Rigid bodies #rkg
A rigid body is an extended area of material that includes all the points inside it, and which moves so that the distances and angles between all its points remain constant. The location of a rigid body can be described by the position of one point P inside it, together with the rotation angle of the body (one angle in 2D, three angles in 3D).
location description | velocity description | |
---|---|---|
point mass | position vector →rP | velocity vector →vP |
rigid body in 2D |
position vector →rP
angle θ |
velocity vector →vP
angular velocity ω |
rigid body in 3D |
position vector →rP
angles θ,ϕ,ψ |
velocity vector →vP
angular velocity vector →ω |
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.
Related applications#rkg‑ia
Rotation angles for rigid bodies #rkg‑sa
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 →ω, and also the same angular acceleration →α.
In 2D the angle θ of a rigid body the angle of rotation from a fixed reference (typically the ˆı direction), measured positive counter-clockwise. The angular velocity is ω=˙θ and the angular acceleration is α=˙ω=¨θ. The vector versions of these are →ω=ωˆk and →α=αˆk, where ˆk is the out-of-plane direction.
Show:
All points on a rigid body rotate at the same rate. Body B1 is rotated by angle θ1, so its angular velocity is ω1=˙θ1, and similarly for the second body. #rkg‑fw
Warning: Labeling angular quantities on rigid bodies#rkg‑ww
Did you know?#rkg‑i3
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.
Points on rigid bodies #rkg‑sk
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.
Rigid body point relations.#rkg‑er
→rQ=→rP+→rPQ→vQ=→vP+→ω×→rPQ→aQ=→aP+→α×→rPQ+→ω×(→ω×→rPQ)
Points P and Q are two locations on a rigid body. Vectors →ω and →α are the angular velocity and angular acceleration of the rigid body.
Derivation
Warning: Cross product order#rkg‑wc
The term →ω×(→ω×→rPQ) in the acceleration equation above is called the centripetal (center-seeking) term, as it is always in the direction −→rPQ 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. #rkg‑fr
Example Problem: Points on a rigid body.#rkg‑xp
Example Problem: Coupled rigid bodies.#rkg‑xc
Warning: Rigid body points may be accelerating even if →aP=0 and α=0.#rkg‑wa
Rigid bodies in 2D #rkg‑s2
The #rkg-er equations above are valid in both 2D and 3D. If we know that we are in the 2D ˆı,ˆȷ plane then the angular velocity vector is orthogonal to the plane in the ˆk direction and the equations can be written in a simpler form with the perpendicular vector notation #rvv-en, as shown below.
Rigid body point relations in 2D.#rkg‑e2
→rQ=→rP+→rPQ→vQ=→vP+ω→r⊥PQ→aQ=→aP+α→r⊥PQ−ω2→rPQ
Points P and Q are two locations on a rigid body. Scalars ω and α are the scalar angular velocity and angular acceleration of the rigid body (positive counter-clockwise).
Derivation
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 →ω 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.
Instantaneous center of rotation M in 2D.#rkg‑ei
→rPM=1ω2→ω×→vP=1ω→v⊥P
Point P has velocity →vP and is attached to a rigid body rotating with angular velocity →ω.
Derivation
In 3D there will only be an instantaneous center if →vP is orthogonal to →ω, in which case there will many choices for the instantaneous center, all lying on a line in the →ω 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.
Velocity from the instantaneous center M.#rkg‑ev
→vQ=→ω×→rMQ
Point M is the instantaneous center of rotation for a rigid body rotating with angular velocity →ω, and Q is any point on the body.
Derivation
Movement: | translation | var. translation | rotation | var. rotation | slide |
hinge | circle | spin | reverse spin | oscillation |
Point P | Body | Q Velocity | Q Acceleration |
---|---|---|---|
none | none | ||
→vP (trans.) | →aP (trans.) | ||
→ω×→rPQ (rot.) | →α×→rPQ (ang.) | ||
→ω×(→ω×→rPQ) (cent.) | |||
→vQ (total) | →aQ (total) | ||
Velocity and acceleration of points on a rigid body undergoing different motions. #rkg‑fd