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Rigid Body Motion

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Rigid Body Motion Quaternion Rotation To rotate a vector r by about axis v: take q = (cos( /2), v sin( /2) Let p = (0,r) obtain p' from the quaternion resulting ... – PowerPoint PPT presentation

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Title: Rigid Body Motion


1
Rigid Body Motion
2
Game Physics
  • Linear physics physics of points
  • particle systems, ballistic motion
  • key simplification no orientation
  • Rotational physics
  • orientation can change

3
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4
Rigid Bodies
  • No longer points distribution of mass instead.
  • Rigid bodies distances between mass elements
    never change.
  • Orientation of body can change over time.

5
Rigid Body Translation
  • Can treat translational motion of rigid bodies
    exactly the same as points
  • Single position (position of center of mass)
  • Fma (external forces)
  • v ?a dt
  • x ?v dt
  • momentum conservation

6
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7
Rotation
  • Rigid bodies also have orientation
  • Treating rotation properly is complicated
  • Rotation is not a vector (rotations do not
    commute, i.e., order of rotations matters)
  • No analog to x, v, a in rotations?

8
Angular velocity
  • Infinitesimally small rotations do commute
  • Suppose we have a rigid body rotating about an
    axis
  • Can use a notion of angular velocity
  • ? d?/dt

9
Angular velocity
  • Connection between linear and angular velocity
  • Magnitudes v ?rperp
  • Want vector relation
  • Nice to have angular velocity about axis of
    rotation (so it doesn't have to change all the
    time for an object spinning in place)
  • Let v ? x r

10
Angular velocity
  • v ? x r
  • Or, ? r x v / r2
  • Note ?, r, v vectors
  • Angular velocity defined this way so that
    constant angular velocity behaves sensibly
  • spinning top has constant ?

11
Applying force
  • What happens when you push on a spinning object?
    (exert force)
  • Fma, so we know the movement of the centre of
    mass
  • How does the force affect orientation?

12
Torque
  • T r x F
  • r is vector from origin to location where force
    applied
  • for convenience, often take origin to be center
    of mass of object
  • F is force
  • Magnitude proportional to force, proportional to
    distance from origin

13
Intuition for Torque
  • Larger the larger from the centre
  • Lever action small force yields equivalent
    torque far from fulcrum

14
Direction of Torque
  • T r x F
  • Perpendicular to both location and force vectors
  • Direction is along axis about which rotation is
    induced
  • Right hand rule thumb along axis, fingers curl
    in direction of rotation

15
single particle
  • T r F sin?
  • T r Ft
  • Ft mat mra
  • T mr2a
  • Let I mr2
  • T Ia

16
Many particles
  • Real objects are (pretty much) continuous
  • Game objects distribution of point masses
  • not always, but common
  • Can get reasonable behaviour with (e.g.) four
    point masses per rigid body
  • Single orientation for body
  • Single centre of mass (of course)

17
Changing Coordinate Systems
  • We dealt with changing coordinate systems all the
    time before
  • Rigid bodies are much simpler if we treat them in
    a natural coordinate system
  • origin at the centre of mass of the body
  • or, some other sensible origin hinge of door
  • Need to transform forces into body coordinate
    system to calculate torque
  • Transform motion back to world space

18
Angular momentum
  • Define angular momentum similarly to torque
  • L r x p
  • Note that with this definition, T dL/dt, just
    as F dp/dt

19
Force and Torque
  • Note a force is a force and a torque
  • Moves body linearly Fma, changes linear
    momentum
  • Rotates body produces torque, changes angular
    momentum

20
Linear vs. Angular
linear quantity angular quantity
velocity v angular velocity ?
acceleration a angular acc. a
mass m moment of inertia I
p mv L I?
F ma T Ia
21
Conservation of Angular Momentum
  • Consequence of T dL/dt
  • If net torque is zero, angular momentum is
    unchanged
  • Responsible for gyroscopes' unintuitive behaviour

The gyroscope is tipped over but it doesnt fall
22
Moment of Inertia
  • Said that moment of inertia of a point particle
    is mr2
  • In the general case, I ? ? r2 dV where r is
    the distance perpendicular to the axis of
    rotation
  • Don't know the axis of rotation beforehand

23
Moment of Inertia
  • I ??(x,y,z)
    dxdydz

y2 z2 -xy -xz
-xy x2 z2 -yz
-xz -yz x2y2
24
Diagonalized Moment of Inertia
  • Luckily, we can choose axes (principal axes of
    the body) so that the matrix simplifies
  • I
  • where, e.g., Ixx m(yy zz)
  • Off-diagonal entries called "products of inertia"

Ixx 0 0
0 Iyy 0
0 0 Izz
25
Avoiding products of inertia
  • Do calculations in inertial reference frame whose
    axes line up with the principal axes of your
    object
  • Transform the results into worldspace
  • Moment of inertia of a body fixed, so can be
    precomputed and used at run-time

26
Moment of Inertia
  • In general, the more compact a body is, the
    smaller the moments of inertia, and the faster it
    will spin (for the same torque)

27
Fake I
  • Not doing engineering simulation (prediction of
    how real objects will behave)
  • Can invent I rather than integrating
  • Large values hard to rotate about this axis
  • Avoid off-diagonal elements

28
Fake constants
  • For that matter, can fake lots of stuff
  • Different gravity for different objects
  • e.g., slow bullets in FPS
  • e.g., fast falling in platformer
  • fake forces, approximate bounding geometry

29
Case in 2D
  • In 2D, the vectors T, ?, a become scalars (their
    direction is known only magnitude is needed)
  • Moment of inertia becomes a scalar too
  • I ?prdA

30
Single planar rigid body
  • state contains x, y, ?, vx, vy, ?
  • Have
  • F ma (2 equations)
  • T I?
  • x ?vx dt
  • y ?vy dt
  • ? ?? dt
  • Integrate to obtain new state, and proceed

31
Rigid body in 3D
  • Need some way to represent general orientation
  • Need to be able to compose changes in orientation
    efficiently

32
Quaternions
  • Quaternion structure for representing rotation
  • unit vector (axis of rotation)
  • scalar (amount of rotation)
  • recall, store (cos(?/2), v sin(?/2) )
  • Can represent orientation as quaternion, by
    interpreting as rotation from canonical position

33
Quaternions
  • Rotation of ? about axis v
  • q (cos(?/2), v sin(?/2))
  • "Unit quaternion" q.q 1 (if v is a unit
    vector)
  • Maintain unit quaternion by normalizing v
  • Arbitrary vector r can be written in quaternion
    form as (0, r)

34
Quaternion Rotation
  • To rotate a vector r by ? about axis v
  • take q (cos(?/2), v sin(?/2)
  • Let p (0,r)
  • obtain p' from the quaternion resulting from
    qpq-1
  • p' (0, r')
  • r' is the rotated vector r

35
Rotation Differentiation
  • Note
  • q(t) (s(t), v(t))
  • q(t) cos(?(t)/2), u sin(?(t)/2)
  • For a body rotating with constant angular
    velocity ?, it can be shown
  • q(t) 0, ½ ? q(t)
  • Summarize this ½ ? q(t)

36
Rigid Body Equations of Motion
Using quaternions gives
x(t)
q(t)
P(t)
L(t)
v(t)
½ ?q(t)
F(t)
T(t)

d/dt
37
P and L
  • Note that
  • v P/m (from Pmv)
  • ? I-1L (from L I?)
  • Often useful to use momentum variables as main
    variables, and only compute v and ? (auxiliary
    variables) as needed for the integration

38
Impulse
  • Sudden change in momentum
  • also, angular momentum (impulsive torque)
  • Collision resolution using impulse
  • new angular momentum according to conditions of
    collision
  • algorithmic means available for resolving
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