Motion in Two and Three Dimensions
Once we extend kinematics to two and three dimensions, position, velocity, and acceleration become full vectors. The key insight is that motion along perpendicular axes is completely independent — we analyze each axis separately, then combine the results. This chapter builds the complete vector formalism, applies it to projectile motion, uniform circular motion, and relative motion, and shows how the same framework works in both 2D and 3D.
4.1 Position and Displacement
In one dimension a particle's location is given by a single coordinate. In two or three dimensions we use a position vector that extends from the coordinate origin to the particle:
The coefficients , , are the rectangular coordinates of the particle — they are also the scalar components of . As the particle moves, continuously points from origin to particle, sweeping through space.
When a particle moves from position to , its displacement is the vector change:
4.2 Velocity: Average and Instantaneous
If a particle undergoes displacement in time , its average velocity is the displacement divided by elapsed time:
As , this limit is the instantaneous velocity — the time derivative of the position vector:
The speed is the magnitude of : . To find from a position function , differentiate each scalar component separately with respect to time.
4.3 Acceleration: Average and Instantaneous
Whenever the velocity vector changes — whether in magnitude, direction, or both — there is an acceleration. The average acceleration over time interval is:
The instantaneous acceleration is the derivative of , equivalently the second derivative of :
Because acceleration is computed by differentiating each scalar component independently, we can analyze , , and as separate 1D problems. This is exactly the independence principle exploited in projectile motion.
4.4 Projectile Motion — The Key Insight
A projectile is any object launched with initial velocity and then subject only to the constant downward free-fall acceleration . Air resistance is neglected.
This is not obvious, but is directly verifiable: drop a ball and simultaneously launch another ball horizontally from the same height. Both balls hit the ground at exactly the same instant. The horizontal velocity does not affect the rate of vertical fall.
We decompose the initial velocity into horizontal and vertical components using the launch angle above horizontal:
Horizontal: no acceleration, so throughout. Vertical: free fall with . Time is the single shared variable linking both motions.
4.5 Equations of Projectile Motion
Starting at with speed at angle , the full kinematic equations for each axis are:
| Quantity | Equation | Notes |
|---|---|---|
| Horizontal position | constant; zero horizontal acceleration | |
| Vertical position | Free fall with initial upward | |
| Vertical velocity | Decreases linearly; zero at peak | |
| relation | Velocity–position without | |
| Horizontal velocity | Constant throughout flight |
At the peak . The velocity–position equation gives the maximum height above the launch point:
Speed at any point: . At the peak, speed is a minimum: . At launch and landing it equals (for level ground).
4.6 Trajectory Equation and Horizontal Range
Eliminating between the position equations yields the path equation — the trajectory. Solving for and substituting into the equation:
This is — a parabola. Every projectile (neglecting air) follows a parabolic path. When the projectile returns to its launch height, the total horizontal distance is the range:
The range formula applies only when landing height equals launch height. For a cliff, slope, or any non-level geometry, return to the basic position equations and solve for when reaches the landing elevation.
4.7 Uniform Circular Motion
A particle in uniform circular motion moves at constant speed on a circular path of radius . Although the speed is constant, the direction of changes continuously — so there is an acceleration.
This acceleration is directed radially inward, toward the center of the circle — it is called centripetal (center-seeking) acceleration:
The time for one complete revolution is the period:
This can be derived directly: if , differentiating twice gives — magnitude , directed opposite to , i.e., toward the center.
4.8 Relative Motion in Two Dimensions
The velocity of a particle is not absolute — it depends on the reference frame, the body to which we attach our coordinate axes. Two observers in frames moving at constant velocity relative to each other will measure different velocities for the same particle.
If frame B moves at constant velocity relative to frame A, the velocities of particle P in each frame satisfy:
The subscript notation chains: read "PA" as "P measured in A," and note that the B labels cancel — PB + BA = PA. The rule extends to three or more frames: .
Relative motion is essential in navigation (crosswind corrections, river crossings), collision analysis, and any situation where motion is observed from a moving platform such as a ship, train, or aircraft.
Key Concepts
Key Equations
Projectile Launched at an Angle
A ball is kicked at m/s at above horizontal. Find the range and maximum height (take m/s²).
Find initial components:
Maximum height (at ):
Range:
Exercises
7 problemsAim the cannon to hit the target at 30 m. Adjust the angle and press Fire! The dashed curve shows your predicted trajectory. Use R = v₀²sin(2θ)/g to find the right angle.
A ball is launched at v₀ = 20 m/s at θ = 30° above horizontal. Find the horizontal component of the initial velocity.
Using the same projectile (, ). What is the maximum height above the launch point?
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Upgrade to Pro →Using the same projectile (, ). What is the total time of flight?
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Upgrade to Pro →Using the same projectile (, ). What is the horizontal range?
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Upgrade to Pro →A ball is kicked at at (). What is the horizontal range?
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Upgrade to Pro →A projectile is launched horizontally at from a cliff high (). How long does it take to hit the ground?
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Upgrade to Pro →Key Takeaways
- Position, velocity, and acceleration are vectors in 2D and 3D; handle each component independently.
- Instantaneous velocity is always tangent to the path; its magnitude equals the speed.
- In projectile motion: is constant throughout; decreases at rate . Time links the two axes.
- Range is maximized at ; complementary angles give equal range.
- Centripetal acceleration is directed inward; a particle at constant speed on a circle still accelerates.
- Relative velocity: — add frame velocities as vectors. Acceleration is frame-independent.