Body - Represent customizable rigid body

Library

Bodies

Description

The Body block represents a rigid body whose properties you customize. The representation you specify includes:

A rigid body is defined in space by the position of its CG (or center of mass) and its orientation in some CS.

Defining a Body with Geometric and Mass Properties

You enter a SimMechanics™ body's properties in two sets, the geometric properties and the mass properties.

Geometric Properties

The geometric properties are defined by the body's Body CSs.

Mass Properties

The mass properties are defined by the body's mass and inertia tensor.

Default Initial State of a Body

These two properties determine a body's initial position and orientation:

The initial conditions of a machine can be changed with Joint Initial Condition Actuator blocks before you start a simulation. If you do not change the initial state of a Body before simulation, SimMechanics simulation sets its initial position and orientation to its Body dialog entries, defining the body's home configuration. SimMechanics simulation also sets the Body's initial linear/angular velocities to zero in this case.

Dialog Box and Parameters

The dialog has two active areas, Mass properties and Body coordinate systems (Position and Orientation).

 Restricted Parameters

Mass Properties

Mass

Enter the mass of the body in the first field and choose units in the pull-down menu to the right. The mass must be a positive, real number or MATLAB® equivalent expression. The defaults are 1 and kg (kilograms).

Inertia

Enter the inertia tensor (with respect to the Body CG CS axes) in the first field and choose units in the pull-down menu to the right. The tensor must be a 3-by-3 real, symmetric matrix. The default tensor is eye(3), the MATLAB 3-by-3 identity matrix. A zero tensor zeros(3,3) defines a point mass. The units default is kg-m2 (kilograms-meters2).

Body Coordinate Systems

Configuring a Body Coordinate System

You set up Body CSs in the Body coordinate systems area:

Configuring the Position Fields

The Position fields for each Body CS specify the position of that CS's origin as a translation vector:

Highlight each Body CS to configure it.

Origin Position Vector [x y z]

Enter the translation vector that defines the position of the Body CS's origin.

The entry for the CG CS origin positions the entire body.

Units

Choose linear units for the translation vector. The default is m (meters).

Translated from Origin of

In the pull-down menu, choose the other, pre-existing CS in your machine that defines the starting point for the translation vector. The choices are World, Adjoining, and the other Body CSs on this Body. The ending point of the translation vector is this Body CS's origin.

For the CG CS, the default starting-point CS is World. For the additional Body CSs (CS1, CS2, etc.), the default starting point CS is this Body's CG.

Components in Axes of

In the pull-down menu, choose the CS whose axes define the orientation of the translation vector's components. The choices are World, Adjoining, and the other Body CSs on this Body. The translation vector's components are measured relative to the axes of the CS chosen in this column.

For the CG CS, the default orientation CS is World. For the additional Body CSs (CS1, CS2, etc.), the default orientation CS is this Body's CG.

Configuring the Orientation Fields

The Orientation fields for each Body CS specify the orientation of that CS's triad of axes as a rotation:

Highlight each Body CS to configure it.

Orientation Vector

Enter the components of the rotation that defines the orientation of the Body CS's axes. The geometric meaning of these components is determined by the Specified Using Convention column.

The required entry for the CG CS orients the CG CS axes. Together with the Inertia tensor entry in Mass properties, the CG CS axes orient the whole body with respect to another CS in your machine.

Units

Choose angular units for the rotation, degrees or radians. The default is deg (degrees).

Relative CS

In the pull-down menu, choose one of the other pre-existing CSs in your machine to define the starting orientation for the rotation. The choices are World, Adjoining, and the other Body CSs on this Body.

Specified Using Convention

In the pull-down menu, choose the representation type for the rotation:

Rotation TypeOrientation Vector Components
Quaternion[nx*sin(θ/2) ny*sin(θ/2) nz*sin(θ/2) cos(θ/2)]
3x3Transform3-by-3 orthogonal rotation matrix R
EulerRotation angles about sequence of three axes defining Euler angle convention [first-axis  second-axis  third-axis]

Rotation Conventions

There are three conventions in a Body block for representing rotations. See Body Motion in SimMechanics™ Representation and SimMechanics™ Representation of Body Orientation to learn more about rotations.

Managing the Body Coordinate Systems List

The Body coordinate system controls (see the following figure, Body Coordinate Systems Controls) allow you to add, reorder, and delete Body CSs on a Body block.

To add a Body CS to the list:

  1. Highlight an existing Body CS in the list.

  2. Click the Add button (see the following figure, Body Coordinate Systems Controls).

    A new Body CS appears immediately below the Body CS you highlighted. New Body CSs are named in sequence after the current ones: CS3, CS4, etc.

To change the position of a Body CS in the list:

  1. Highlight the Body CS whose position you want to change.

  2. Click on the Up or Down button (see the following figure, Body Coordinate Systems Controls) until the Body CS is where you want it.

To delete a Body CS from the list:

  1. Highlight the Body CS you want to delete.

    You cannot delete the Body's CG CS or the last one of the non-CG CSs.

  2. Click on the Delete button (see the following figure, Body Coordinate Systems Controls).

    The Body CS you highlighted disappears.

Body Coordinate Systems Controls

Managing Body CS Ports on a Body Block

Connecting a Joint, Constraint, Driver, Actuator, or Sensor block to a Body block requires an existing and configured Body CS on that Body:

Show Port

Select this check box for any Body CS to create a corresponding Body CS Port on the side of the Body block. The Body CS on that line in the Body CS list is now accessible for connection to other blocks.

Clear this check box to remove the Body CS Port corresponding to that Body CS on that line in the list.

The defaults are not selected for CG, selected for CS1 and CS2.

To apply your choices to the displayed Body block, click Apply.

Port Side

From the pull-down menu, choose which side of the Body block you want the Body CS Port for that Body CS to be placed on, Left or Right.

The defaults are Left for CG and CS1 and Right for CS2.

To apply your choices to the displayed Body block, click Apply.

See Also

Body Actuator, Body Sensor, Ground, Mechanical Branching Bar

See in the Representing Motion chapter for more details about representing body position and orientation.

See Modeling Grounds and Bodies, Creating Body CS Ports, and About SimMechanics™ Visualization for more on setting up Bodies in machines.

See Applying Motions and Forces for setting general initial conditions (positions and velocities) of DoFs in a machine.

See the relevant entries in the Glossary: adjoining CS, axis-angle rotation, body, Body CS, center of gravity (CG), convex hull, coordinate system (CS), equivalent ellipsoid, Euler angles, inertia tensor, mass, principal axes, principal inertial moments, quaternion, right-hand rule, and rotation matrix.

  


 © 1984-2008- The MathWorks, Inc.    -   Site Help   -   Patents   -   Trademarks   -   Privacy Policy   -   Preventing Piracy   -   RSS