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location description | velocity description | |
---|---|---|
point mass | position vector \( \vec{r}_P \) | velocity vector \( \vec{v}_P \) |
rigid body in 2D |
position vector \( \vec{r}_P \) angle \(\theta\) |
velocity vector \( \vec{v}_P \) angular velocity \( \omega \) |
rigid body in 3D |
position vector \( \vec{r}_P \) angles \( \theta,\phi,\psi \) |
velocity vector \( \vec{v}_P \) angular velocity vector \( \vec{\omega} \) |
Neither point masses nor rigid bodies can physically exist, as no body can really be a single point with no extent, and no extended body can be exactly rigid. Despite this, these are very useful models for mechanics and dynamics.
Application alert!
Steering geometry uses rigid bodies.
Rigid body kinematics can be used to analyze how steering with the front wheels affects how an entire vehicle turns.
All points on a rigid body have the same angular rotation angles, as we can see on the figure below. Because the angular velocity is the derivative of the rotation angles, this means that every point on a rigid body has the same angular velocity \( \vec{\omega} \), and also the same angular acceleration \( \vec{\alpha} \).
In 2D the angle \( \theta \) of a rigid body the angle of rotation from a fixed reference (typically the \( \hat\imath \) direction), measured positive counter-clockwise. The angular velocity is \( \omega = \dot\theta \) and the angular acceleration is \( \alpha = \dot\omega = \ddot\theta \). The vector versions of these are \( \vec\omega = \omega \, \hat{k} \) and \( \vec\alpha = \alpha\,\hat{k} \), where \( \hat{k} \) is the out-of-plane direction.
Show:
All points on a rigid body rotate at the same rate. Body \( \mathcal{B}_1 \) is rotated by angle \(\theta_1\), so its angular velocity is \( \omega_1 = \dot{\theta}_1 \), and similarly for the second body.
Did you know?
Rotations in 3D are significantly more complicated than rotations in 2D. Unlike positions, velocities, etc, which simply go from 2D vectors to 3D vectors, rotational quantities go from scalars in 2D to full 3D vectors in 3D. Angular velocity and angular acceleration are somewhat straightforward, so equations #rkg-er hold in both 2D and 3D, but understanding the rotations themselves is significantly more complicated. There are three main ways that 3D rotations can be represented:
Detailed study of rotations in 3D is necessary for a full understanding of topics ranging from satellite attitude control to articulated robot construction, and is usually covered in advanced dynamics courses.
If we know how one point \(P\) on a rigid body is moving and we also know how the body is rotating, then we can calculate the movement of any other point \(Q\) on the same body. The formulas for this are given below.
The term \( \vec{\omega} \times (\vec{\omega} \times \vec{r}_{PQ}) \) in the acceleration equation above is called the centripetal (center-seeking) term, as it is always in the direction \( -\vec{r}_{PQ} \) and so acts from \(Q\) towards the “center” \(P\).
Show: none position velocity acceleration
Two points \(P\) and \(Q\) on a moving and accelerating rigid body.
The #rkg-er equations above are valid in both 2D and 3D. If we know that we are in the 2D \( \hat\imath,\hat\jmath \) plane then the angular velocity vector is orthogonal to the plane in the \( \hat{k} \) direction and the equations can be written in a simpler form with the perpendicular vector notation #rvv-en, as shown below.
If a point \(M\) on a rigid body has zero velocity then it is called the instantaneous center of rotation, because the velocity of all points on the body will be given by simple rotation about \(M\) with the angular velocity \( \vec{\omega} \) of the body. In 2D we can always find the instantaneous center with the following equation, although it might be outside of the physical body.
In 3D there will only be an instantaneous center if \( \vec{v}_P \) is orthogonal to \( \vec{\omega} \), in which case there will many choices for the instantaneous center, all lying on a line in the \( \vec{\omega} \) direction.
If \(M\) is an instantaneous center, so it has zero velocity, then the velocity of any other point on the rigid body is given by the following equation.
Movement: | translation | var. translation | rotation | var. rotation | slide |
hinge | circle | spin | reverse spin | oscillation |
Point \(P\)
Body
\(Q\) Velocity
none
\( \vec{v}_P \) (trans.)
\( \vec{\omega} \times \vec{r}_{PQ} \) (rot.)
\( \vec{v}_Q \) (total)
\(Q\) Acceleration
none
\( \vec{a}_P \) (trans.)
\( \vec{\alpha} \times \vec{r}_{PQ} \) (ang.)
\( \vec{\omega} \times (\vec{\omega} \times \vec{r}_{PQ}) \) (cent.)
\( \vec{a}_Q \) (total)
Velocity and acceleration of points on a rigid body undergoing different motions.
One of the most common type of motion is constrained motion, where an object is restricted to move in a certain way.
Generally, a point constrained to move in a specific direction obeys the following equation:
The above equation is difficult to apply to a system with a collection of points or particles. It is not the only way to derive constraint equations. For example, rigid body kinematics equations (also known as relative motion equations) are derived using the definition of a rigid body. Namely, the distance and angles between all points remain constant. See rigid body relations. It is often best to look at examples of constrained motion to see how constraint equations are differentiated to obtain velocity and acceleration.
We can visualize the motion of several constrained systems, shown on the figure below.
System: | rod-circular | slider-crank |
rod-circular
slider-crank
In general, the steps involved in analyzing systems with constrained motions are as follows:
Reference material
Applications
If an object is constrained to move in a specific direction, by Newton's second law, there must be forces or moments preventing the movement of the object in that direction. Those are called constraint forces.
The approach to solving for constraint forces is the same approach to solve for any forces/moments that are not constraint forces. Namely, drawing a free body diagram, and applying Newton's equations. See the solution procedure with Newton's equations.
Let's return to our example of the rod leaning against a wall.