Trigonometry Real Life Uses Y8

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Real life applications of Trigonometry

Monsef Shady
Y8A
USES OF TRIGONOMETRY:
(Table of Contents)

• Introduction
• Trigonometry in Video Games
• Trigonometry in Construction
INTRODUCTION:

• Trigonometry is used in real life in many different ways. For example:


• Navigation: Pilots, sailors, and GPS systems use trigonometry to calculate distances, angles,
and routes.
• Physics: Trigonometry is crucial in analyzing motion, such as the trajectory of a projectile or
the oscillation of a pendulum.
• Music and Sound: Trigonometric functions like sine and cosine are used to model sound
waves, which is essential in music production and acoustics.
• Animation and Video Games: Trigonometry helps create realistic animations and game physics,
determining things like object trajectories and character movements.
TRIGONOMETRY IN VIDEO GAMES:

• While they might seem trivial, trigonometry plays a vital role in playing video games.
• Many calculations need to occur to be able to display the correct graphics to the player!
EXAMPLE: MARIO

• The developers of the game can’t account for the many players that play the game, and
everywhere a character can jump, so they have to use trigonometry to be able to determine
where the character will end up after jumping.
DIAGRAM

The character (Mario) can be anywhere on the screen


DIAGRAM

Let’s say he stands here


DIAGRAM
The game draws an unseen right angled
triangle when the jump button is clicked.
DIAGRAM
The game draws an unseen right angled
triangle when the jump button is clicked.
Then, the right angle, and Mario’s angle, are
defined.
DIAGRAM
The game draws an unseen right angled
triangle when the jump button is clicked.
Then, the right angle, and Mario’s angle, are
defined. Start by labelling the sides

se
nu
p ot e Opposite
hy

adjacent
DIAGRAM
The game draws an unseen right angled
triangle when the jump button is clicked.
Then, the right angle, and Mario’s angle, are
defined. Start by labelling the sides. In this
case, the computer measures Mario’s jump
angle and jump height (opposite), and we want
to get how far he jumps (the hypotenuse).

se
nu
p ot e Opposite
hy

adjacent
DIAGRAM
The game draws an unseen right angled
triangle when the jump button is clicked.
Then, the right angle, and Mario’s angle, are
defined. Start by labelling the sides. In this
case, the computer measures Mario’s jump
angle and jump height (opposite), and we want
to get how far he jumps (the hypotenuse). The
trigonometry ratio used here is Sine

se
nu
p ot e Opposite
hy

adjacent
DIAGRAM The game draws an unseen right angled
triangle when the jump button is clicked.
Then, the right angle, and Mario’s angle, are
defined. Start by labelling the sides. In this
case, the computer measures Mario’s jump
angle and jump height (opposite), and we want
to get how far he jumps (the hypotenuse). The
trigonometry ratio used here is Sine. Sine ratio
is sin(θ)=
Assuming the value 30 degrees for the angle,
and 5 cm for the opposite side, the equation
will be: sin(30)=

se
nu
p ot e Opposite
hy

adjacent
DIAGRAM
The game draws an unseen right angled
triangle when the jump button is clicked.
Then, the right angle, and Mario’s angle, are
defined. Start by labelling the sides. In this
case, the computer measures Mario’s jump
angle and jump height (opposite), and we want
to get how far he jumps (the hypotenuse). The
trigonometry ratio used here is Sine. Sine ratio
is sin(θ)=
Assuming the value 30 degrees for the angle,
and 5 cm for the opposite side, the equation
will be: sin(30)=
To solve the equation, you will switch the
‘hypotenuse’ and ‘sin(30)’ so that:
hypotenuse=
Hypotenuse= 10 cm
se
nu
p ot e Opposite
hy

adjacent
DIAGRAM This means that if Mario jumps 5cm to the top,
he will land 10 cm in front of the point he was
standing at

Assuming the value 30 degrees for the angle,


and 5 cm for the opposite side, the equation
will be: sin(30)=
To solve the equation, you will switch the
‘hypotenuse’ and ‘sin(30)’ so that:
hypotenuse=
Hypotenuse= 10 cm

se
nu
p ot e Opposite
hy

adjacent
TRIGONOMETRY IN
CONSTRUCTION
Wheelchair ramps are ramps that are designed for people who can’t take the regular
stairs.
These wheelchairs need to be at a specific angle (6 degrees) so the ramp won’t cause
people to slip.
Construction workers use trigonometry to calculate the length of the ramp on the
floor. Look at this labeled diagram to further understand.
This is the ramp,
construction workers use
DIAGRAM This point is called ‘The
Exit’. It marks where the
ramp ends.
the Tan ratio to calculate
the length it should be.
DIAGRAM

This is the side that


construction works need to
calculate to construct the
ramp
To calculate the ramp
length, you need to follow

DIAGRAM some steps:


First: label the sides. The
yellow angle = 30

hy
po
ten

opposite
us
e

adjacent
To calculate the ramp
length on the floor, you

DIAGRAM need to follow some steps:


First: label the sides. The
yellow angle = 30
Then: select the ratio you
will use. You are given the
opposite and you need to
calculate the adjacent sides,
so we will use the tan ratio

hy
po
ten

opposite
us
e

adjacent
The yellow angle = 30
The tan ratio utilises the

DIAGRAM opposite and adjacent sides


in the formula
tan(Θ)=
Assuming the opposite side
is 7 cm, you can plug in the
values to get the equation:
tan(30)=

hy
po
ten

opposite
us
e

adjacent
Assuming the opposite side

DIAGRAM is 7 cm, you can plug in the


values to get the equation:
tan(30)=
To solve the equation, you
switch the ‘tan(30)’ and
the denominator to get the
equation:
Adjacent
Adjacent= 12.12

hy
po
ten

opposite
us
e

adjacent
So, assuming the ramp is
being build 7 cm from the

DIAGRAM ground, the ramp will need


to be 14 cm on the floor.

hy
po
ten

Opposite=7
us
e

Adjacent = 14
Unrelated question, how
can you get the hypotenuse

DIAGRAM side?
The Pythagoras Theorm
+=
Solve for the hypotenuse:
+ = 245
= 15.65 cm

hy
po
ten

Opposite=7
us
e

Adjacent = 14
Unrelated question, how
can you get the hypotenuse

DIAGRAM side?
The Pythagoras Theorem
+=
Solve for the hypotenuse:
+ = 245
= 15.65 cm

Hy
15 po
.65 ten

Opposite=7
us
e=

Adjacent = 14

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