Game Physics – Part II Dan Fleck. Linear Dynamics Recap  Change in position (displacement) over time is velocity  Change in velocity over time is acceleration.

Slides:



Advertisements
Similar presentations
Angular Quantities Correspondence between linear and rotational quantities:
Advertisements

Rotational Motion I AP Physics C.
Rotational Motion Chapter Opener. Caption: You too can experience rapid rotation—if your stomach can take the high angular velocity and centripetal acceleration.
PHY205 Ch14: Rotational Kin. and Moment of Inertial 1.Recall main points: Angular Variables Angular Variables and relation to linear quantities Kinetic.
Physics: Principles with Applications, 6th edition
Rotational Dynamics and Static Equilibrium. Torque From experience, we know that the same force will be much more effective at rotating an object such.
Dynamics of Rotational Motion
Rotational Dynamics Chapter 9.
Moment of Force : Torque The rotational analogue (effect) of force is said to be moment of force or torque. Torque on a single Particle The moment of the.
Physics 111: Mechanics Lecture 09
Chapter 10: Rotation. Rotational Variables Radian Measure Angular Displacement Angular Velocity Angular Acceleration.
Department of Physics and Applied Physics , F2010, Lecture 20 Physics I LECTURE 20 11/21/10.
Chapter Eight Rotational Dynamics Rotational Dynamics.
Chapter 10 Rotational Motion
Rigid Bodies Rigid Body = Extended body that moves as a unit Internal forces maintain body shape Mass Shape (Internal forces keep constant) Volume Center.
Physics 1901 (Advanced) A/Prof Geraint F. Lewis Rm 557, A29
Angular Momentum. Moments  The moment of a vector at a point is the wedge product.  This is applied to physical variables in rotating systems. Applied.
Chapter 10 Rotation Key contents
Physics 111: Elementary Mechanics – Lecture 9 Carsten Denker NJIT Physics Department Center for Solar–Terrestrial Research.
Chapter 10 More on angular momentum and torque In chapter 9 we described the rotational motion of a rigid body and, based on that, we defined the vector.
Work Let us examine the work done by a torque applied to a system. This is a small amount of the total work done by a torque to move an object a small.
UNIVERSITI MALAYSIA PERLIS
Game Physics – Part IV Moving to 3D
College of Physics Science & Technology YANGZHOU UNIVERSITYCHINA Chapter 11ROTATION 11.1 The Motion of Rigid Bodies Rigid bodies A rigid body is.
Theory of Machines Lecture 4 Position Analysis.
Chapter 9 Rotations of Rigid Bodies Up to this point when studying the motion of objects we have made the (implicit) assumption that these are “point objects”
Game Physics – Part I Dan Fleck Coming up: Rigid Body Dynamics.
A particle moves in a circle of radius r. Having moved an arc length s, its angular position is θ relative to its original position, where. An angular.
Lecture 18 Rotational Motion
Chapter 10 Rotation of a Rigid Object about a Fixed Axis.
Rotation Rotational Variables Angular Vectors Linear and Angular Variables Rotational Kinetic Energy Rotational Inertia Parallel Axis Theorem Newton’s.
PHYS 1441 – Section 002 Lecture #22 Monday, April 22, 2013 Dr. Jaehoon Yu Work, Power and Energy in Rotation Angular Momentum Angular Momentum Conservation.
Chapter 9: Rotational Dynamics
Copyright © 2010 Pearson Education, Inc. Lecture Outline Chapter 11 Physics, 4 th Edition James S. Walker.
Chapter 8 Rotational Motion.
AP Physics C: Mechanics Chapter 11
Chapter 10 Rotation.
Chapter 8 Rotational Motion.
When the axis of rotation is fixed, all particles move in a circle. Because the object is rigid, they move through the same angular displacement in the.
Chapter 8 Rotational Motion.
Chapter 10 Chapter 10 Rotational motion Rotational motion Part 2 Part 2.
Chapter 10 Rotational Motion.
Advanced Computer Graphics Rigid Body Simulation Spring 2002 Professor Brogan.
Rotational kinematics and energetics
Rotational Kinetic Energy An object rotating about some axis with an angular speed, , has rotational kinetic energy even though it may not have.
Angular Motion Chapter 10. Figure 10-1 Angular Position.
Thursday, Oct. 30, 2014PHYS , Fall 2014 Dr. Jaehoon Yu 1 PHYS 1443 – Section 004 Lecture #19 Thursday, Oct. 30, 2014 Dr. Jaehoon Yu Rolling Kinetic.
1 Work in Rotational Motion Find the work done by a force on the object as it rotates through an infinitesimal distance ds = r d  The radial component.
Rigid Body Dynamics CSE169: Computer Animation
Tuesday, June 26, 2007PHYS , Summer 2006 Dr. Jaehoon Yu 1 PHYS 1443 – Section 001 Lecture #15 Tuesday, June 26, 2007 Dr. Jaehoon Yu Rotational.
Rick Parent - CIS682 Rigid Body Dynamics simulate basic physics of an object subject to forces Keyframing can be tedious - especially to get ‘realism’
Rotational Motion – Dynamics AP Physics. Rotational and Translational Equalities Rotational Objects roll Inertia TORQUE Angular Acceleration Rotational.
PHY205 Ch16: Rotational Dynamics 1.Combination Translational and Rotational motion and Atwood machine 2.Discuss Ball rolling down incline from 3 different.
Wednesday, Oct. 29, 2003PHYS , Fall 2003 Dr. Jaehoon Yu 1 PHYS 1443 – Section 003 Lecture #17 Wednesday, Oct. 29, 2002 Dr. Jaehoon Yu 1.Rolling.
Chapter 10 Lecture 18: Rotation of a Rigid Object about a Fixed Axis: II.
1 7. Rotational motion In pure rotation every point of an object moves in a circle whose center lies on the axis of rotation (in translational motion the.
1 Angular Momentum Chapter 11 © 2012, 2016 A. Dzyubenko © 2004, 2012 Brooks/Cole © 2004, 2012 Brooks/Cole Phys 221
Rotational Motion I AP Physics 2. The radian There are 2 types of pure unmixed motion: Translational - linear motion Rotational - motion involving a rotation.
Advanced Computer Graphics Rigid Body Simulation
Manipulator Dynamics 1 Instructor: Jacob Rosen
PHYS 1443 – Section 003 Lecture #18
Lecture Rigid Body Dynamics.
Chapter 8 Rotational Motion
PHYS 1443 – Section 003 Lecture #15
8-1 Angular Quantities In purely rotational motion, all points on the object move in circles around the axis of rotation (“O”). The radius of the circle.
Chapter 8 Rotational Motion.
Chapter 9: Rotation Angular Displacement
Chapter 11 - Rotational Dynamics
Rotational Kinematics
PHYS 1443 – Section 003 Lecture #15
Presentation transcript:

Game Physics – Part II Dan Fleck

Linear Dynamics Recap  Change in position (displacement) over time is velocity  Change in velocity over time is acceleration  Sum up the forces acting on the body at the center of mass to get current acceleration  To get new velocity and position, use your current acceleration, velocity, position and numerical integration over some small time step (h)

Angular Effects  Omega (  ) is the orientation or angle of our rigid body  Change in  over time is angular velocity (  ) lower-case omega.  Change in angular velocity (  ) over time is angular acceleration

Finding angular acceleration   If we know  we can differentiate it to find angular velocity and then again to find orientation. (Similar to finding linear acceleration a).  Finding   Under linear motion (without rotation), all points move at the same velocity, however when the body is also rotating the velocity of every point is different.

Linear Velocity of a Point from Angular Velocity v B = velocity of point B r OB = vector from O to B  means take the perpendicular of that vector (rotate by 90  counterclockwise)

Proof  Displacement of point B rotating around the origin is C, by definition of radians:  Velocity is the time derivative of displacement  Thus the magnitude is correct  Intuitively the direction of velocity is tangent to the radius, which is perpendicular to the radius.

Total Velocity  The general case of the velocity of a point that is rotating and translating is given by Chasles’ theorem which states:  Thus, we can compute the velocity of any point on a body by knowing the linear velocity of the body’s origin (i.e. center of mass) and the velocity generated by rotation

Angular Momentum  Now lets find angular momentum  Linear momentum is defined for a point, angular momentum must be defined by using a reference point. The angular momentum of point B as seen by point A is L AB  So this equation says the angular momentum of point B looking from A is the dot product of the perpendicularized radius vector and the linear momentum of the point (p B )  Operation is called the perp-dot product

Angular Momentum  If you have a point B you want to find the component of the linear momentum that is in the “angular rotation” direction as seen from A.  Dot product projects one vector onto another

Torque at a single point  Force’s angular equivalent is Torque (  )  Thus, torque at a point is related to F at a point by the perp-dot product with the radius vector

Total Angular Momentum  The total angular momentum of the body around point A denoted as L AT is  To get the total angular momentum, sum up the momentum at each point (where momentum is mass*velocity)

Total Angular Momentum  Combining these equations  Yields Substitution Factor out angular velocity (same at all points), pull mass out of dot product Dot product of vector with itself, just square of magnitude Define moment of inertia for the body as I A. Which is constant for a body and can be computed ahead of time.

Moment of Inertia I  Moment of inertia I A is the sum of the squared distances of all points from point A scaled by the mass of the points  Think of it as “how hard it is to rotate the object around point A” AA Easier – lower moment of inertiaHarder – higher moment of inertia

Total Torque  Finally, if we know torque we can get angular acceleration  Thus, knowing the total torque (  ) and moment of inertia (I A ), we can divide to get angular acceleration (  )  From angular acceleration we can get angular velocity and then orientation

Summary 1. Compute CM and moment of inertia at the CM (i.e. I CM ) 2. Set initial values (position, orientation, velocity, etc…) 3. Compute linear acceleration 4. For each force, compute the induced torque and add it to the total torque 5. Divide total torque by I CM to get angular acceleration 6. Numerically integrate linear and angular acceleration to update position, linear velocity, orientation, angular velocity 7. Redraw object

ImpulseTorqueForce.cpp

ImpulseTorqueForce.cpp (cont)

Player.cpp (create the force) Force is in same direction ship is facing, but offset to the left

Player.cpp Using force and torque, update other quantities

Player.cpp (UpdatePlayer continues)

References  These slides are mainly based on Chris Hecker’s articles in Game Developer’s Magazine (1997).  The specific PDFs (part 1-4) are available at:  Additional references from:   Graham Morgan’s slides (unpublished)