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a) 2D Vector Conversion and Additionb) Vectors on your Calculator c) Vector addition practiced) 3D Spherical to Cartesian
ENGR 34 Chapter 2, Day 12D & 3D Vectors
2D Coordinate ConversionApproach #1 (manual):
Keep angles between 0 and 90,
sin for opposite, cos for adjacent,
do signs yourself.
Approach #2 (automatic):
Use standard defined angles,
(from x axis counter-clockwise),
input into calculator.
Vector Addition, Component Approach
• Break each vector into components
• Add components• Convert to polar?
R-P, P-R Calculator Hints
• Modes: approx, degree, cylindrical• Special characters• Grab & enter• Show steps on HW & Exams
3D Spherical/CartesianAvoid equations (no clear trig standard)
Keep angles between 0 and 90,
Do signs yourself,
Notice the pattern
Blue angle first: Az = A sin
Ah = A cos
Grey angle next: Ax = A coscos
Ay = A cossin