Motion in Space: Learn It 3

Projectile Motion

Now let’s apply vector functions to a real-world scenario: understanding how gravity affects objects moving through the air. This situation—where an object moves with an initial velocity but experiences only the force of gravity—is called projectile motion. It describes everything from golf balls and baseballs to arrows and cannonballs. We’ll ignore air resistance in our analysis.

Setting Up the Coordinate System

We place ourselves at the origin with the positive [latex]y[/latex]-axis pointing up, the negative [latex]y[/latex]-axis pointing down, and the positive [latex]x[/latex]-axis pointing forward (away from the thrower). Since gravity acts downward, Newton’s second law tells us the force from gravity equals the mass times the acceleration due to gravity: [latex]F_{g}=mg[/latex], where [latex]F_{g}[/latex] is the gravitational force and [latex]g[/latex] is the acceleration due to gravity at Earth’s surface.

The value of [latex]g[/latex] is approximately [latex]32 ft/sec^{2}[/latex] in the English system and approximately [latex]9.8 m/sec^{2}[/latex] in the metric system. Since gravity acts downward, we write the gravitational force as [latex]F_{g}=-mg{\bf{j}}[/latex], as shown in Figure 1.

This figure is a ball falling in a vertical path. The ball is at the top at the initial position. From the ball a vector is drawn vertically downward labeled “acceleration”. The vertical line is labeled “distance”. At the bottom of the line it is labeled “final position”. There is also grass at the bottom of the figure.
Figure 1. An object is falling under the influence of gravity.

Deriving the Position Equation

Newton’s second law states that [latex]F=m{\bf{a}}[/latex], where [latex]{\bf{a}}[/latex] is the acceleration vector. This force must equal the gravitational force at all times:

[latex]\begin{array}{ccc}\hfill {F} & =\hfill & {F_{g}} \hfill \\ \hfill {m{\bf{a}}}& =\hfill & {-mg{\bf{j}}} \hfill \\ \hfill {{\bf{a}}}& =\hfill & {-g{\bf{j}}}\hfill \end{array}[/latex]

Since the acceleration vector is the derivative of the velocity vector, we can write:

[latex]{{\bf{v}}'(t)=-g{\bf{j}}}[/latex]

Taking the antiderivative of both sides:

[latex]\begin{array}{ccc}\hfill {{\bf{v}}(t)} & =\hfill & {\int -g{\bf{j}}dt} \hfill \\ \hfill & =\hfill & {-gt{\bf{j}}+{\bf{C}}_{1}}\hfill \end{array}[/latex]

To find the constant vector [latex]{\bf{C}}{1}[/latex], we use the initial velocity [latex]{\bf{v}}{0}={\bf{v}}(0)[/latex]. This gives us [latex]{\bf{C}}{1}={\bf{v}}{0}[/latex], so:

[latex]{\bf{v}}(t)=-gt{\bf{j}}+{\bf{v}}_{0}[/latex]

Since velocity is the derivative of position, we have:

[latex]{\bf{s}}'(t)=-gt{\bf{j}}+{\bf{v}}_{0}[/latex]

Taking the antiderivative again:

[latex]\begin{array}{ccc}\hfill {{\bf{s}}(t)} & =\hfill & {\int -gt{\bf{j}}+{\bf{v}}{0}dt} \hfill \\ \hfill & =\hfill & {-\frac{1}{2}gt^{2}{\bf{j}}+{\bf{v}}{0}t+{\bf{C}}_{2}}\hfill \end{array}[/latex]

Using the initial position [latex]{\bf{s}}{0}={\bf{s}}(0)[/latex], we find [latex]{\bf{C}}{2}={\bf{s}}_{0}[/latex]. This gives the position at any time:

[latex]{\bf{s}}(t)=-\frac{1}{2}gt^{2}{\bf{j}}+{\bf{v}}{0}t+{\bf{s}}{0}[/latex]

Projectile Launched at an Angle

Suppose an object is thrown upward from the origin at an angle [latex]\theta[/latex] to the horizontal with initial speed [latex]v_{0}[/latex]. We can assume [latex]{\bf{s}}_{0}={\bf{0}}[/latex] by placing the origin at the launch point (Figure 2).

This figure has an upside down parabolic curve representing projectile motion. The figure is labeled “constant horizontal velocity; constant vertical acceleration”. The curve is in the first quadrant beginning and ending on the x-axis. The height of the curve is labeled “H”. The distance on the x-axis is labeled “R”. Angle theta represents the direction of the projectile at the origin. Five points are labeled on the graph with vectors. The vectors are labeled “v” with subscripts representing directions.
Figure 2. Projectile motion when the object is thrown upward at an angle [latex]\theta[/latex]. The horizontal motion is at constant velocity and the vertical motion is at constant acceleration.

We can express the initial velocity as [latex]{\bf{v}}{0}=v{0}\cos\theta{\bf{i}}+v_{0}\sin\theta{\bf{j}}[/latex]. The position equation becomes:

[latex]\begin{array}{ccc}\hfill {{\bf{s}}(t)} & =\hfill & {-\frac{1}{2}gt^{2}{\bf{j}}+v_{0}t\cos\theta{\bf{i}}+v_{0}t\sin\theta{\bf{j}}} \hfill \\ \hfill & =\hfill & {v_{0}t\cos\theta{\bf{i}}+(v_{0}t\sin\theta-\frac{1}{2}gt^{2}){\bf{j}}}\hfill \end{array}[/latex]

components of projectile motion

  • The coefficient of [latex]{\bf{i}}[/latex] represents the horizontal distance from the origin at time [latex]t[/latex]
  • The maximum horizontal distance (at the same initial and final altitude) is called the range [latex]R[/latex]
  • The coefficient of [latex]{\bf{j}}[/latex] represents the altitude at time [latex]t[/latex]
  • The maximum altitude is called the height [latex]H[/latex]
During an Independence Day celebration, a cannonball is fired from a cannon on a cliff toward the water. The cannon is aimed at an angle of [latex]30^\circ[/latex] above horizontal and the initial speed of the cannonball is [latex]600\ ft/sec[/latex]. The cliff is [latex]100\ ft[/latex] above the water (Figure 7).

  1. Find the maximum height of the cannonball.
  2. How long will it take for the cannonball to splash into the sea?
  3. How far out to sea will the cannonball hit the water?
    This figure has a cannon at the edge of a cliff aimed upwards. There is a cannonball coming out of the cannon. The path of the cannonball is an upside down parabola represented with a broken line. The maximum height is labeled with “?”. The height of the cliff is 100 feet.
    Figure 3. The flight of a cannonball (ignoring air resistance) is projectile motion.

Maximum Range of a Projectile

One final question: what is the maximum distance a projectile can travel given its initial speed? To answer this, we assume the projectile is fired from ground level and returns to ground level. The equation of projectile motion is:

[latex]{{\bf{s}}(t)=v_{0}t\cos\theta{\bf{i}}+(v_{0}t\sin\theta-\frac{1}{2}gt^{2}){\bf{j}}}[/latex]

Setting the vertical component equal to zero and solving for [latex]t[/latex]:

[latex]\begin{array}{ccc}\hfill {v_{0}t\sin\theta-\frac{1}{2}gt^{2}} & =\hfill & {0} \hfill \\ \hfill {t(v_{0}\sin\theta-\frac{1}{2}gt)}& =\hfill & {0}\hfill \end{array}[/latex]

This gives [latex]t=0[/latex] or [latex]t=\frac{2v_{0}\sin\theta}{g}[/latex]. Substituting the second value into [latex]{\bf{s}}(t)[/latex]:

[latex]\begin{array}{ccc}\hfill{{\bf{s}}\big(\frac{2v_{0}\sin{\theta}}{g}\big)} & =\hfill & {v_{0}\big(\frac{2v_{0}\sin{\theta}}{g}\big)\cos{\theta{\bf{i}}}+\Big(v_{0}\big(\frac{2v_{0}\sin{\theta}}{g}\big)\sin{\theta}-\frac{1}{2}g\big(\frac{2v_{0}\sin{\theta}}{g}\big)^{2}\Big){\bf{j}}} \hfill \\ \hfill & =\hfill & {\bigg(\frac{2v^2_0\sin{\theta}\cos{\theta}}{g}\bigg){\bf{i}}}\hfill \\ \hfill & =\hfill & {\frac{v^2_0\sin{2\theta}}{g}{\bf{i}}.}\hfill \\ \hfill \end{array}[/latex]

Thus, the expression for the range of a projectile fired at an angle [latex]\theta[/latex] is

[latex]\large{R=\frac{v^2_0\sin{2\theta}}{g}{\bf{i}}}.[/latex]

range of a projectile

The range of a projectile fired at angle [latex]\theta[/latex] with initial speed [latex]v_{0}[/latex] is:

[latex]R=\frac{v^2_0\sin 2\theta}{g}[/latex]

To maximize the range, take the derivative with respect to [latex]\theta[/latex] and set it equal to zero:

[latex]\begin{align} \frac{d}{d\theta}\left(\frac{v_{0}^2\sin 2\theta}{g}\right) & =0 \\ \frac{2v_{0}^2\cos 2\theta}{g} & = 0 \\ \theta & = 45^\circ \end{align}[/latex]

In the absence of air resistance, the angle that maximizes range is [latex]45^\circ[/latex]. At this angle, the range is:

[latex]R=\frac{v^2_0}{g}[/latex]

This result assumes the projectile is launched and lands at the same altitude.