12 Mechanics 2
Transcript of 12 Mechanics 2
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Chapter 12:
Mechanics 2: Linear & Rotational
Dynamics
Ian ParberryUniversity of North Texas
Fletcher DunnValve Software
3D Math Primer for Graphics & Game Development
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What Youll !ee in "his Chapter
"his chapter consi#ers the cause o$ motion% its orientation% an# ho e
mi'ht 'o about simulatin' it on a computer( It is #i)i#e# into si* sections(
!ection 12(1 'i)es an o)er)ie o$ +etons , las(
!ection 12(2 tal-s about the cause o$ motion: the $orce(
!ection 12(, intro#uces momentum(
!ection 12(. loo-s at collisions an# impulse(
!ection 12(/ is about rotational #ynamics(
!ection 12(0 #iscusses #i'ital simulation o$ mechanics(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Wor# Clou#
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!ection 12(1:
+etons , Las
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!ir Isaac +eton
!ir Isaac +eton establishe# three
simple las that pro)i#e a $rameor-%
hich e call Newtonianor classical
mechanics(
It #oesnt hol# at hi'h spee#s or small#istances% but its 'oo# enou'h $or
e)ery#ay li$e% an# )i#eo 'ames(
Ima'e $rom Wi-ime#ia Commons(3
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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+etons First La
4)ery bo#y persists in its state o$ bein' at
rest or o$ mo)in' uni$ormly strai'ht $orar#%e*cept inso$ar as it is compelle# to chan'e
its state by $orce impresse#(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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+etons !econ# La
"he acceleration o$ a bo#y is proportional to
an# in the same #irection as3 the net
e*ternal $orce actin' on the bo#y% an#
in)ersely proportional to the mass o$ the
bo#y:
(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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"he Force
Force is a )ector( It has units li-e
-'(m6sec2% also calle# a Newton(
7Duct tape is li-e the $orce( It has a li'ht
si#e% a #ar- si#e% an# it hol#s the uni)erse
to'ether(8 Carl 9ani'3
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Free se +eton?s 2n# la to compute the
acceleration o$ the ob=ect(.( Inte'rate the acceleration to #etermine the
motion o$ the ob=ect(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Di$$erential 4Auations
When sol)in' problems analytically% this means
sol)in' #i$$erential eAuations( We #on?t use any
#i$$erential eAuations in this boo- because there
are only a $e simple cases that e ill loo- atanalytically( +umerical metho#s o$ inte'ration must
be use#( Later% e e*amine 4uler inte'ration%
hich is the most simple metho# ima'inable% but
also the one use# by most realBtime ri'i# bo#ysimulators(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Inertial Re$erence Frames
"his only or-s in a re$erence $rame that is not
acceleratin'(
You ha)e to in)ent $ictional $orces to e*plain
hy ob=ects are not acceleratin' accor#in' to
+etons 1st an# 2n# las(
robot in a $allin' ele)ator is in a noninertial
$rame( Ee must in)ent a $ictitious upar# $orce
to counteract 'ra)ity to e*plain hy his herrin'
san#ich #oesnt $all(
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Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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"o a passin' alien ho is not acceleratin'%
+etons las or- =ust $ine% an# there is nonee# to in)ent a $ictional $orce(
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+etons "hir# La
"o e)ery action there is alays an eAual
an# opposite reaction( r% the $orces o$ tobo#ies on each other are alays eAual an#
are #irecte# in opposite #irections(
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4*ample
"here are $our $orces here(
1( Moe pushin' the bo*(
2( "he bo* pushin' Moe(
,( Moe pushin' the 4arth(.( "he 4arth pushin' Moe(
+ote that an# cancel out(
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!ection 12(2:
!ome !imple Force Las
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ra)ity in the Real Worl#
+etons La o$ >ni)ersal ra)itation:
here is the ma'nitu#e o$ the $orce% an#are the masses o$ the to ob=ects% an# is the
#istance beteen their centers o$ mass% an#
(
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Gi#eo ame ra)ity
% here (
"his is not physically accurate% but then
a'ain% neither is bein' able to =ump to orthree times your on hei'ht% steer in mi#air%
or #ouble =ump( When it comes to =umpin' in
)i#eo 'ames% reality is not =ust o)errate#% it?s
completely i'nore#( It =ust #oesn?t $eel ri'ht(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Gi#eo ame ra)ity
In most $irstBperson shooters% hen you =ump% you are 'i)en
an initial burst o$ upar# )elocity% an# then your position is
simulate# =ust li-e e)ery other airborne ob=ect in the orl#(
In most thir#Bperson 'ames your character ill sprin' up
almost instantaneously an# reach a ma*imum hei'ht )eryAuic-ly( In many 'ames the character ill ho)er there% then
slam bac- #on on the 'roun# as Auic-ly as it rose up%
perhaps lea)in' a crater behin#(
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Gi#eo ame ra)ity
!imulatin' a =ump mechanic usin' a )alue o$ may be e)en orse% because
most players e*pect a =ump to ta-e a certain amount o$ time but also e*pect
to be capable o$ =umpin' to unrealistic hei'hts(
When realBorl# 'ra)ity is use# to attain these hei'hts% the player is in the air
too lon'% an# it $eels 7$loaty8(
Many arca#e racin' 'ames increase 'ra)ity to 'et the car bac- on the 'roun#
Auic-ly( "he player ants to be in $ull control a'ain as Auic-ly as possible% an#
aitin' $or realBorl# 'ra)ity to 'et them bac- #on usually ta-es too lon'(
"here are other racin' 'ames that use a )alue o$ 'ra)ity that is less than the
real orl# )alue% to $acilitate unrealistic =umps at realistic )ehicle spee#s(
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Gi#eo ame ra)ity
"here are also reasons to $i##le ith 'ra)ity $or nonBplayerBcharacter
ob=ects as ell( !ometimes realBorl# 'ra)ity can create an 7ob=ects
ma#e o$ styro$oam8 $eelin'% so 'ra)ity is increase# to 'et an ob=ect to
tip o)er an# come to rest more Auic-ly(
In other situations% an arti$icially lo )alue o$ 'ra)ity can ma-e alar'e ob=ect seem e)en more massi)e especially hen
accompanie# by the ri'ht soun# e$$ects3% because acceleration on
4arth is constant an# is one o$ a $e cues humans instincti)ely use
to establish an absolute scale $or ob=ects in the #istance(
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Realism )ersus 4ntertainment
What 7$eels ri'htH is a sub=ecti)e matter( It is base# more on
player e*pectation than physical reality(
In the en#% hat matters most in a )i#eo 'ame is not hat?s
'oin' on in the CP> or e)en on the screen% but hat is 'oin'
on in the player?s min#( "he human min# is hi'hlysusceptible to su''estion(
"he Auest $or realism shoul# ne)er be an en# unto itsel$(
success$ul )i#eo 'ame ill harness realism only here it
ser)es the ultimate 'oal% hich is entertainment(
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Friction
"he stan#ar# #ry
$riction mo#el is
sometimes calle#
"o#lom! friction(
CharlesBu'ustin #e
Coulomb 15,0B1;03(
Ima'e $rom
Wi-ime#ia Commons(3
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!tatic Friction
When an ob=ect is at rest on top o$ another
ob=ect% a certain amount o$ $orce is
reAuire# to 'et it unstuc- an# set it in
motion(
I$ any less $orce is applie#% the $orce o$
$riction ill push bac- ith a counteractin'
$orce up to some ma*imum amount(
"his is calle# static friction(
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!tatic Friction
"he $olloin' eAuation is a 'oo#
appro*imation $or the ma*imum ma'nitu#e
o$ static $riction: (
is a constant calle# the coefficient of static
frictionthat #epen#s on the type o$
sur$aces rubbin' to'ether( ust loo- it up in
a table(
is the ma'nitu#e o$ the normal $orce(
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Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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"he +ormal Force
"he normal force is the $orce actin' perpen#icular to the
sur$aces that pre)ent them $rom o)erlappin'(
For e*ample% hen an ob=ect such as a bol o$
petunias3 is restin' on top o$ another ob=ect such as atable3% the normal $orce is the $orce reAuire# to
counteract 'ra)ity(
It is the $orce reAuire# to counteract the component o$
'ra)ity that acts perpen#icular to the sur$aces(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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+ot !li#in' n the
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Jinetic Friction
nce static $riction is o)ercome an# the ob=ect is
mo)in'% $riction continues to push a'ainst the
relati)e motion o$ the to sur$aces(
"his is calle# $inetic friction(
"he ma'nitu#e -inetic $riction is 'enerally less
than that o$ static $riction(
Its compute# the same ay o$ static $riction: (
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Coulombs La o$ Friction
"he #irection o$ the $orce o$ -inetic $riction is alays oppose# to the
relati)e motion o$ the sur$aces(
s e sai# earlier% the coe$$icient o$ -inetic $riction is usually less
than the coe$$icient o$ static $riction(
"hus% i$ e increase the an'le o$ the table sloly so that static$riction is =ust o)ercome% the petunias ill be'in to accelerate(
Coulomb?s primary contribution to the theory% sometimes calle#
"o#lom!%s law of friction% as that the $orce o$ -inetic $riction #oes
not #epen# on the relati)e )elocities o$ the sur$aces(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Control !ystems
"here are to types o$ sprin' motion% ampe oscillation
an# #nampe oscillation(
)irtual sprin' o$ten in the $orm o$ a sprin'B#amper
system3 is a type o$ control system(
"here are certain a#)anta'es to be ha# hen the
physical nature o$ the problem is #roppe# an# e thin- o$
it purely in mathematical terms(
In#ee#% many times the problem as ne)er reallyphysical to be'in ith% an# as only recast in physical
terms so that the sprin'B#amper apparatus coul# be
applie#(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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"he Rest Len'th
Consi#er a sprin' ith one en# $i*e# an# the other
en# $ree to mo)e in one #imension(
When the sprin' is at eAuilibrium ith no e*ternal
$orces on it% it has a natural len'th% calle# the restlength(
I$ e stretch the sprin'% then it ill pull bac- to try to
re'ain its rest len'th(
Li-eise% i$ e compress the sprin'% it ill push bac-(
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Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Restlen'th
Compress
!tretc
h
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Eoo-es La
Robert Eoo-e 10,/ K15,3(
Ima'e $rom Wi-ime#ia Commons(3
"he ma'nitu#e o$ the restorati)e $orce is
proportional to the #istance $rom the rest
len'th pro)i#e# the $orce #oes note*cee# the elastic limito$ the material
use# to construct the sprin'3(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Eoo-es La
Where is the spring constant
that #escribes ho sti$$ thesprin' is% is the sprin's rest
len'th% an# is the len'th that
the sprin' has been stretche#
or compresse# to(
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Reritin' Eoo-es La
With those notational chan'es% e can
rerite Eoo-es La as % here is
acceleration as a $unction o$ time an# is
position as a $unction o$ time(
"his is calle# a ifferential e#ation% since
it is an eAuation in both position an# its
secon# #eri)ati)e% acceleration (
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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!ol)in' Di$$erential 4Auations
We #ont ha)e the tools to sol)e
'eneral #i$$erential eAuations% but
this one is not too har#(
I$ e 'rab a sprin' an#
e*perimentally 'raph the positiono$ its en# as a $unction o$ time
a$ter compression% e 'et a
'raph li-e this:
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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!ol)in' ur Di$$erential 4Auation
"his $unction ou'ht to loo- $amiliar to you: it?s the
'raph o$ the cosine $unction(
Let?s see hat happens i$ e =ust try as our position
$unction( Di$$erentiatin' tice to 'et the )elocity an#acceleration $unctions% e 'et:
hich is close% but e?re missin' the $actor o$ (
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Eo Much Does Matter
Furthermore% e obser)e that the
$reAuency is proportional to the sAuare
root o$ ( For e*ample% hen e increase
by a $actor o$ $our% the $reAuency #oubles(
"his 'i)es us a hint as to here shoul#
appear% since all e are #oin' is scalin'
the time a*is(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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"hree More De'rees o$
Free#om
"here are some #e'rees o$ $ree#om inherent in the motion o$ the
sprin' that e ha)e not accounte# $or(
1( We are not accountin' $or the ma*imum #isplacement% -non as
the amplit#eo$ the oscillations an# #enote# ( ur eAuation
alays has an amplitu#e o$ 1(2( We are assumin' that % meanin' the sprin' as initially
stretche# to the ma*imum #isplacement an# release# ith ero
initial )elocity( Eoe)er% in 'eneral% e coul# ha)e pulle# it to
#isplacement an# then 'i)en it a sho)e so it has initial )elocity (
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"he "hree are "o
It oul# appear that e ha)e three more )ariables that nee# to be
accounte# $or in our eAuation i$ it is 'oin' to be completely 'eneral(
s it turns out% the three )ariables e ha)e =ust #iscusse# the
amplitu#e% initial position% an# initial )elocity3 are interrelate#(
I$ e pic- any to% the )alue $or the thir# is $i*e#( We?ll -eep as is% but e?ll replace an# ith thephase offset % hich
#escribes here in the cycle the sprin' is at (
#=ustments to the phase o$$set ha)e the simple e$$ect o$ shi$tin' the
'raph horiontally on the time a*is(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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!imple Earmonic Motion
##in' these to )ariables% e arri)e at the
'eneral solution% the eAuations o$ simple
harmonic oscillation:
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Dampin' Forces
!o $ar% e ha)e been stu#yin' a physically none*istent situation in
hich the sprin' ill oscillate $ore)er(
In reality% there are usually at least to more interestin' $orces% riving
force an# friction(
"he riving force is an e*ternal $orce% that acts as the input to thesystem an# causes the motion to be'in( 'rictione ha)e alrea#y met(
"he 'eneral term use# to #escribe any e$$ect that ten#s to re#uce the
amplitu#e o$ an oscillatory system is amping% an# e call oscillation
here the amplitu#e #ecays o)er time ampe oscillation(
Dampin' $orces are use$ul in )i#eo 'ames% so let?s #iscuss them inmore #etail(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Nualitati)e bser)ations
"he #ampin' $orce has an e*tremely simple $orm% but thin's 'et interestin'
hen e stu#y motion o)er time(
Nualitati)ely% e can ma-e some basic pre#ictions about ho #ampe#
oscillation o$ a sprin' oul# #i$$er $rom un#ampe# oscillation o$ the same
sprin'(
"he more ob)ious pre#iction is that e oul# e*pect the amplitu#e o$
oscillation to #ecay o)er time( Li-e the $orce o$ $riction% #ampin' remo)es
ener'y $rom the system(
"he secon# obser)ation is only sli'htly less ob)ious: !ince #ampin' in
'eneral slos the )elocity o$ the mass on the en# o$ the sprin'% e oul#
e*pect the $reAuency o$ oscillation to be re#uce# compare# to un#ampe#oscillation(
"hose to intuiti)e pre#ictions turn out to be correct% althou'h% o$ course%
to be more speci$ic e ill nee# to analye the math(
Chapter 12 +otes ,D Math Primer $orraphics & ame De)
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Earmonic Motion ith Dampin' Forces
Combinin' the restorati)e an# #ampin'
$orces% the net $orce can be ritten as
(
"o #eri)e the eAuation o$ motion% e ill
nee# accelerations% not $orces( pplyin'
+eton?s !econ# La an# #i)i#in' bothsi#es by the mass% e ha)e:
Chapter 12 +otes ,D Math Primer $orraphics & ame De) /,
! i D ! t i Gi#
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!prin'BDamper !ystems in Gi#eo
ames
!prin'B#amper systems are use# in )i#eo 'ames as control systems(
control system ta-es as input a $unction o$ time that represents some tar'et
)alue( For e*ample:
1( Camera co#e mi'ht compute a #esire# camera position base# on the
player?s position each $rameO
2( I co#e mi'ht #etermine an e*act tar'etin' an'le $or an enemyO
,( We may ha)e a #esire# player character )elocity base# on the
instantaneous amount o$ control stic- #e$lectionO
.( We mi'ht ha)e a #esire# screenBspace position $or some hi'hli'ht e$$ect%
base# on the currently selecte# choice in a menu(
Chapter 12 +otes ,D Math Primer $orraphics & ame De) /.
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"he !et Point
"he current )alue o$ the input si'nal is -non as
the set point in control system terminolo'y(
"he set point is essentially the rest position o$ the
sprin'% an# the input si'nal is li-e somebo#y ta-in'the other en# o$ the sprin' an# yan-in' it aroun#(
It is similar to a #ri)in' $orce% but e are 'i)en a
$unction #escribin' a position rather than a $orce or
acceleration(
Chapter 12 +otes ,D Math Primer $orraphics & ame De) //
Wh t D C t l ! t
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What Does a Control !ystem
Do
"he =ob o$ any control system is to ta-e this input
si'nal an# pro#uce an output si'nal( >sin' our
e*amples $rom 2 sli#es a'o% the output si'nal
mi'ht be respecti)ely3:1( "he camera position to use $or each $rame
2( "he animate# tar'etin' an'le the enemy ill use
to aim the eapon%
,( "he player character )elocity(
.( "he screenBspace position o$ the hi'hli'ht(
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+o er-s lloe#
For many control systems% the actual position an# set point are
not use#O rather% only the error is nee#e#(
$ course% an ob)ious Auestion is% i$ e -no the #esire# )alue%
hy #on?t e =ust use that #irectly
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PD Controllers
"he camera or screenBspace hi'hli'ht are nonphysical e*amples
in hich the Auantity o$ mass is not really appropriate an# is
#roppe#(
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Dont Rein)ent the Wheel r the !prin'3
PD controllers an# their more robust cousin% the PID
controller% here the I stan#s $or inte'ral an# is use# to
remo)e stea#yBstate error3 are broa#ly applicable tools(
"hey ha)e been stan#ar# en'ineerin' tools $or #eca#es
centuries3 an# are ell un#erstoo#(
+e)ertheless% they are one o$ the most $reAuently
rein)ente# heels in )i#eo 'ame pro'rammin'(
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"unin'
Di$$erent cars ha)e suspensions that are tune# #i$$erentlyO sports cars areti'hter an# the cars retirees li-e to #ri)e are smoother( In the same ay% e
tune our control systems to 'et the response e li-e(
+otice that the co#e uses the an# $rom our earlier eAuations( Eoe)er% most
people #on?t $in# those to be the most intuiti)e #ials to ha)e $or tea-in'(
Instea#% the #ampin' ratio an# $reAuency o$ oscillation are use# $or the#esi'ner inter$ace% hile an# are compute# as #eri)e# Auantities(
"o tune the $reAuency% e mi'ht a#=ust either the #ampe# or un#ampe#
)ersion% usin' either an'ular $reAuency or simply EertO the units an# absolute
)alue are o$ten not important because the )alue that $eels 'oo# ill be
#etermine# e*perimentally anyay(
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lternati)es an# eneraliations
"he secon#Bor#er systems e ha)e #escribe# here are certainly not the only type o$control system% nor e)en the simplest% but they #o beha)e nicely un#er a )ery broa# set
o$ circumstances an# are easy to implement an# tune(
nother commonly use# control system is a simple $irst or#er la'% % un#er hich the error
#ecays e*ponentially(
"his is similar to a critically #ampe# secon#Bor#er system% but ith a bit =er-ier response
to a su##en chan'e in the set point(
nother common techniAue is to chase the set point at a $i*e# )elocity(
$ilter is another broa# class o$ control system in hich the output is compute# by ta-in'
some linear combination o$ set points or )alues on pre)ious $rames(
Chapter 12 +otes ,D Math Primer $orraphics & ame De) 02
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!ection 12(,:
Momentum
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Moes
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!ection 12(.:
Impulsi)e Forces an# Collisions
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!ection 12(/:
Rotational Dynamics
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!ection 12(0:
RealB"ime Ri'i#
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"hat conclu#es Chapter 12( +e*t% Chapter 1,:
Cur)es in ,D