Richard

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  • Followup: RE: Direction of cross product vector is wrong

    Cross product is a mathematical convention where X, Y and Z are concerned Given one conventional definition for the crossproduct x, we have X = Y x Z Y = Z x X Z = X x Y Drawing axes is also another convention, a pictorial one. If you use the crossproduct convention above (purely mathematical) with a pictorial convention similar to DirectX (the coordinate system is stated with y upwards,

    2005-04-17 23:56:48 UTC in mjbWorld

  • Followup: RE: Inertia Tensor, How to use

    Update: I should NOT have posted : Modulus of W is (97%) constant After, more simulations were done with a wider range of input data, it was found that modulus of W varied by a great magnitude while an object is spining freely. At this point, I can't run a simulation accurately enough to say that the modulus is constant, or a variable, for a freely rotating object. Before, integrating...

    2005-04-02 05:56:25 UTC in mjbWorld

  • Followup: RE: Inertia Tensor, How to use

    Update: *Coriolis and centripetal forces are present in the object and these cause the change in the direction of W *Modulus of W is (97%) constant *Euler's equations hold for the local frame of the object (when I used the small numerical change in W for the current frame during the time step) *A numerical simulation would be just as fast as a theoretical calculation for obtaining the new...

    2005-03-14 01:41:37 UTC in mjbWorld

  • Followup: RE: Inertia Tensor, How to use

    Update: According to my simulation of many arbituary free rotationg body :) The rate of change of W_global is NOT constant The rate of change of W_local is NOT constant W_global is NOT constant W_local is NOT constant However euler's equations hold dWx/dt = Wy*Wz*(Iy - Iz) / Ix dWy/dt = Wz*Wx*(Iz - Ix) / Iy dWz/dt = Wx*Wy*(Ix - Iy) / Iz where dW/dt and W are both measured from the...

    2005-03-03 22:15:14 UTC in mjbWorld

  • Followup: RE: Inertia Tensor, How to use

    Tx = wy.wz.Iz − wy.wz.Iy + (dwx/dt)Ix Ty = wx.wz.Ix − wx.wz.Iz + (dwx/dt)Ix Tz = wx.wy.Iy − wx.wy.Ix + (dwz/dt)Iz The Euler's equations can be found on this pdf http://online.redwoods.cc.ca.us/instruct/darnold/deproj/sp03/dfrank/depresentation.pdf Further reading on this page. http://theory.ph.man.ac.uk/~mikeb/lecture/pc167/rigidbody/stability.html.

    2005-02-28 19:04:04 UTC in mjbWorld

  • Followup: RE: Inertia Tensor, How to use

    I did some revision on http://www.gamedev.net/community/forums/topic.asp?topic_id=254716&forum_id=20 It deals with the actual motion that a freely rotating body has. (1)Angular momentum vector in the global frame is always constant. (2)Rotational energy is always constant I repeated the simulation using the equation R * ( Ilocla^(-1) * ( R^(-1) * L ) ) = W where R is the...

    2005-02-28 17:19:38 UTC in mjbWorld

  • Followup: RE: 2D Rotation to Linear Momentum Conversion

    I will email u a bitmap of the conventions used and a diagram of the Force and Position the day after tomorrow. I will be away tomorrow. Crossproduct operation: I think X = Y x Z Y = Z x X Z = X x Y This is just one mathematical convention for the operation Rotation convention: I think Wx means the rotation 90 degree arc from +Z to +Y Wy means the rotation 90 degree arc from +X to...

    2005-02-18 01:03:37 UTC in mjbWorld

  • Followup: RE: Data

    Approaching velocity = 36.0229025579962 Energy before = 7310.5151984483746 Energy after = 7310.5151984483746 Using the global axes The objects characteristics: Masses of objects A and B Ma = 4.3900000000000 Mb = 12.2100000000000 Inertia about principal axes for objects A and B Ia = 11.9400000000000, 11.1300000000000, 5.7.

    2005-02-17 22:13:33 UTC in mjbWorld

  • Followup: RE: 2D Rotation to Linear Momentum Conversion

    Oh I left out R and N, I will adjust the program to display R and N. I will do this now. N is in the direction of B to A's surface, and R is a vector from the center of mass to the point of the collision on the surface. I will try making a bitmap diagram.

    2005-02-17 21:54:42 UTC in mjbWorld

  • Followup: RE: Rigid body physics

    Wow! I just realised that this was the result that was originally posted by Martin. Quote " I think its linear motion is simple, since F = ma = m dv/dt this gives: Change in velocity = dv = (F/m) dt = impulse/m So the linear motion will be in the same direction as the impulse, even if the impulse is applied at a point offset from the centre of mass, this seems counter intuitive and...

    2005-02-17 17:10:44 UTC in mjbWorld

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  • 2003-10-25 (6 years ago)
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  • redeyes2003 (My Site)
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