- #1
Stanley_Smith
- 16
- 0
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 ?
There was an answer from Arildno, Thanks Arildno:
"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 will lie in a plane whose vector normal is proportional to the cross product of the initial velocity vector and the constant acceleration vector
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.
But:
What does he means by :
"because the trajectory will lie in a plane whose vector normal is proportional to the cross product of the initial velocity vector and the constant acceleration vector"
I don't think I understand what he is saying? Can anyone help ?
Thanks a lot,