tensors because I don't understand how to use them. Right now, I have three
different polar moment of inertia values that are local to the car (yaw, pitch,
and roll axes). These alter rotational velocity and acceleration directly
around the three world axes. This seems to work well enough as long as the car
isn't flipping through the air or driving on a 80 degree embankment/hill. When
it does fly into the air, it doesn't flip correctly of course. Their isn't any
gyroscopic precession to the tumble. This must be effecting the rest of the
model at high bank angles too.
I downloaded and printed out a ton of information on rigid body dynamics and
inertia tensors for angular momentum calculations, and understand some of the
concepts. For instance, angular velocity is usually not manipulated directly
or used at all in rigid body dynamic simulation, as by applying forces to the
body through the inertia tensor, angular momentum gets changed directly and
appropriately instead, something that is supposedly very difficult and
expensive to do correctly to angular velocities.
So, suppose I express my initial inertia tensor using the three seperate
polar moments of inertia of the sprung weight of the car (assuming it's the
same as a 3-D box) in matrix form like this:
Inertia1 0 0
0 Inertia2 0
0 0 Inertia3
I downloaded a paper written by David Baraff, from the Robotics Institute at
Carnegie Mellon University, available at Chris Hecker's web page:
http://www.racesimcentral.net/
This explained to me everything I currently know on this subject up until now
(which isn't much, obviously!). In it, he shows how a force vector and a
position vector for the location of the force on the body can be used to find
the total torque vector on the body (for 3 dimensions). However, I'm confused
as to what to do with this torque and the inertia tensor. I'm using a 3x3
matrix to define the rotational orientation of the sprung mass of the car.
What do I do with the torque vector? It says that the inertia tensor itself
changes with orientation. Should I be multiplying my orientation matrix by the
inertia tensor, then multiplying the result by the angular momentum matrix and
the time step in order to change the orientation matrix again? Any ideas?? I
know GPL must do this for the body, as well as all four wheels independently,
because there's gyroscopic precession in the wheels, and this is the only way I
can imagine it might be done.
Help!!
Thanks,
Todd Wasson
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Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://www.racesimcentral.net/