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function [vx , vy] = initVelocity(initialAngle, speedinitialSpeed) vx = coscosd(initialAngle)*speedinitialSpeed; vy = sinsind(initialAngle)*speedinitialSpeed; end |
b)
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function [x, y] = position(x,y, vx, vy, dt) x = x + vx*dt; y = y + vy*dt; end |
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function [vx , vy] = velocity(ax, ay, vx, vy, dt) vx = vx + ax * dt; vy = vy + ay * dt; end |
e)
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function [xv x, yvy] = trajectory(initialSpeed, initialAngle, height) dt =0.01; xxPos = 0; % Nåværende verdi for x yyPos = height ; % Nåværende verdi for y [vx , vy] = initVelocity(initialAngle ,initialSpeed); i = 1; while yyPos > 0 % kalkuler akselerasjon [ax , ay] = acceleration(vx, vy); % kalkuler fart [vx , vy] = velocity(ax, ay, vx, vy, dt); % kalkuler endring i distanse [xxPos, yyPos] = position (xxPos, yyPos, vx, vy, dt); xvx(i) = xxPos; yvy(i) = yyPos; i = i + 1; end end |
f)
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function plotTrajectory(initialSpeed, initialAngle, height) [x, y] = trajectory(initialSpeed, initialAngle, height); plot (x, y); end grid on; xlabel('x'); ylabel('y'); title('plotTrajectory'); end |
g)
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functionfunction plotTrajectoryLength (initialSpeed, start, step, stop, height) initialAngles = start:step:stop; n = length(initialAngles); lengths = zeros(n,1); for i = 1:n [x, y] = trajectory(initialSpeed, initialAngles(i), height); j = length (x); lengths (i) = x(j); end plot (initialAngles ,lengths); xlabel('Angle'); ylabel('y'); grid on; title('plotTrajectoryLength'); end |
Det kan virke som om pi/4 (45 grader) gir lengst støt. Dette virker intuitivt korrekt.
Jo høyere man kaster fra, jo bedre er det å kaste mest mulig rett frem (i x-retning).