IB Maths AA HL Topic 3 — Geometry & Trigonometry Paper 1 & 2 ~6 min read HL only

Applications to Kinematics

A line equation is also a motion equation: r = r0 + vt describes an object moving with constant velocity. The starting point becomes r0, the direction becomes the velocity v, and the parameter λ becomes the time t.

📘 What you need to know

The motion equation

Position at time t (constant velocity) r  =  r0  +  vt

It’s the same equation as r = a + λb with new labels: a = r0 (starting point), b = v (velocity), λ = t (time). At t = 0 you’re at the start; each unit of time moves you by v.

Velocity (vector)
v
tells you how fast AND in what direction
Speed (scalar)
|v|
just how fast — magnitude only

Common question types

Asked for…Use…
position at given timeplug t into r = r₀ + vt
velocity from two points + timev = (r₂ − r₁) / Δt
speed|v| = √(v₁² + v₂² + v₃²)
distance travelleddistance = speed × time
time to reach a pointsolve target = r₀ + vt for t componentwise
do two objects collide?set r₁(t) = r₂(t); same t in all components → yes

🧭 Recipe — set up a kinematics problem with vectors

  1. Identify r0: the position at time zero (often given as a coordinate point).
  2. Identify v: the velocity vector (given directly, or compute as displacement ÷ time).
  3. Write: r = r0 + vt.
  4. For position at a time — plug in t; for time at a position — solve componentwise and check all components agree.
  5. For speed/distance — find |v| first, then multiply by time if needed.

Worked examples

WE 1

Position of a particle after a given time

A particle starts at the point (3, −1, 2) and moves with constant velocity v = 2i + 5jk m/s. Find its position vector after 4 seconds.

Apply r = r₀ + vt r = (3, −1, 2) + 4(2, 5, −1) = (3, −1, 2) + (8, 20, −4) = (3+8, −1+20, 2−4) r = (11, 19, −2) just multiply velocity by time and add to the start position
WE 2

Find velocity vector and speed

A boat travels in a straight line from P(2, 8) to Q(14, −1) in 3 hours at constant velocity. Find the velocity vector and the speed of the boat.

Step 1: Find displacement PQ PQ = Q − P = (14−2, −1−8) = (12, −9) Step 2: Velocity = displacement ÷ time v = (12, −9) / 3 = (4, −3) km/h Step 3: Speed = |v| |v| = √(4² + (−3)²) = √(16 + 9) = √25 v = (4, −3) km/h,   speed = 5 km/h velocity per unit time is total displacement divided by time taken
WE 3

Find the time to reach a given point

A particle moves with position vector r = (1, −3, 5) + t(2, 4, −3). At what time t does it pass through the point (7, 9, −4)?

Set r = (7, 9, −4) and solve each component for t x: 7 = 1 + 2t → t = 3 y: 9 = −3 + 4t → t = 3 ✓ z: −4 = 5 − 3t → t = 3 ✓ t = 3 (seconds) all three components must agree on the same t — otherwise the particle never passes through that point
WE 4

Distance travelled in a given time

A particle has initial position vector (5, −2) and velocity v = −3i + 4j m/s. Find the distance travelled by the particle in 6 seconds.

Step 1: Find the speed |v| |v| = √((−3)² + 4²) = √(9 + 16) = √25 = 5 m/s Step 2: Distance = speed × time distance = 5 × 6 distance = 30 m starting position doesn’t matter for distance — only speed and time
WE 5

Determine whether two objects collide

Two boats move with position vectors rA = (2, −1) + t(3, 4) and rB = (10, 19) + t(−1, −6), where t is in hours. Determine whether the boats collide; if so, when and where.

Set r_A = r_B and solve componentwise x: 2 + 3t = 10 − t → 4t = 8 → t = 2 y: −1 + 4t = 19 − 6t → 10t = 20 → t = 2 ✓ Same t in both components → collision Find collision point: substitute t = 2 r_A = (2, −1) + 2(3, 4) = (8, 7) Collide at (8, 7) at t = 2 hours “collide” means same place at the SAME time — both components must give equal t
WE 6

Find the initial position from a later observation

A car moves in a straight line with constant velocity v = (4, −3) m/s. After 5 seconds, the car is at the point (15, −8). Find the initial position of the car.

Step 1: Rearrange r = r₀ + vt → r₀ = r − vt Step 2: Substitute t = 5, r = (15, −8), v = (4, −3) r₀ = (15, −8) − 5(4, −3) = (15, −8) − (20, −15) = (15 − 20, −8 + 15) Initial position: (−5, 7) working “backwards in time” — subtract velocity × time from the known later position

💡 Top tips

⚠ Common mistakes

Next: Coincident, Parallel, Intersecting & Skew Lines. In 3D, two lines can do four very different things — sit on top of each other, run in parallel, cross at a point, or pass without ever meeting. The dot/scalar product and parameter-matching tell you which.

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