Professional Documents
Culture Documents
The kinematics of a rigid body yields the formula for the acceleration of the
particle Pi in terms of the position R and acceleration A of the reference particle as
well as the angular velocity vector ω and angular acceleration vector α of the rigid
system of particles as,
For systems that are constrained to planar movement, the angular velocity and
angular acceleration vectors are directed along k perpendicular to the plane of
movement, which simplifies this acceleration equation. In this case, the
acceleration vectors can be simplified by introducing the unit vectors ei from the
reference point R to a point ri and the unit vectors ti=kxei, so
and torque as
where eixei=0, and eixti=k is the unit vector perpendicular to the plane for all of the
particles Pi.
Use the center of mass C as the reference point, so these equations for Newton's
laws simplify to become
where M is the total mass and IC is the moment of inertia about an axis
perpendicular to the movement of the rigid system and through the center of mass.
Euler angles
Tait–Bryan angles
These are three angles, also known as yaw, pitch and roll, Navigation angles and
Cardan angles. Mathematically they constitute a set of six possibilities inside the
twelve possible sets of Euler angles, the ordering being the one best used for
describing the orientation of a vehicle such as an airplane. In aerospace
engineering they are usually referred to as Euler angles.A rotation represented by
an Euler axis and angle.
Orientation vector
Euler also realized that the composition of two rotations is equivalent to a single
rotation about a different fixed axis (Euler's rotation theorem). Therefore, the
composition of the former three angles has to be equal to only one rotation, whose
axis was complicated to calculate until matrices were developed.Based on this fact
he introduced a vectorial way to describe any rotation, with a vector on the rotation
axis and module equal to the value of the angle. Therefore, any orientation can be
represented by a rotation vector (also called Euler vector) that leads to it from the
reference frame. When used to represent an orientation, the rotation vector is
commonly called orientation vector, or attitude vector.A similar method, called
axis-angle representation, describes a rotation or orientation using a unit vector
aligned with the rotation axis, and a separate value to indicate the angle (see
figure).
Orientation matrix
With the introduction of matrices the Euler theorems were rewritten. The rotations
were described by orthogonal matrices referred to as rotation matrices or direction
cosine matrices. When used to represent an orientation, a rotation matrix is
commonly called orientation matrix, or attitude matrix.The above-mentioned Euler
vector is the eigenvector of a rotation matrix (a rotation matrix has a unique real
eigenvalue). The product of two rotation matrices is the composition of rotations.
Therefore, as before, the orientation can be given as the rotation from the initial
frame to achieve the frame that we want to describe.The configuration space of a
non-symmetrical object in n-dimensional space is SO(n) × Rn. Orientation may be
visualized by attaching a basis of tangent vectors to an object. The direction in
which each vector points determines its orientation.
Orientation quaternion
Another way to describe rotations is using rotation quaternions, also called versors.
They are equivalent to rotation matrices and rotation vectors. With respect to
rotation vectors, they can be more easily converted to and from matrices. When
used to represent orientations, rotation quaternions are typically called orientation
quaternions or attitude quaternions.
Newton's second law in three dimensions
where F is understood to be the only external force acting on the particle, m is the
mass of the particle, and a is its acceleration vector. The extension of Newton's
second law to rigid bodies is achieved by considering a rigid system of particles.
If a system of N particles, Pi, i=1,...,N, are assembled into a rigid body, then
Newton's second law can be applied to each of the particles in the body. If Fi is the
external force applied to particle Pi with mass mi, then
where Fij is the internal force of particle Pj acting on particle Pi that maintains the
constant distance between these particles.Human body modelled as a system of
rigid bodies of geometrical solids. Representative bones were added for better
visualization of the walking person.
Newton's second law for a particle combines with these formulas for the resultant
force and torque to yield,
where the internal forces Fij cancel in pairs. The kinematics of a rigid body yields
the formula for the acceleration of the particle Pi in terms of the position R and
acceleration a of the reference particle as well as the angular velocity vector ω and
angular acceleration vector α of the rigid system of particles as,
Mass properties
The mass properties of the rigid body are represented by its center of mass and
inertia matrix. Choose the reference point R so that it satisfies the condition
then it is known as the center of mass of the system. The inertia matrix [IR] of the
system relative to the reference point R is defined by
Using the center of mass and inertia matrix, the force and torque equations for a
single rigid body take the form
and are known as Newton's second law of motion for a rigid body.
When a rotating object is under the influence of torques, it exhibits the behaviours
of precession and nutation. The fundamental equation describing the behavior of a
rotating solid body is:
where the pseudovectors τ and L are, respectively, the torques on the body and its
angular momentum, the scalar I is its moment of inertia, the vector ω is its angular
velocity, the vector α is its angular acceleration, D is the differential in an inertial
reference frame and d is the differential in a relative reference frame fixed with the
body.
It follows from this that a torque τ applied perpendicular to the axis of rotation, and
therefore perpendicular to L, results in a rotation about an axis perpendicular to
both τ and L. This motion is called precession. The angular velocity of precession
ΩP is given by the cross product.
Precession of a Japanese top (Chikyu Goma).
Precession can be demonstrated by placing a spinning top with its axis horizontal
and supported loosely (frictionless toward precession) at one end. Instead of
falling, as might be expected, the top appears to defy gravity by remaining with its
axis horizontal, when the other end of the axis is left unsupported and the free end
of the axis slowly describes a circle in a horizontal plane, the resulting precession
turning. This effect is explained by the above equations. The torque on the top is
supplied by a couple of forces: gravity acting downward on the device's centre of
mass, and an equal force acting upward to support one end of the device. The
rotation resulting from this torque is not downward, as might be intuitively
expected, causing the device to fall, but perpendicular to both the gravitational
torque (horizontal and perpendicular to the axis of rotation) and the axis of rotation
(horizontal and outwards from the point of support), i.e., about a vertical axis,
causing the device to rotate slowly about the supporting point.
where θ is the angle between the vectors ΩP and L. Thus, if the top's spin slows
down (for example, due to friction), its angular momentum decreases and so the
rate of precession increases. This continues until the device is unable to rotate fast
enough to support its own weight, when it stops precessing and falls off its support,
mostly because friction against precession cause another precession that goes to
cause the fall.
By convention, these three vectors - torque, spin, and precession - are all oriented
with respect to each other according to the right-hand rule.
The virtual work of forces acting at various points on a single rigid body can be
calculated using the velocities of their point of application and the resultant force
and torque. To see this, let the forces F1, F2 ... Fn act on the points R1, R2 ... Rn in a
rigid body.
The trajectories of Ri, i = 1, ..., n are defined by the movement of the rigid body.
The velocity of the points Ri along their trajectories are
Virtual work
Work is computed from the dot product of each force with the displacement of its
point of contact
The virtual work of this system of forces acting on the body in terms of the
generalized coordinates becomes
Generalized forces
is known as the generalized force associated with the virtual displacement δq. This
formula generalizes to the movement of a rigid body defined by more than one
generalized coordinate, that is
where
It is useful to note that conservative forces such as gravity and spring forces are
derivable from a potential function V(q1, ..., qn), known as a potential energy. In
this case the generalized forces are given by
The equations of motion for a mechanical system of rigid bodies can be determined
using D'Alembert's form of the principle of virtual work. The principle of virtual
work is used to study the static equilibrium of a system of rigid bodies, however by
introducing acceleration terms in Newton's laws this approach is generalized to
define dynamic equilibrium.
Static equilibrium
Let a mechanical system be constructed from n rigid bodies, Bi, i=1,...,n, and let
the resultant of the applied forces on each body be the force-torque pairs, Fi and Ti,
i=1,...,n. Notice that these applied forces do not include the reaction forces where
the bodies are connected. Finally, assume that the velocity Vi and angular velocities
ωi, i=,1...,n, for each rigid body, are defined by a single generalized coordinate q.
Such a system of rigid bodies is said to have one degree of freedom.
The virtual work of the forces and torques, Fi and Ti, applied to this one degree of
freedom system is given by
where
where
is the generalized force associated with the generalized coordinate qj. The principle
of virtual work states that static equilibrium occurs when these generalized forces
acting on the system are zero, that is
These m equations define the static equilibrium of the system of rigid bodies.
Consider a single rigid body which moves under the action of a resultant force F
and torque T, with one degree of freedom defined by the generalized coordinate q.
Assume the reference point for the resultant force and torque is the center of mass
of the body, then the generalized inertia force Q* associated with the generalized
coordinate q is given by
This inertia force can be computed from the kinetic energy of the rigid body,
A system of n rigid bodies with m generalized coordinates has the kinetic energy
D'Alembert's form of the principle of virtual work states that a system of rigid
bodies is in dynamic equilibrium when the virtual work of the sum of the applied
forces and the inertial forces is zero for any virtual displacement of the system.
Thus, dynamic equilibrium of a system of n rigid bodies with m generalized
coordinates requires that
for any set of virtual displacements δqj. This condition yields m equations,
The result is a set of m equations of motion that define the dynamics of the rigid
body system.
Lagrange's equations
If the generalized forces Qj are derivable from a potential energy V(q1,...,qm), then
these equations of motion take the form
System of particles
The total linear and angular momentum vectors relative to the reference point R are
and
To specialize these formulas to a rigid body, assume the particles are rigidly
connected to each other so Pi, i=1,...,n are located by the coordinates ri and
velocities vi. Select a reference point R and compute the relative position and
velocity vectors,
where M is the total mass of the system and [IR] is the moment of inertia matrix
defined by
where [ri-R] is the skew-symmetric matrix constructed from the vector ri-R.
Applications
For improving the graphics of video games which involves rigid bodies