Professional Documents
Culture Documents
Cross Product
i a b = ax bx j ay by k az bz a z bx a x bz a x by a y bx
a b = a y bz a z by
Cross Product
a b = a y bz a z by
a z bx a x bz
a x by a y bx
c = ab c x = 0 bx a z by + a y bz c y = a z bx + 0 by a x bz c z = a z bx + a x by + 0 bz
Cross Product
c x = 0 bx a z by + a y bz c y = a z bx + 0 by a x bz c z = a z bx + a x by + 0 bz cx 0 c = a y z c z a y az 0 ax a y bx a x by 0 bz
Cross Product
cx 0 c = a y z c z a y ab = a b 0 a = az a y 0 ax az 0 ax a y bx a x by 0 bz
az
ay ax 0
dr = r dt
dA = A dt
= A
Product Rule
The product rule defines the derivative of products
Product Rule
It can be extended to vector and matrix products as well
d (a b ) da db = b + a dt dt dt d (a b ) da db = b + a dt dt dt d ( A B ) dA dB = B + A dt dt dt
Dynamics of Particles
Kinematics of a Particle
x dx v= dt 2 dv d x a= = 2 dt dt position velocity acceleration
Moment of Momentum
The moment of momentum is a vector
L = rp
Also known as angular momentum (the two terms mean basically the same thing, but are used in slightly different situations) Angular momentum has parallel properties with linear momentum In particular, like the linear momentum, angular momentum is conserved in a mechanical system
Moment of Momentum
L is the same for all three of these particles
p
r3
r2
L = rp
r1
Moment of Momentum
L is different for all of these particles
p p L = rp r2 p
r3
r1
dL = dt
Rotational Inertia
L=rxp is a general expression for the moment of momentum of a particle In a case where we have a particle rotating around the origin while keeping a fixed distance, we can re-express the moment of momentum in terms of its angular velocity
Rotational Inertia
L = rp L = r (mv ) = mr v
L = mr ( r ) = mr (r ) L = mr r L = I I = mr r
Rotational Inertia
I = mr r 0 rz ry 0 rz ry 0 rx rz 0 rx I = m rz ry rx 0 ry rx 0 2 2 ry rz rx ry rx rz 2 2 ry rz rx rz I = m rx ry 2 2 rx rz ry rz rx ry
Rotational Inertia
m ry2 + rz2 I = mrx ry mrx rz
mrx ry 2 2 m rx + rz mry rz
mrx rz mry rz 2 2 m rx + ry
L = I
Rotational Inertia
The rotational inertia matrix I is a 3x3 matrix that is essentially the rotational equivalent of mass It relates the angular momentum of a system to its angular velocity by the equation
L = I
This is similar to how mass relates linear momentum to linear velocity, but rotation adds additional complexity
p = mv
Systems of Particles
mtotal = mi
i =1 n
x cm
m x = m
i i
p cm = p i = mi v i
total momentum
m x m
i i
v cm v cm
dx i mi dt = = mi p cm = mtotal
m v m
i i
p cm = mtotal v cm
Force on a Particle
The change in momentum of the center of mass is equal to the sum of all of the forces on the individual particles This means that the resulting change in the total momentum is independent of the location of the applied force
p cm = p i
dp cm d p i dp i = = = f i dt dt dt
Systems of Particles
The total moment of momentum around the center of mass is:
L cm = (x i x cm ) p i
L cm = ri p i
dL cm d ri p i = = dt dt d (ri pi ) = dt = (ri f i )
Systems of Particles
We can see that a system of particles behaves a lot like a particle itself It has a mass, position (center of mass), momentum, velocity, acceleration, and it responds to forces
f cm = f i
We can also define its angular momentum and relate a change in system angular momentum to a force applied to an individual particle
cm = (ri f i )
Internal Forces
If forces are generated within the particle system (say from gravity, or springs connecting particles) they must obey Newtons Third Law (every action has an equal and opposite reaction) This means that internal forces will balance out and have no net effect on the total momentum of the system As those opposite forces act along the same line of action, the torques on the center of mass cancel out as well
x cm dx cm v cm = dt 2 dv cm d x cm = a cm = 2 dt dt
A d = dt
Offset Position
Lets say we have a point on a rigid body If r is the world space offset of the point relative to the center of mass of the rigid body, then the position x of the point in world space is:
x = x cm + r
Offset Velocity
The velocity of the offset point is just the derivative of its position
x = x cm + r dx dx cm dr v= = + dt dt dt v = v cm + r
Offset Acceleration
The offset acceleration is the derivative of the offset velocity
v = v cm + r dv dv cm d dr a= = + r + dt dt dt dt a = a cm + r + ( r )
x = x cm + r a = a cm + r + ( r ) v = v cm + r
Rigid Bodies
We treat a rigid body as a system of particles, where the distance between any two particles is fixed We will assume that internal forces are generated to hold the relative positions fixed. These internal forces are all balanced out with Newtons third law, so that they all cancel out and have no effect on the total momentum or angular momentum The rigid body can actually have an infinite number of particles, spread out over a finite volume Instead of mass being concentrated at discrete points, we will consider the density as being variable over the volume
m = mi
i =1
For a rigid body, we will define it as the integral of the density over some volumetric domain
m = d
x cm
xd = d
rx rz d 2 2 rx + rz d ry rz d 2 2 ry rz d rx + ry d rx ry d
I = A I 0 AT
where
) = dA I
dt
dA 0 A + A I0 dt
T T
= A I 0 AT + A I 0 ( A ) = I + A I 0 ( A )
T
= I + A I 0 A T T = I + I T = I I
Newton-Euler Equations
f = ma = I + I
cg = (ri f i )
1 a= f m 1 = I ( I )
I A L = I = r f = I + I
// Mtx.d = position
// Update orientation AngMomentum += Torque * time; Matrix33 I = MtxI0MtxT // AI0AT Vector3 = I-1L float angle = || * time; // magnitude of Vector3 axis = ; axis.Normalize(); Mtx.RotateUnitAxis(axis,angle); }