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Physics - Kinematics - Combined Linear and Angular Acceleration

On this page we derive the rotation values from a point mass (particle). The point mass is not necessarily rotating about its own axis (although it could, subatomic particles have spin). What we are interested in here is the contribution of the particle to the rotational properties of a bigger mass about some fixed point. If I am not making myself very clear try reading numerical methods.

The following pages will then go on to derive quantities for finite solid bodies by integrating across the volume. Most of these quantities are vectors of dimension 3 which has a component in the x,y and z directions. To denote a vector quantity we show an arrow above the quantity, for more information about vectors see here.

Angular Acceleration of particle ()

The linear acceleration of a particle on a solid body due to circular motion is:

= a0 + x + w x (w x )

where:
symbol
description
type
units
acceleration linear acceleration of particle on a solid body vector m/s2
a0 linear acceleration of centre of mass of solid body vector m/s2
angular acceleration angular acceleration of solid body bivector s-2
x cross multiplication    
velocity position of particle relative to centre of mass vector m
w angular velocity of solid body bivector s-1

As you can see from the equation it is made up of three parts, a linear acceleration due to the acceleration of the centre of mass and there are two parts due to the rotation as described here:

  1. A linear acceleration due to centrifugal force|.
  2. A linear acceleration due to any change in angular velocity
  3. A linear acceleration due to the acceleration of the centre of mass.

Let us take a specific case, imagine that the particle is traveling in a circle around point . So in this case the linear acceleration will be made up of two components:

  1. A linear acceleration due to centrifugal force, which is of magnitude rw^2 and with a direction toward the centre of the orbit.
  2. A linear acceleration due to any change in angular velocity x d/DT

In the above example I have shown the centre of the circle of rotation , and the point that we are measuring the angular acceleration about 1, as being separate points.

But if we take the special case where we are measuring the angular acceleration about the centre of the circle of rotation, then the centrifugal acceleration is in the same direction as so the cross product is zero. So, in this case only, we only need to consider = d/DT

Representing Angular Acceleration in program

Angular acceleration in 3D space can be held in a quaternion (see class sfrotation) or a matrix (see class sftransform). For an example of how this might be used in a scenegraph node, see here.


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Correspondence about this page

Book Shop - Further reading.

Where I can, I have put links to Amazon for books that are relevant to the subject, click on the appropriate country flag to get more details of the book or to buy it from them.

 

cover Engineering Mechanics - Includes Statics book and dynamics book below..

cover Engineering Mechanics Vol 2: Dynamics - Gives theory for rigid dynamics, aims to allow prediction of effects of force and motion. Includes rotating frame of reference. Lots of colour diagrams, I guess its college / University level.

Commercial Software Shop

Where I can, I have put links to Amazon for commercial software, not directly related to the software project, but related to the subject being discussed, click on the appropriate country flag to get more details of the software or to buy it from them.

 

cover Dark Basic Professional Edition - It is better to get this professional edition

cover This is a version of basic designed for building games, for example to rotate a cube you might do the following:
make object cube 1,100
for x=1 to 360
rotate object 1,x,x,0
next x

cover Game Programming with Darkbasic - book for above software

Can you help?

Please send me any improvements to here. I would appreciate ideas to make the pages more useful including error correction, ideas for new pages, improvements to wording. It helps if you quote the full URL of the page.

 

progam

I am working on a project which uses these principles, if you would like to help me with this you are welcome to join in, here:

http://sourceforge.net/projects/mjbworld/

This site may have errors. Don't use for critical systems.

Copyright (c) 1998-2008 Martin John Baker - All rights reserved.