Linear Translation |
Rotation |
Position P vec3, meters |
Angular Orientation R (see last lecture) 3 angles in radians, a quaternion, or a matrix |
Velocity V=dP/dt vec3, m/s |
Angular Velocity W = dR/dt 3 rates in radians/sec, a quaternion derivative, a skew matrix or a vec3, radians/sec |
Acceleration A=dV/dt vec3, m/s^2 |
Angular Acceleration
α = dW/dt 3 rates in radians/sec^2 |
Mass m float, Kg |
Rotational
inertia matrix
I mat3, Kg*m^2 |
Linear Momentum p=mV vec3, N*s |
Angular
Momentum L=I
W vec3, Kg*m^2/s |
Force F=mA=dp/dt vec3, N |
Torque T = R x F =
dL/dt vec3, N*m |
OK! |
huh?! |
[ 0 -W.z W.y ]You do need to first rotate the skew matrix by the current rotation, or it will stop working after a quarter turn. You then need to orthonormalize, or the object will slowly grow in size.
[ W.z 0 -W.x ]
[ -W.y W.x 0 ]
(See a more complete discussion of applying angular velocity here.)