0 ; v = 0 → H = 80 ; v = −40 → H = 0
20. Projectile on Inclined Plane
- Incline at angle α with horizontal ; ball projected at angle θ with the incline (φ = θ + α with the horizontal).
Method 1 : Intersect trajectory with the incline line
x tanφ − gx²2u²(1 + tan²φ) = x tanα
⇒ tanφ − tanα = gx2u²(1 + tan²φ)
- Solve for x, then y = x tanα ; time from x = (u cosφ)t ; range along incline R = √(x² + y²).
Method 2 : Change the axes
- Take x-axis along the incline and y-axis ⊥ to the incline. Resolve g :
| Axis | Initial velocity | Acceleration |
|---|---|---|
| x (along incline) | u cosθ | ∓ g sinα |
| y (⊥ incline) | u sinθ | − g cosα |
21. Up the Incline
- ux = u cosθ , ax = −g sinα ; uy = u sinθ , ay = −g cosα (both constant)
- Time of flight : y-direction, s = 0 :
0 = u sinθ T + ½(−g cosα)T²
T = 2u sinθg cosα
- Range (x-direction) :
R = u cosθ · T − ½ g sinα · T²
R = 2u² sinθ cos(θ + α)g cos²α
22. Down the Incline
- Projected from the top towards the bottom ; θ with the incline.
- Now ax = +g sinα (along the motion down the incline), ay = −g cosα.
T = 2u sinθg cosα (same as up)
- Range : R = u cosθ · T + ½ g sinα · T²
R = 2u² sinθ cos(θ − α)g cos²α
Key Points :
- T on incline = 2u sinθ/(g cosα) — θ is the angle with the incline.
- α = 0 gives back ground-to-ground : T = 2u sinθ/g, R = u² sin2θ/g.
- Horizontal projectile : T = √(2H/g), independent of u.
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Motion in a Plane
Motion in a Plane
23. Equation of Envelope
- A cannon (or fountain) fires with fixed speed u at all angles.
- The envelope is the boundary – no shell / water drop can go outside it, for any angle.
Derivation :
- Trajectory : y = x tanθ − gx²2u²(1 + tan²θ)
gx²2u²tan²θ − x tanθ + y + gx²2u² = 0
- If the particle can pass through (x, y), this equation gives real roots of tanθ ⇒ D ≥ 0 :
x² − 4gx²2u²(y + gx²2u²) ≥ 0
⇒ 1 − 2gyu² − g²x²u⁴ ≥ 0 ⇒ y ≤ u²2g − gx²2u²
Envelope : y = u²2g − gx²2u²
- It is a downward parabola.
- x = 0 ⇒ y = u²2g = Hmax ; y = 0 ⇒ x = ± u²g = Rmax
- Point (x, y) inside the envelope → reachable by two angles ; on it → one angle ; outside → not reachable.
24. Parabolic Curves
y = ax² + bx + c or x = ay² + by + c
- y = ax² + bx + c : a +ve → opens upward ; a −ve → opens downward.
- x = ay² + by + c : a +ve → opens towards +x ; a −ve → towards −x.
- e.g. H = 40t − 5t² (a −ve) → downward parabola ; v² = 1600 − 20H → opens towards −H.
25. Quick Formula Revision
| Case | Formula |
|---|---|
| Time of flight | 2u sinθ / g |
| Max. height | u² sin²θ / 2g |
| Range | u² sin2θ / g ; Rmax = u²/g |
| Trajectory | y = x tanθ − gx²/(2u² cos²θ) |
| Horizontal projectile | T = √(2H/g), R = u√(2H/g) |
| Incline (time) | 2u sinθ / (g cosα) |
| Envelope | y = u²/2g − gx²/2u² |
Key Points :
- Horizontal velocity stays u cosθ throughout ; at the top speed = u cosθ.
- θ and 90° − θ give the same range ; 45° gives Rmax.
- Envelope gives the safe boundary : Hmax = u²/2g, Rmax = u²/g.