Questions tagged [kinematics]

Kinematics is the branch of mechanics dealing with the motion of points and objects.

Kinematics is the study of mechanics deal with motion of points and objects without regard to the cause of the motion, such as the movement of jointed robotic arm or the movement of pistons and tappets of an engine.

Forward kinematic equations describe the final position of a robotic arm or other system based on the joint parameters.

Inverse kinematic equations describe the joint parameters necessary to move a robotic arm to a particular position. This is also called motion planning.

117 questions
2
votes
2 answers

Calculating the speed of a moving object based on its distance to a target

I am writing a simulation in which an object moves in a 2D world towards a target position, stored as vector target(x,y). The object position is stored as position vector pos(x,y) as well. The object contains two more vectors, the desired movement…
Matthias
  • 9,817
  • 14
  • 66
  • 125
2
votes
1 answer

How come this simple rotation of an ellipse is rotating too much and distorting the dimensions?

I'm told by three different people that this is the correct way to rotate an ellipse: // Get current position on the elliptical path. var x = Math.cos( this.timer.delta() * this.speed ) * ( this.pathWidth / 2 ); var y = Math.sin( this.timer.delta()…
Joncom
  • 1,985
  • 1
  • 18
  • 29
1
vote
0 answers

How to simulate a rope in vrep

Vrep rope simulating Problem I try to build a robot model in vrep scene, almost part of robot has been built, but now I meet a problem--I can't build a realistic rope in ODE engine, I try to write some code in robot's XML file, but I didn't get…
takliu
  • 11
  • 2
1
vote
1 answer

Translate quaternion rotation to correct frame

I place an IMU on my wrist and extend my arm as shown in the photo below. I spin in a circle once, while my arm remains in the fixed position. I calculate the euler pitch and quaternion angle. In the photo below, the euler pitch remains…
angryip
  • 2,140
  • 5
  • 33
  • 67
1
vote
1 answer

OpenMDAO Dymos: How to run kinematic optimization with initial and final state values that depend on design variables?

The image above shows the kinematic optimization problem statement that I'm trying to implement. The initial and final state values are directly proportional to design variables. And the following are the boundary constraints for the final joint…
1
vote
0 answers

Interpolating 2D position data

I have some data that was acquired from an individual that moved a cursor from one target that was presented on a screen to another straight-ahead target that was 10 centimeters away from the original start position. I have 15 movements from this…
1
vote
2 answers

how to calculate relative pose given two 4x4 affine matrix

I have two 4x4 affine matrix, A and B. They represent the pose of two objects in the world coordinate system. How could I calculate their relative pose via matrix multiplication ? (Actually, I want to know the position(x_A,y_A) in the coordinate…
zheyuanWang
  • 1,158
  • 2
  • 16
  • 30
1
vote
1 answer

Use KinematicBody2D as RigidBody2D

Hello, I'm new on Godot (I'm French, that's why my English is not perfect) I'm trying to create a game (top down) where the principle is the same as a Sumo fight, take out your opponent outside a circle. The problem that I met is that if I use…
Noflare
  • 13
  • 4
1
vote
1 answer

Calculate/approximate the velocity and rotation impulse on a rigid body, given only a force at a position and the rigidbody's center of mass?

I'm working on a compute shader that allows two-way physics interaction between a fluid particle engine (NVidia Flex) and a rigidbody physics engine (Unity3D Engine). Basically for the compute shader I'm using 5 input buffers: (float4) particle…
1
vote
3 answers

Algorithm for planning a rendezvous between two spaceships

I'm trying to figure out an algorithm for setting up a rendezvous between two spaceships. There is no gravity or drag. Both spaceships have a position and a velocity at the start. Spaceship B continues on its course with no acceleration, so…
Lord Vinkel
  • 13
  • 1
  • 3
1
vote
0 answers

Deriving kinematics equations for constant jerk

I am trying to find the constant jerk analog to the extremely useful constant acceleration equation a=v^2/2s or v^2-v1^2=2a(s-s1) It has no term for time, which is useful if you are looking for other parameters. So far I have derived the simple…
Jas
  • 71
  • 4
1
vote
1 answer

Evaluating rigid body linear and rotational velocities after collision with a wall

I have a relatively simple case that I'm bending my head around for quite some time already, I'm trying to evaluate by hand (without the use of any libraries) the rotational and linear velocities for a 2d square and a ball after collision with a…
Lu4
  • 14,873
  • 15
  • 79
  • 132
1
vote
0 answers

Obtaining Rotation and Translation from 3D Hand Keypoints

I currently have a stable source of 3D Key points from the palm of my hand. I would like to know how I can go about getting the transformation of my hand after some random motion a few frames later. The key points I have are the wrist, and the…
1
vote
1 answer

How can I get arc from a 3D circle in Matplotlib?

I'm trying to get an arc from a circle that is tangent to Z axis, as shown in the figure below, using matplotlib. I just want an arc that is covered by yellow rectangle. Below is the code to get a circle. import matplotlib as mpl from…
Higa
  • 85
  • 1
  • 1
  • 6
1
vote
0 answers

Inverse kinematik using Qt (forward solved) for cnc 5 axis head

in a 5 axis machine, I use forward kinematics to know the orientation of the tool from the position of C and A axis: Forward kinematic it's easy in Qt: QVector3D forward_kinematic(double C,double A){ QQuaternion…