The above equations work well for motion in one-dimension,
but a projectile is usually moving in two dimensions - both horizontally and
vertically. Since these two components of motion are independent of each other,
two distinctly separate sets of equations are needed - one for the projectile's
horizontal motion and one for its vertical motion. Thus, the three equations
above are transformed into two sets of three equations. For the
horizontal components of motion, the equations are
x
= vix付 + 0.5*ax*t2
vfx = vix + ax付
vfx2 = vix2 +
2*ax富
where |
x = horiz. Displacement |
ax = horiz. acceleration |
t =
time |
|
vfx = final horiz. velocity |
vix = initial horiz. velocity |
|
Of these three equations, the top equation is the most commonly used. An
application of projectile concepts to each of these equations would also lead
one to conclude that any term with ax in it
would cancel out of the equation since ax = 0 m/s/s. Once this cancellation of axterms is
performed, the only equation of usefulness is:
x = vix付
For the vertical components of motion, the three equations are
y = viy付 +
0.5*ay*t2
vfy = viy + ay付
vfy2 = viy2 +
2*ay冨
where |
y = vert. displacement |
ay = vert. acceleration |
t =
time |
|
vfy = final vert. velocity |
viy = initial vert. velocity |
In each of the above equations, the vertical
acceleration of a projectile is known to be -9.8 m/s/s (the
acceleration of gravity). Furthermore, for the special case of the first
type of problem (horizontally launched projectile problems), viy = 0 m/s.
Thus, any term with viy in it will
cancel out of the equation.
The two sets of three equations above are the kinematic
equations that will be used to solve projectile motion problems.