pdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.inpdcampus.in
Physics | Class 11 | Chapter 3 - Motion in a Plane |

Motion in a Plane

Beginner
Topper

Last chapter we moved only straight - forward/backward. Real life moves in plane also. Like a football kicked - it goes forward and up both. Like Swiggy boy taking turn at sector 18 - he changes direction. To describe this we need vectors, not just + and -. That's this chapter.

Official NCERT Chapter 3 keph103 = Motion in a Plane. Chapter 2 was Motion in a Straight Line. This is 2D motion.

2D motion needs vectors. Position r = x i + y j. Velocity v=dr/dt, Acceleration a=dv/dt. All vectors in plane.

1. Scalars vs Vectors & Position Vector

Scalars vs Vectors & Position VectorScalars vs Vectors

Scalar: Only magnitude. Example - your water bottle mass 1kg, temperature 35°C, distance 10m. No direction needed. Add by normal maths.
Vector: Magnitude + direction + triangle law. Example - you walked 10m towards market (direction must). Displacement, velocity, acceleration, force are vectors.
Position vector: Where are you from origin? In plane, r = x i + y j. Like Google Maps - x = east, y = north. If you are at P(2,3), r = 2i + 3j.

Scalar = magnitude only (mass, temp, time, distance, speed). Vector = magnitude+direction+triangle law (displacement, velocity, acceleration, force). Position r = x i + y j. Displacement = r2 - r1.
Daily life: "Market is 1km away" scalar incomplete. "Market is 1km East" vector complete - you know where to go. Zomato needs vector to deliver.

2. Vector Addition - Triangle & Parallelogram Law

Vector Addition Laws - HandwrittenVector addition

Two steps walk: first 3m east (A), then 4m north (B). Total displacement? Not 7m! Because direction matters. Join head to tail - Triangle law: R = A+B. Magnitude by Pythagoras if perpendicular = 5m. Order doesn't matter: A+B = B+A commutative. (A+B)+C = A+(B+C) associative.
Parallelogram law: keep tails together, diagonal = sum.
Subtraction: A-B = A+(-B). -B means opposite direction.
Zero vector: A + (-A) = 0. Its direction not defined, magnitude 0. Happens when you return to start.

Triangle law head-to-tail, Parallelogram diagonal. A+B=B+A, (A+B)+C=A+(B+C). A-A=0 null vector. Subtraction A-B=A+(-B).
Quick Revision: |R| = sqrt(A²+B²+2ABcosθ). Max when θ=0° => A+B, min when θ=180° => |A-B|. Perpendicular θ=90° => sqrt(A²+B²).

3. Resolution of Vectors - Breaking Into Components

Resolution - cos sin ComponentsResolution

Any vector in plane can be broken into x and y. Like you pull suitcase at angle θ. Part goes horizontal, part vertical. Ax = A cosθ, Ay = A sinθ. Magnitude A = sqrt(Ax²+Ay²), tanθ = Ay/Ax. This is super imp for projectile. Any motion in plane = two independent 1D motions: x-motion and y-motion. They don't affect each other.

A = Ax i + Ay j, Ax=A cosθ, Ay=A sinθ, A=√(Ax²+Ay²), tanθ=Ay/Ax. Components independent.
Example: Cricket ball hit at 45° with 20 m/s. Horizontal speed = 20 cos45 = 14.1 m/s constant. Vertical = 20 sin45 =14.1 m/s up but gravity reduces. Two separate stories.

4. Motion in a Plane - Velocity & Acceleration as Vectors

Motion in a Plane - EquationsMotion plane

Position vector r(t) = x(t)i + y(t)j. Velocity v = dr/dt = vx i + vy j. Means vx = dx/dt, vy = dy/dt. Speed = |v| = sqrt(vx²+vy²). Acceleration a = dv/dt = ax i + ay j. So plane motion is just two straight line motions happening together.
If acceleration constant (a = constant), then equations like 1D but vector form:
v = v0 + a t
r = r0 + v0 t + ½ a t²
vx = v0x + ax t, x = x0 + v0x t + ½ ax t² (same for y)

r = x i + y j, v = dr/dt, a = dv/dt. Constant a: v=v0+a t, r=r0+v0 t+½ a t². x and y motions independent.
Trick: Whenever problem in plane with constant a, solve x and y separately like two Ch 2 problems. Then combine at end.

5. Relative Velocity in Two Dimensions & River-Boat

In 2D, relative still V_AB = V_A - V_B vector subtraction. Classic is boat-river.
Boat velocity wrt water = Vb, water wrt ground = Vr, boat wrt ground = Vb + Vr vector sum.
Two cases: Shortest time: point boat directly across river (perpendicular), time = width / Vb. Drift = Vr × time.
Shortest path: point upstream at angle sinθ = Vr/Vb so that drift zero, boat goes straight across. Time longer = width / sqrt(Vb²-Vr²).

V_AB = V_A - V_B. River: V_bg = V_bw + V_wg. Shortest time = w/Vb perpendicular. Shortest path sinθ = Vw/Vb upstream, time = w/√(Vb²-Vw²).
Daily life: You crossing road with moving crowd. To cross fastest, walk straight perpendicular. To cross straight without drift, you tilt against crowd flow.

6. Projectile Motion - The Star of This Chapter

Projectile Motion - Full HandwrittenProjectile

Any object thrown in air with only gravity acting (ignore air) is projectile. Path = parabola. Why? Horizontal velocity constant (no force), vertical accelerated by g down.
Throw with u at angle θ:
ux = u cosθ constant, uy = u sinθ changes.
Time of flight T = 2 u sinθ / g (time in air).
Max height H = u² sin²θ / 2g (at top vy=0).
Range R = u² sin2θ / g (total horizontal distance).
Trajectory y = x tanθ - (g x²)/(2 u² cos²θ) parabola equation.
Max range at θ=45° gives R_max = u²/g. Two angles that give same range: θ and 90°-θ (like 30° and 60°).

Projectile: a_x=0, a_y=-g. ux=u cosθ const, uy=u sinθ - g t. T=2u sinθ/g, H=u² sin²θ/2g, R=u² sin2θ/g. Trajectory parabola y=x tanθ - g x²/2u² cos²θ. Max R at 45°. Same R for θ and 90°-θ.
First-timer trick: Horizontal motion = uniform (no g), vertical = free fall with g. At peak vy=0 but vx still = u cosθ, so speed not zero, acceleration g still down. Don't say acceleration zero at top - common mistake.
Example: Virat hits six at 30° with 20 m/s. T = 2*20*sin30/10 = 2 sec in air. H = 400*0.25/20=5m. R=400*sin60/10=34.6m. That's six distance.

7. Uniform Circular Motion

Uniform Circular Motion - HandwrittenCircular

Motion in circle at constant speed. Speed constant but direction changes every moment, so velocity changes, so acceleration present. Acceleration towards centre called centripetal acceleration a_c = v²/r = ω² r. Towards centre always, even if speed constant.
Angular speed ω = v/r rad/s. Period T = 2πr/v = 2π/ω time for one round. Frequency f =1/T Hz.
Velocity tangent to circle, acceleration radial inward. They are perpendicular.

UCM: speed const, velocity direction changes => acceleration. a_c=v²/r=ω²r towards centre. ω=v/r, T=2πr/v=2π/ω, f=1/T. v tangent, a_c radial, v⊥r.
Daily life: Merry-go-round, fan tip, Moon around Earth. You feel outward - that's pseudo centrifugal, real acceleration is inward. If string breaks, ball goes tangential, not outward.
Gold Reference - Chapter 3 Motion in a Plane
ConceptFormulaExample
Positionr = x i + y jP(2,3)
ResolutionAx=A cosθ, Ay=A sinθSuitcase pull
Vector sum|R|=√(A²+B²+2ABcosθ)3m+4m=5m if ⊥
Projectile T2u sinθ/gTime in air
Projectile Hu² sin²θ/2gMax height
Projectile Ru² sin2θ/gMax at 45°
Trajectoryy=x tanθ - g x²/2u²cos²θParabola
Circular a_cv²/r = ω²rTowards centre
River boatShort time w/Vb, short path sinθ=Vr/VbCrossing
Final Revision for First Timers (NCERT Ch 3): 1) Scalar no direction, vector direction+triangle law. 2) Resolve any vector Ax=A cosθ Ay=A sinθ. 3) Plane motion = two 1D motions independent. 4) Projectile x uniform y accelerated g, parabola, T=2u sinθ/g H=u²sin²θ/2g R=u²sin2θ/g max at 45°. 5) UCM speed const but acceleration v²/r towards centre, ω=v/r. 6) River boat shortest time perpendicular, shortest path upstream.
© 2026 pdcampus.in · All rights reserved.| Made with ❤ for Indian students.