Paper Summaries
• Any takers? Dynamics II
Rotational Motion
Projects Projects
• Proposals • Question about presentations – Should all have received feedback via e-mail. – We have 21 projects – Grading – We can either: • Dedicate last 4 classes for presentation • ACCEPTED – 30 minute presentations • CONDITIONALLY ACCEPTED – 20 minute presentations w/leftovers • PLEASE RESUBMIT WITH MORE INFO • Dedicate last 3 classes for presentation – 20 minute presentations – Will run 20 minutes late – One extra class – READING / PROJECT Day
Projects Assignment 1
• Next class: • Any questions? – Project roll call • Short (1 min) summary of project. • Assignment 1 due April 9th
1 Plan for today A note for last time
• Continue Physics 101 – Last time we spoke about linear motion Supporting object – Today we consider rotation F Resting contact s F
Normal force FN
Static friction Fs = us * FN
Motivation Films Motivational Film
• Believe it or not… • Change Myself (1991) – There is an esoteric link between these two – Todd Rundgren short films. • Hello It’s Me / Bang on the Drum • Producer of Meatloaf’s Bat Out of Hell
– First fully computer-animated music video produced on a desktop system
Motivational Film Motivational Film
• Mathematica: The Theorem of Pythagoras • So what’s the link? (1988) – Jim Blinn played trombone on “The Want of a – Jim Blinn, Cal Tech (now at Microsoft Research) Nail” off of Todd’s 1989 album Nearly Human – This is how I wish I could teach Mathematics! – One of several visual Math lessons • http://www.projectmathematics.com/
2 Let’s get started Laws of Motion
• Physics for Rigid Body Dynamics •Law I – Every object in a state of uniform motion tends to – Note: Change in original schedule remain in that state of motion unless an external • Last Wednesday: Linear Motion force is applied to it. (Inertia) • Today: Rotational Motion • Law II: • Wednesday: Collisions – The acceleration of a body is proportional to the • Monday, April 7: Numerical Integration / resulting force acting on the body, and this Constraints acceleration is in the same direction as the force. • Law III: – For every action there is an equal and opposite reaction.
Linear Motion Linear Motion
• For Linear Physical Motion • One term we failed to define –Mass –Momentum • Measure of the amount of matter in a body • Defined as mass x velocity • From Law II: Measure of the a body’s resistance to motion • Another way of stating Law I – Velocity – Momentum is conserved • Change of motion with respect to time – Cannot change unless force is acted upon it – Acceleration • Change of velocity with respect to time –Force • In short, force is what makes objects accelerate
Terms Terms
• Mathematically defined • Let’s switch notation – Velocity v = ds / dt – Velocity v = s&(t) – Acceleration a = dv / dt = d 2s / dt – Acceleration a = v&(t) = &s&(t) –Force –Force F = ma F = ma = mv& = M& –Momentum M = mv –Momentum M = mv
3 Let’s Talk About Rotation Let’s talk about rotation
• Figures taken from • Two coordinate systems to consider – Watt & Policarpo, “3D Games: RealTime – World space Rendering and Software Technology” • Coordinate system of space where object resides • Known as inertial frame – Object space • Local coordinate system of the object • Origin is the center of mass of the object • Known as body frame
Let’s talk about rotation Transformation matrix Translation s(t)
xw m11 m12 m13 m14 xo y m m m m y w = 21 22 23 24 ⋅ o zw m31 m32 m33 m34 zo 1 m41 m42 m43 m44 1 { 142444 43444 { world transformation object
Rotation = R(t)
Rotation Matrix Rotation Matrix
• Reinterpreting the rotation matrix • Factoids about the rotation matrix – R is orthogonal rxx ryx rzx • Each column vector is of unit length • Determinant = 1 R(t) = rxy ryy rzy • Inverse is equal to it’s transpose r r r –R-1 = RT xz yz zz • Al the above must hold x y z – Each column gives the world coordinates of an axis in – Real reason why interpolation of this matrix directly the local coordinate system does not work!
4 Calculating position Angular velocity
• Taking into account rotation, the position (in • Amount of rotation with respect to time world space) of a point r (in object space) body – Measured w.r.t. the body frame r(t) = s(t) + R(t)rbody – Given by a 3D vector ω(t) • Direction of ω gives the axis of rotation • Which is a different way of saying • Magnitude of ω, | ω | gives the amount of rotation
xw m11 m12 m13 m14 xo y m m m m y w = 21 22 23 24 ⋅ o zw m31 m32 m33 m34 zo 1 m41 m42 m43 m44 1 { 142444 43444 { world transformation object
Angular velocity Angular velocity
• To obtain velocity at a point rbody with respect to point in object space
r&body (t) = ω(t)× rbody
• Note that this is independent of linear velocity
•Link
Angular Velocity Angular Velocity
• Apply to each axis in object space • Apply to each axis in object space – Recall
rxx ryx rzx R&(t) = ω(t)× rxy ω(t)× ryy ω(t)× rzy = ω(t)∗ R(t) rxx ryx rzx r r r xz yz zz R(t) = rxy ryy rzy rxz ryz rzz x y z
5 Complete velocity equation Putting it all together
• For a point r in object space Object properties body Position, orientation Calculate forces • Position Linear and angular velocity translation Linear and angular momentum mass r(t) = s(t) + R(t)rbody rotation • Velocity
r&(t) = s&(t) + R&(t)rbody Update object properties Calculate accelerations Using mass, momenta r&(t) = v(t) +ω(t)∗ R(t)rbody
Putting it all together Putting it all together
• Step 1 • What is missing? – Calculate Forces, F(t) – How about rotational force / acceleration • Step 2 – Integrate position/rotation – This is known a Torque • s(t +∆t) = s(t) + v(t)∆t •R(t +∆t) = R(t) + (ω(t)*R(t)) ∆t /* CAREFUL HERE */
• r(t +∆t) = s(t +∆t) + rbodyR(t +∆t) – Update Momentum • More after break •M(t +∆t) = M(t) + F(t) ∆t • Step 3 – Calculate velocities •v(t +∆t) = M(t +∆t)/m
Rotational acceleration Rotational acceleration
• Consider • Observations – Rotation occurs around the center of mass Will result in (COM) of an object rotation – Force applied to point at a distance from COM will cause a rotation
Apply force
6 Torque Torque
• Force applied to an object that results in rotational • Now force can be seen as two separate acceleration. components: – Dependent upon the distance from the center of mass – Force (Linear) τ = (r − x)× F – Torque (Rotational) –Where • τ = Torque • x = center of mass • r = point where force is applied • F = force applied
Torque More about mass
• When considering rotation, we need to know 3 things about the mass of an object – Magnitude –Center of mass – Description of how the mass is distributed in the object
• This final item is given by the Inertia Tensor
Inertia tensor Inertia tensor
• Symmetric 3x3 matrix • Each element of the tensor is calculated by integrating the density of the object at points q=(x,y,z) I xx I xy I xz I = (y 2 + z 2 )dm I = − xydm xx ∫ xy ∫ I I I I 2 2 body = xy yy yz I = (x + z )dm I = − xzdm yy ∫ xz ∫
2 2 I I I I = (x + y )dm I yz = − yzdm xz yz zz zz ∫ ∫
7 Inertia Tensor Formulas for Inertia Tensor
• Like in the linear case, • For symmetrical bodies, I contains only – The inertia tensor can be interpreted as the non-zero components on the diagonal resistance to acceleration F = ma I 0 0 τ = Iω& xx I = 0 I 0 F −1 body yy a = ω& = α = I τ 0 0 I m zz
Formulas for Inertia Tensor Formulas for Inertia Tensor
• For common symmetric objects: • For common symmetric objects: – Sphere with radius r and mass m – Rectangular box of sides a, b, c coinciding to x, 2 y, and z axes respectively I = I = I = mr 2 xx yy zz 5 1 2 2 I xx = m(b + c ) – Cylinder with radius r, height h, where z axis is 3
coincident with the long axis of cylinder 1 2 2 I yy = m(a + c ) 1 1 1 3 I = I = m(r 2 + h2 ) I = mr 2 xx yy 4 3 zz 2 1 I = m(a2 + b2 ) zz 3
Inertia Tensor Let’s recap
• Important: • For linear motion – With respect to time, in object space, I is – Velocity v = s&(t) constant – Acceleration a = v&(t) = &s&(t) • To convert to world space: –Momentum M = mv I(t) = R(t)I R(t)T –Force body F = ma = mv = M& •Furthermore & −1 −1 T I (t) = R(t)I body R(t)
8 Let’s Recap Putting it all together
• For rotational motion Object properties Position, orientation Calculate forces – Angular Velocity ω = r&(t) Linear and angular velocity – Angular Acceleration α = ω&(t) Linear and angular momentum mass – Angular Momentum L = I(t)ω(t) – Torque τ = I(t)α(t) = I(t)ω& (t) = L&(t) Update object properties Calculate accelerations Using mass, momenta
Putting it all together Putting it all together
• State of object at any given time • Derivative of object state s(t) position s&(t) v(t) R(t) R&(t) ω(t)∗ R(t) S(t) = rotation (in world coords) S&(t) = = M (t) momentum M& (t) F(t) L(t) angular momentum L&(t) τ (t)
Putting it all together Putting It all together
• Step 1 • Step 3 – Calculate Forces, F(t), τ(t) – Calculate velocities • Step 2 •v(t +∆t) = M(t +∆t)/m -1 -1 T – Integrate position/rotation •I (t +∆t) = R(t +∆t)I body R(t +∆t) -1 • s(t +∆t) = s(t) + v(t)∆t • ω(t +∆t) = + I (t +∆t)L(t +∆t) •R(t +∆t) = R(t) + (ω(t)*R(t)) ∆t /* CAREFUL HERE */ • Go to step 1 – Update Momentum •M(t +∆t) = M(t) + F(t) ∆t •L(t +∆t) = L(t) + τ(t) ∆t • Questions?
9 Next Time
• Collisions / Impulse Forces
• Questions?
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