Free fall
API · /kinematics-api
Kinematics SUVAT API
Kinematics (SUVAT) maths as an API, computed locally and deterministically. The solve endpoint takes any three of the five constant-acceleration variables — initial velocity u, final velocity v, acceleration a, time t and displacement s — and returns the other two, picking the right equation among v = u + at, s = ut + ½at², s = ½(u+v)t, v² = u² + 2as and s = vt − ½at² automatically. The freefall endpoint computes the fall time, distance and impact velocity for a vertical drop from a height (or over a given time), with an adjustable gravity and optional initial velocity, no air resistance. The stopping endpoint computes reaction, braking and total stopping distance and braking time for a vehicle from its speed and either a deceleration or a road-surface friction coefficient (a = μ·g), with an optional reaction time. Everything is computed locally and deterministically, so it is instant and private. Ideal for physics-education, engineering, simulation, automotive and game-development app developers, motion and braking-distance tools, and STEM teaching. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 endpoints. This is linear-motion SUVAT; for projectile launch and trajectory use a projectile API and for momentum and collisions a momentum API.
API salute
salutare- Tempo di attività
- 100.00%
- Sondaggi del server · 24 ore su 24
- Latenza media
- 90 ms
- Sondaggi del server · 24 ore su 24
- Abbonati
- 4,819
- attiva
- Chiamate totali
- 28
- ultimi 7 giorni
Prezzi
Scegli un livello: fatturazione mensile, annullamento in qualsiasi momento.
Free
Gratis
- 3,000 chiamate/mese
- 2 richieste/secondo
- Tetto rigido (429 sopra la quota, nessuna eccedenza)
- 25,535 calls/month
- 2 req/sec
- SUVAT solver + free fall + stopping
- No credit card
Starter
€5.00 /mese
- 40,000 chiamate/mese
- 5 richieste/secondo
- Tetto rigido (429 sopra la quota, nessuna eccedenza)
- 36.85k calls/month
- 8 req/sec
- All 10 SUVAT cases, friction braking
- Email support
Pro
€15.00 /mese
- 250,000 chiamate/mese
- 15 richieste/secondo
- Tetto rigido (429 sopra la quota, nessuna eccedenza)
- 402.5k calls/month
- 20 req/sec
- Simulation & game-physics pipelines
- Priority support
Mega
€49.00 /mese
- 2,000,000 chiamate/mese
- 50 richieste/secondo
- Tetto rigido (429 sopra la quota, nessuna eccedenza)
- 2.055M llamadas/mes
- 50 req/seg
- Escala de plataforma
- SLA dedicado
Costruito da
Correlato APIs
Altro APIs con tag sovrapposti.
Slider-Crank Mechanism API
Slider-crank (piston-crank) mechanism kinematics as an API, computed locally and deterministically. The position endpoint takes the crank radius, the connecting-rod length and the crank angle from top dead centre and returns the exact piston displacement from TDC, x = r(1−cosθ) + l(1 − √(1−λ²sin²θ)) with λ = r/l, the piston-pin distance from the crank axis, the connecting-rod swing angle φ = asin(λ·sinθ), the stroke (2r), the rod ratio n = l/r and the fraction of stroke travelled. The velocity endpoint adds the crank speed (as rpm or angular velocity) and returns the exact piston velocity, v = ω·[r·sinθ + r·λ·sinθcosθ/√(1−λ²sin²θ)], and the piston acceleration from the standard two-term approximation a ≈ r·ω²·(cosθ + λ·cos2θ) — the inertia term engine designers use for balancing. The geometry endpoint summarises the whole mechanism: the stroke, the rod ratio, the top- and bottom-dead-centre positions, the maximum connecting-rod angle asin(λ), and — with a speed — the mean piston speed 2·stroke·(rev/s). Everything is computed locally and deterministically, so it is instant and private. Ideal for engine, compressor and pump-mechanism design tools, robotics and linkage simulation, CNC and animation, and mechanical-engineering education. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 endpoints. This is slider-crank linkage kinematics; for rotational energy use a flywheel API and for shaft torsion use a torsion API.
api.oanor.com/crankslider-api
Pendulum Calculator API
Gravity-driven pendulum maths as an API, computed locally and deterministically. The simple endpoint computes the period of a simple pendulum, T = 2π·√(L/g), together with its frequency and angular frequency, and solves for the length needed to give a target period — with an optional large-amplitude correction (the first two terms of the amplitude series) for swings where the small-angle approximation no longer holds. The physical endpoint handles a compound (physical) pendulum — any rigid body swinging about a pivot — from its moment of inertia about the pivot, its mass and the distance from the pivot to its centre of mass, T = 2π·√(I/(m·g·d)), and reports the equivalent simple-pendulum length I/(m·d). The conical endpoint solves a conical pendulum, a bob sweeping a horizontal circle, T = 2π·√(L·cosθ/g), giving the radius of the circle, the speed of the bob, the angular velocity and — with a mass — the string tension m·g/cosθ and the centripetal force. Everything is an idealised system under constant gravity with no air resistance or string mass, computed locally and deterministically, so it is instant and private. Ideal for physics-education and engineering tools, clock and metronome design, swing and amusement-ride dynamics, and STEM teaching. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 endpoints. This is gravity-pendulum dynamics; for spring-mass-damper vibration use a vibration API, for rotational kinetic energy use a flywheel API.
api.oanor.com/pendulum-api
Projectile Motion API
Ballistic projectile-motion maths as an API, computed locally and deterministically. The launch endpoint takes a launch speed and angle (and, optionally, a launch height above the landing plane and a custom gravity) and returns the full flight: the horizontal and initial vertical velocity components, the time of flight, the range, the maximum height, the time to the apex and the impact speed and angle — using R = v0²·sin(2θ)/g on flat ground and solving the full quadratic h0 + vy0·t − ½g·t² = 0 when launched from a height. The trajectory endpoint gives the exact state of the projectile — its x and y position, its horizontal and vertical velocity, its speed and its direction — at any given time t or at any given horizontal distance x. The range endpoint works backwards: from a target range it solves the two complementary launch angles that reach it for a given speed (the flat fast shot and the high lob), or the launch speed needed at a chosen angle, and reports the maximum achievable range. Everything is an idealised point mass under constant gravity with no air resistance, computed locally and deterministically, so it is instant and private. Ideal for physics-education and ballistics tools, game and simulation development, sports-trajectory and artillery-style calculators, and STEM teaching. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 endpoints. This is ballistic projectile kinematics; for orbital mechanics use an orbital API, for universal gravitation use a gravitation API.
api.oanor.com/projectile-api
Physics Motion API
Classical-mechanics maths as an API. The kinematics endpoint is a full SUVAT solver: give any three of initial velocity (u), final velocity (v), acceleration (a), time (t) and displacement (s) and it computes the rest using the standard constant-acceleration equations. The projectile endpoint takes a launch speed and angle (and an optional launch height and gravity) and returns the horizontal and vertical velocity components, the time to the peak, the maximum height, the total flight time, the range and the impact speed. The free-fall endpoint computes a vacuum fall from a height or for a time, with an optional initial velocity, returning the fall time, distance and impact velocity. Gravity defaults to standard 9.80665 m/s² but can be set for the Moon, Mars or any body. Everything is computed locally and deterministically in SI units, so it is instant and private. Ideal for physics education and homework, engineering and simulation, game and ballistics development, and motion tools. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 4 endpoints. This is motion physics; for planetary data use a planets API and for unit conversion use a unit API.
api.oanor.com/physics-api
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Frammenti di codice
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curl https://api.oanor.com/kinematics-api/SOME_PATH \
-H "x-oanor-key: oanor_test_..."
const res = await fetch("https://api.oanor.com/kinematics-api/SOME_PATH", {
headers: { "x-oanor-key": "oanor_test_..." }
});
const data = await res.json();
$ch = curl_init("https://api.oanor.com/kinematics-api/SOME_PATH");
curl_setopt($ch, CURLOPT_RETURNTRANSFER, true);
curl_setopt($ch, CURLOPT_HTTPHEADER, ["x-oanor-key: oanor_test_..."]);
$response = curl_exec($ch);
import requests
r = requests.get(
"https://api.oanor.com/kinematics-api/SOME_PATH",
headers={"x-oanor-key": "oanor_test_..."},
)
print(r.json())
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