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Simulating Motion on the Surface of a Sphere

06/16/2009 8:07 AM

i know the velocity components of a body,i need to simulate its motion on the surface of a sphere...

my approach is to calculate the distance travelled by the particle using x and y velocity components and using the sphere equation find the third coordinate....i know some thing is wrong here can any one correct me plzzz

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#1

Re: Simulation of Motion on Sphere

06/16/2009 8:19 AM

Ummm.....seems like the method is pre-determined or constrained so I hesitate to make broad suggestions....but....

This sort of problem is most easily worked out using vectors for (x,y) on a unit sphere using radians.

There is much to be lost in the transform into and out of your coordinate system, so be careful.

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#2
In reply to #1

Re: Simulation of Motion on Sphere

06/16/2009 8:33 AM

can u tell me a general way simulating a motion of body on a sphere without considering the forces..and given i know the radius of the sphere

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#3

Re: Simulation of Motion on Sphere

06/16/2009 8:57 AM

Uhm

It is the word *simulate* you use that makes me hesitate in a definite answer

Spherical geometry will allow you to easily *calculate* any position on a sphere.

*Simulating* motion on a sphere is simply laying out the series of positions you have calculated. This can be tackled one of two (that come to mind, don't let my answer constrain you) ways:

1. Given a Start and End points, calculate all the points between at an increment that renders smoothly enough for your purpose. Throw all points into a matrix, step your way through them.

2. Given a Start and End points, calculate a rough bearing (a Rhumb line), calculate the next position along the Rhumb at the increment you wish, repeat.

Either way works, there are probably other ways that work.

The first is probably best given limited processing power, the second would require more brute force, but offers flexibility. (Like turning?)

But...for simulation purposes - usually gobs of this are done by the simulation engine itself, or done by a separate rendering engine; unless these are what you actually trying to develop.

AND one of the constraints of this system is it only works on an utterly smooth sphere.

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#4

Re: Simulation of Motion on Sphere

06/16/2009 9:18 AM

Edignan is right. if you change your coordinate system from rectangular to spherical your calculations will be much easier. the loss of values within this transformation problem can be handled (prevented) by calculating the Jacobian for the particular transformation. since: x = rho*sin(phi)*cos(theta) ; y = rho*sin(phi)*sin(theta); z = rho*cos(phi) ...the Jacobian of the above transformation is [partial derivative(x,y,z)/partial derivative(rho,phi,theta)] = (rho)^2*cos(phi). this is basically the determinant of the 3X3 matrix obtained by expanding the partial derivative quotient. now you have a triple integral (with spherical limits) multiplied by the Jacobian ((rho)^2*cos(phi)) to account for the transformation. if you have this, substitute your unknown value and you should be straight. in fact you could derive your own equation if you do this right. look into any calculus book that covers change of variables in multiple integrals and Jacobians. it will help a lot.

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#5
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Re: Simulation of Motion on Sphere

06/16/2009 9:20 AM

I'll tip my hat and step back now.

Good Answer!

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#8
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Re: Simulation of Motion on Sphere

06/16/2009 1:24 PM

GA from me too.

I've not done that stuff in so long, I'd have to spend some time in the books to get it back, let alone explain it with words! Well done.

Mike

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#6

Re: Simulation of Motion on Sphere

06/16/2009 10:07 AM

heys guys do not scarry me.....

i found out what i really want . i know the radius of the sphere,the starting point of the body on the surface and the destination on the surface.. at "descrete intervals of time"say for every 2 secs i need to find co ordiantes of the body on the "SURFACE" of the sphere.. it would be helpful if you can include the velocities in the x,y,z directions ...

and please do not scare me with complex solutions..please

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#7
In reply to #6

Re: Simulation of Motion on Sphere

06/16/2009 10:17 AM

Keep a paper bag handy for breathing into

And if you are TRULY unfamiliar, I recommend a combination of asking discrete questions of FlipFlop while chasing the meat of the info on the web.

What you are attempting is not trivial, expect some pain of new ideas

http://www18.wolframalpha.com/examples/Math.html

As long as there is perspiration on your end, you'll find no end of help on this end.

But doing this *well* or the *right way* is not easy.

Or you have to buy the tools that DO make it easy.

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#9
In reply to #6

Re: Simulation of Motion on Sphere

06/17/2009 12:59 AM

cheers @ edignan and mikerho.

@ OP: it sounds scarier that it looks (or is it the other way around lol). ok since you know your radius, and starting and ending points, it reduces this problem down to a simple surface/line integral (which could be done using vectors as suggested before), but you still need to familiarize yourself with the spherical coordinate system, and how to use parametric representations of your surface (in this case it's a sphere = constant radius....see how the problem keeps reducing itself? :)). if you are unfamiliar with these concepts then as my uncle in Texas always says, "you are up sh!t creek without a puddle".

At any moment we can describe the velocity vector by it three components.

Go to http://tutorial.math.lamar.edu/Classes/CalcIII/SurfIntVectorField.aspx it provides a break down of surface integrals that will help with your quest. scroll down to "Example 2"

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#10

Re: Simulating Motion on the Surface of a Sphere

06/17/2009 5:12 AM

@edignan

i tried one method using the angular velocity of the body and the finding phi after particular instant and using that i have found theta using the points on great circle equation..but the problem is Great circle equation is not applicable if source and destinations co-ordiantes satisfy any one the below conditions..

1)x,y,z=0

2xsyd=xdys

3)xs=0 and xd=0...

i have been thinking abt it for last two days...please can u suggest me a easy way

i need to find the position of the body for every two seconds....please please give me some idea ..

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#11
In reply to #10

Re: Simulating Motion on the Surface of a Sphere

06/17/2009 9:12 AM

That is what FlipFlop and I are trying to tell you, the "easy" method falls apart very quickly.

The "hard" way is also robust and does not fall apart - but you are not going to do this repeatably without calculus.

But be hopeful, these methods are NOT actually that hard. The hardest part of learning calculus was it did so many things for me I thought it "should" be harder.

But I have to leave you in FlipFlop's hands because he is obviously fresher on the material than I, and I am swamped at work at the moment.

I'll hang around to see how you do, but try to think in terms larger than this immediate problem - you are about to get lots better educated!

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#12

Re: Simulating Motion on the Surface of a Sphere

06/17/2009 11:10 AM

Hi to rajeshrocks25 ,

You will need to understand Spherical geometry before you are through.

Understanding of a problem and its solution(s) are key to an understanding of life and how to solve the next problem.

One very good boook is " Textbook on Sperical Astronomy" by W.M Smart.

ISBN 0 521 29180 1 Paperback published by Cambridge University Press.

The first few chapters are on Spherical trigonometry and the Celestial Sphere.

If you set your sights on a thorough understanding of Chapter 1 you will have gained a lot!

I was given a similar problem to do with Space Mechanics over 50 years ago and had to go away and find the answers. The maths has stayed with me over the years and I have had to reuse the knowlege for Space mechanics, Survey work and Astronomy at different times.

Good Luck, do not be afraid to get your mind dirty - it will stretch itself as you go along. And the next problem will be easier and you will learn a lot about life and yourself.

Sleepy

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#13

Re: Simulating Motion on the Surface of a Sphere

06/17/2009 11:45 AM

A sphere is a 3D object. You can't move on it with only x and y coordinates. You'll need z. You'll get "off" the sphere if z doesn't change. You'll also need equation for force acting on the moving object. If everything is equal on the moving object, it'll only move around equator on the sphere with constant speed. Or stop.

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#15
In reply to #13

Re: Simulating Motion on the Surface of a Sphere

06/18/2009 6:45 AM

Pineapple,

thank you for that comment.

I have utilised Spherical Trig for Survey work and for the analysis of those results which

1 can allowfor non spherical surfaces <oblate earths for example>

2 can allow for z values at various points. heights above zero.

Now it is some 20 plus years ago that I last did this but the work was all professional and resulted in work that was accurate and usable. GPS style measurements were used <this was just pre GPS but utilised a pre existing SatNav> So inputs were x, y and z for each location.

I do not have access to the work these days so cannot quote the details. We could not have used this work for survey analysis if this had not been available.

Thanks for the thoughts,

Sleepy

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#14

Re: Simulating Motion on the Surface of a Sphere

06/17/2009 4:25 PM

Is this a homework problem? The reason I'm asking is not to rail on you, but a lot of times you can find a general solution on the web and work it to match your constraints. Sometimes it's the only way to learn how to solve some of the more challenging dynamics problems...

Also...you may want to use a spherical coordinate system...

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