Evlich Posted July 3, 2003 Posted July 3, 2003 Hello, I am working on a project modeling the solar system and I am having quite a bit of trouble with this rotation thing. If I have a moon that could potentially rotate in three dimentions, how can I calculate the torques on the object. I found an example of how to do it for 2 dimensions that is really good, but I don't understand how I should model it for 3 dimensions. Do I need to keep track of its rotation around the x y and z axis or just its rotation in the xy plane and in the xz plane? And how would I go about computing the torques. The example shows how to do it easily with cross products and stuff, and I kinda understand that, but I can't seem to picture it in 3 dimensions. Thanks a lot for your help.
Tom Mattson Posted July 3, 2003 Posted July 3, 2003 You do not have to keep track of the motion. Indeed, your program is supposed to do that for you! I will start with the basic motion: The orbit of the body. After that, we can add rotation if you want. Also, I don't know if you want to include the effect of the rotating bodies bulging in the middle; that will make it more complicated. Anyway... As you are probably aware, the dynamical law governing the system is: (Sum)F=m(d2r/dt2) or, if you prefer torques: (Sum)T=I(d2(theta)/dt2) (sorry, don't know how to make Greek letters). In either case, this is a second order differential equation. That means you need two pieces of initial data, say, the initial position and initial velocity. You will need this information as a vector. In other words, you need all 3 components of the two pieces of information. Once you have that, you can set up the differential equation (you know the force: gravity) and have the computer solve.
Evlich Posted July 3, 2003 Author Posted July 3, 2003 Ok, that is the part that I understand, what I don't understand is will I have to model the torques as rotating around the x, y and z or can you do it with just an xy angle and an xz angle? I have the force as a 3D vector and the distance from the rotation as a 3D vector. I take the cross product and from that I get something, but I am not quite sure what I get. I already have the motion working perfectly in 3D, can you explain how I can get from on instance, to the next. For instance, I know where everything is, how fast it is moving, how fast it is rotating and what it is rotating around, how do I use that to get the torque as a 3D vector (I was only shown the way to get it as a torque in the xy plane). Thanks a lot.
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