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  2. Rigid body dynamics - Wikipedia

    en.wikipedia.org/wiki/Rigid_body_dynamics

    In the physical science of dynamics, rigid-body dynamics studies the movement of systems of interconnected bodies under the action of external forces.The assumption that the bodies are rigid (i.e. they do not deform under the action of applied forces) simplifies analysis, by reducing the parameters that describe the configuration of the system to the translation and rotation of reference ...

  3. Featherstone's algorithm - Wikipedia

    en.wikipedia.org/wiki/Featherstone's_algorithm

    Featherstone's algorithm is a technique used for computing the effects of forces ... Featherstone's algorithm implementation in the Moby rigid body dynamics simulator ...

  4. Newton–Euler equations - Wikipedia

    en.wikipedia.org/wiki/Newton–Euler_equations

    The Newton–Euler equations are used as the basis for more complicated "multi-body" formulations (screw theory) that describe the dynamics of systems of rigid bodies connected by joints and other constraints. Multi-body problems can be solved by a variety of numerical algorithms. [2] [6] [7]

  5. Screw theory - Wikipedia

    en.wikipedia.org/wiki/Screw_theory

    In order to define the twist of a rigid body, we must consider its movement defined by the parameterized set of spatial displacements, D(t) = ([A(t)], d(t)), where [A] is a rotation matrix and d is a translation vector. This causes a point p that is fixed in moving body coordinates to trace a curve P(t) in the fixed frame given by

  6. Euler's equations (rigid body dynamics) - Wikipedia

    en.wikipedia.org/wiki/Euler's_equations_(rigid...

    In classical mechanics, Euler's rotation equations are a vectorial quasilinear first-order ordinary differential equation describing the rotation of a rigid body, using a rotating reference frame with angular velocity ω whose axes are fixed to the body. They are named in honour of Leonhard Euler. Their general vector form is

  7. Physical simulation - Wikipedia

    en.wikipedia.org/wiki/Physical_simulation

    Rigid body dynamics deals with the motion of objects that cannot change shape, size, or mass but can change orientation and position. To account for rotational energy and momentum, we must describe how force is applied to the object using a moment , and account for the mass distribution of the object using an inertia tensor .

  8. Multibody system - Wikipedia

    en.wikipedia.org/wiki/Multibody_system

    A body is usually considered to be a rigid or flexible part of a mechanical system (not to be confused with the human body). An example of a body is the arm of a robot, a wheel or axle in a car or the human forearm. A link is the connection of two or more bodies, or a body with the ground.

  9. Physics engine - Wikipedia

    en.wikipedia.org/wiki/Physics_engine

    A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film ().