PROJECTILE MOTION RULES There are only really a few rules: All projectiles are freefalling objects The horizontal motion is totally unaffected by the freefall motion! Since there are no forces acting on it, horizontal motion is at constant speed! AND NOW… HORIZONTAL PROJECTILES •Horizontal Projectiles are easiest to work with •only formula used in horizontal (x) direction is: vx = d x / t HORIZONTAL PROJECTILES •Horizontal Projectiles are the most basic •only formula used in horizontal (x) direction is: vx = d x / t constant speed! HORIZONTAL PROJECTILES •vertical (y) direction is just freefall •all of the initial velocity is in the x direction •So, • viy = 0 vi t1 •since viy is in freefall, • a = -9.8 m/s2 t2 t3 t4 EXAMPLE A person decides to fire a rifle horizontally at a bull’s-eye. The speed of the bullet as it leaves the barrel of the gun is 890 m/s. He’s new to the ideas of projectile motion so doesn’t aim high and the bullet strikes the target 1.7 cm below the center of the bull’s-eye. What is the horizontal distance between the rifle and the bull’ s-eye? start by drawing a picture: 890 m / s 1.7 cm label the explicit givens EXAMPLE What is the horizontal distance between the rifle and the bull’ s-eye? givens (separate by direction): X Y 1m .017 m d y 1.7 cm m 100 cm a y 9 .8 2 s v iy 0 m / s v x 890 m / s want: dx 890 m / s 1.7 cm horizontal distance EXAMPLE which equation do we use? 0 use d y v iy t 1 2 ay t 2 to find time rewrite equation for t t 2dy ay 2( 0.017 m ) 9.8 m s 2 0.059 s EXAMPLE Use t and vx to solve for dx d x v x t (890 m s )( 0.059 s) 52 .4 m NON-HORIZONTAL PROJECTILES • vx is still constant • vy is still in freefall •only difference with non-horizontal is… • v iy 0 vi NON-HORIZONTAL PROJECTILES •Angled Projectiles require a little work to get useful vi •vi has an x and y component •need to calculate initial vx and vy vi BREAKING UP A VECTOR •every vector has 2 components to it •a horizontal component •a vertical component vy v vx •they add up to the total BREAKING UP A VECTOR SOHCAHTOA sin hypotenuse v hypotenuse sin O vy H v opposite v x v cos adjacent v y v sin adjacent cos hypotenuse opposite v y v sin BREAKING UP A VECTOR SOHCAHTOA need to find θ? hypotenuse tan O A O tan A 1 adjacent opposite NON-HORIZONTAL PROJECTILES •need to calculate initial vx and vy v y v sin v v x v cos RELIEF VISUALIZING PROJECTILES •first enter vectors •focus on vx vx is constant the whole flight! VISUALIZING PROJECTILES •first enter vectors •focus on vx •focus on vy no vy at the top! vy decreases as it rises! by how much per second? VISUALIZING PROJECTILES VARIED ANGLES •which projectile angle shoots highest? •larger θ means faster viy •which projectile angle shoots farthest? •45° has perfect balance of fast vx and long flight time. LET’S ANALYZE THE JUMP Try Graphing It Go to pg. 331