jim van verth (jim@essentialmath)

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Rigid Body Dynamics. Jim Van Verth (jim@essentialmath.com). Rigid Body Dynamics. Simplest form of physical simulation Gets you a good way towards making a more realistic looking game Not that hard, either. Rigid Body. Objects we simulate will not deform Brick vs. clay - PowerPoint PPT Presentation

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Rigid Body Dynamics

Jim Van Verth (jim@essentialmath.com)

Essential Math for Games

Rigid Body Dynamics

• Simplest form of physical simulation

• Gets you a good way towards making a more realistic looking game

• Not that hard, either

Essential Math for Games

Rigid Body

• Objects we simulate will not deform

• Brick vs. clay

• Fixed model: only change position and orientation

Essential Math for Games

Dynamics

• Want to move objects through the game world in the most realistic manner possible

• Applying velocity not enough – need ramp up, ramp down – acceleration

• Same with orientation

Essential Math for Games

Calculus Review

• Have function y(t)

• Function y'(t) describes how y changes as t changes (also written dy/dt)

• y'(t) gives slope at time t

y(t)

y'(t)

y

t

Essential Math for Games

Calculus Review

• Our function is position:

• Derivative is velocity:

• Derivative of velocity is acceleration

Essential Math for Games

Basic Newtonian Physics

• All objects affected by forces Gravity Ground (pushing up) Other objects pushing against it

• Force determines acceleration (F = ma)

• Acceleration changes velocity ( )

• Velocity changes position ( )

Essential Math for Games

Basic Newtonian Physics

• Assume acceleration constant, then

• Similarly

Essential Math for Games

Basic Newtonian Physics

• Key equations

• Note: force is derivative of momentum P

Remember for later – easier for angular

Essential Math for Games

Basic Newtonian Physics

• General approach Compute all forces on object, add up Compute acceleration

• (divide total force by mass)

Compute new position based on old position, velocity, acceleration

Compute new velocity based on old velocity, acceleration

Essential Math for Games

Newtonian Physics

• Works fine if acceleration is constant

• Not good if acceleration dependant on position or velocity – changes over time step

• E.g. spring force: Fspring = –kx

• E.g. drag force: Fdrag = –mv

Essential Math for Games

Analytic Solution

• Can try and find an analytic solution I.e. a formula for x and v In case of simple drag:

But not always a solution Or may want to try different simulation

formulas

Essential Math for Games

Numeric Solution

• Problem: Physical simulation with force dependant on position or velocity

• Start at x(0) = x0, v(0) = v0

• Only know:

• Basic solution: Euler’s method

Essential Math for Games

Euler’s Method

• Idea: we have the derivative (x or v) • From calculus, know that

• Or, for sufficiently small h:

Essential Math for Games

Euler’s Method

• Can re-arrange as:

• Gives us next function value in terms of current value and current derivative

Essential Math for Games

Final Formulas

• Using Euler’s method with time step h

Essential Math for Games

What About Orientation?

• Force (F) applies to center of mass* of object – creates translation

• Torque () applies to offset from center of mass – creates rotation

• Add up torques just like forces

Essential Math for Games

Force vs. Torque (cont’d)

• To compute torque, take cross product of vector r (from CoM to point where force is applied), and force vector F

• Applies torque ccw around vector

r F

Essential Math for Games

Other Angular Equivalents

• Force F vs. torque • Momentum P vs. angular momentum L

• Velocity v vs. angular velocity • Position x vs. orientation • Mass m vs. moments of inertia J

Essential Math for Games

Why L?

• Difficult to compute angular velocity from angular acceleration

• Compute ang. momentum by integrating torque

• Compute ang. velocity from momentum

• Since then

Essential Math for Games

Moments of Inertia

• Moments of inertia are 3 x 3 matrix, not single scalar factor (unlike m)

• Many factors because rotation depends on shape and density

• Describe how object rotates around various axes

• Not easy to compute• Change as object changes orientation

Essential Math for Games

Computing J

• Can use moments of inertia for closest box or cylinder

• Can use sphere (one factor: 2mr2/5)

• Or, can just consider rotations around one axis and fake(!) the rest

• With the bottom two you end up with just one value… can simplify equations

Essential Math for Games

Computing J

• Alternatively, can compute based on geometry

• Assume constant density, constant mass at each vertex

• Solid integral across shape

• See Eberly for more details Also at www.geometrictools.com

Essential Math for Games

Using J in World Space

• Remember, • J computed in local space, must

transform to world space

• If using rotation matrix , use formula

• If using quaternion, convert to matrix

Essential Math for Games

Computing New Orientation

• Have matrix and vector • How to integrate?

• Convert to give change in Change to linear velocity at tips of basis

vectors One for each basis gives 3x3 matrix Can use Euler's method then

Essential Math for Games

Computing New Orientation

• Example:

Essential Math for Games

Computing New Orientation

r gives linear velocity at r

• Could do this for each basis vector

• Better way: Use symmetric skew matrix to compute

cross products Multiply by orientation matrix

Essential Math for Games

Computing New Orientation

• If have matrix , then

where

Essential Math for Games

Computing New Orientation

• If have quaternion q, then

• See Baraff or Eberly for derivation

where

Essential Math for Games

Computing New Orientation

• We can represent wq as matrix multiplication where

• Assumes q = (w, x, y, z)

Essential Math for Games

Angular Formulas

Essential Math for Games

Reducing Error

• Keep time step as small as possible

• Clamp accelerations, velocities to maximum values – avoid large forces

• If velocity, acceleration very small, set to zero (avoids little shifts in position)

• Damping acceleration based on velocity (i.e. friction) can help

Essential Math for Games

Improving Performance

• If not moving, don’t simulate

• Only do as much as you have to

• If you can fake it, do so objects on ground, don’t bother with gravity only rotate around z, don’t bother with J simple drag instead of full friction model

Essential Math for Games

References

• Burden, Richard L. and J. Douglas Faires, Numerical Analysis, PWS Publishing Company, Boston, MA, 1993.

• Hecker, Chris, “Behind the Screen,” Game Developer, Miller Freeman, San Francisco, Dec. 1996-Jun. 1997.

• Witken, Andrew, David Baraff, Michael Kass, SIGGRAPH Course Notes, Physically Based Modelling, SIGGRAPH 2002.

• Eberly, David, Game Physics, Morgan Kaufmann, 2003.

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