- #1
AbsoluteUnit
- 9
- 3
Hello all,
I have some issues understanding the inertial-frame (or global-frame, G-frame) versus the body-frame (B-frame) when it comes to simulating the motion of a rigid body in 2 dimensions (planar body mechanics) in a system of ODEs. I have been self-learning from textbooks on simulating rigid body motion, so I sometimes misunderstand concepts, since some books are a bit vague when they assume the reader already have the technical knowledge to make the necessary connections. I hope someone can clear up any misunderstandings that I have here.
---------------
Given a state space, Q and its gradient Q' describing the planar mechanics of a rigid body:
Q = [ VBx(t), VBy(t), ψ(t) ]T ... (1)
Q' = [ aBx(t), aBx(t), ψ'(t) ]T ... (2)
Where
The values of a(t) and ψ'(t) are being generated by some process in the B-frame at each time point (t) as forces and moments, e.g. vehicle accelerating/braking and steering.
Essentially,
---------------
Part of me thinks that this interpretation of mine doesn't really make sense, because Newton's First Law only applies directly in the G-frame, but not in the B-frame.
I suspect that for every time point, t, one should instead:
Is that the correct way to think about this? Or is there a technicality that I am not getting here and both methods are actually equivalent?
Thank you for your insights,
AU
I have some issues understanding the inertial-frame (or global-frame, G-frame) versus the body-frame (B-frame) when it comes to simulating the motion of a rigid body in 2 dimensions (planar body mechanics) in a system of ODEs. I have been self-learning from textbooks on simulating rigid body motion, so I sometimes misunderstand concepts, since some books are a bit vague when they assume the reader already have the technical knowledge to make the necessary connections. I hope someone can clear up any misunderstandings that I have here.
---------------
Given a state space, Q and its gradient Q' describing the planar mechanics of a rigid body:
Q = [ VBx(t), VBy(t), ψ(t) ]T ... (1)
Q' = [ aBx(t), aBx(t), ψ'(t) ]T ... (2)
Where
Bx := Quantity expressed in body-frame (B-frame) coordinates
V := Velocity
a(t) := Acceleration
ψ, ψ'(t) := Body angular velocity and acceleration (respectively)
The values of a(t) and ψ'(t) are being generated by some process in the B-frame at each time point (t) as forces and moments, e.g. vehicle accelerating/braking and steering.
Essentially,
- Some books (seem to) suggest that it is possible to perform integration directly in the B-frame on Q'(t) (ref. (2)) to solve for Q(t) (ref. (2)) at every time point, t. Then, the G-frame positions of the rigid body, (X,Y,ψ) can be obtained by rotating Q to the G-frame coordinates via the transformation:
VGx = VBx*cos(ψ) - VBy*sin(ψ)
VGy = VBx*sin(ψ) + VBy*cos(ψ)
VGy = VBx*sin(ψ) + VBy*cos(ψ)
Then integrate VGx, VGy to get (X,Y) in G-frame.
In short:Fully solve the ODE in the B-frame first, then rotate the velocities to the G-frame and integrate to obtain the G-frame positions: (X,Y,ψ)
---------------
Part of me thinks that this interpretation of mine doesn't really make sense, because Newton's First Law only applies directly in the G-frame, but not in the B-frame.
I suspect that for every time point, t, one should instead:
- Compute the forces and moments that give rise to aBx(t), aBx(t), and ψ'(t)
- Transform (aBx(t), aBx(t), ψ'(t)) to G-frame coordinates
- Solve for VGx, VGy, ψ'(t)
Is that the correct way to think about this? Or is there a technicality that I am not getting here and both methods are actually equivalent?
Thank you for your insights,
AU