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Screw theory
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== Twist == In order to define the ''twist'' of a rigid body, we must consider its movement defined by the parameterized set of spatial displacements, {{nowrap|1=D(''t'') = ([A(''t'')], '''d'''(''t''))}}, where [A] is a rotation matrix and '''d''' is a translation vector. This causes a point '''p''' that is fixed in moving body coordinates to trace a curve '''P'''(t) in the fixed frame given by : <math> \mathbf{P}(t) = [A(t)]\mathbf{p} + \mathbf{d}(t). </math> The velocity of '''P''' is : <math> \mathbf{V}_P(t) = \left[\frac{dA(t)}{dt}\right]\mathbf{p} + \mathbf{v}(t), </math> where '''v''' is velocity of the origin of the moving frame, that is d'''d'''/dt. Now substitute '''p''' = [''A''<sup>T</sup>]('''P''' β '''d''') into this equation to obtain, : <math> \mathbf{V}_P(t) = [\Omega]\mathbf{P} + \mathbf{v} - [\Omega]\mathbf{d}\quad\text{or}\quad\mathbf{V}_P(t) = \mathbf{\omega}\times\mathbf{P} + \mathbf{v} + \mathbf{d}\times\mathbf{\omega}, </math> where [Ξ©] = [d''A''/d''t''][''A''<sup>T</sup>] is the angular velocity matrix and Ο is the angular velocity vector. The screw : <math> \mathsf{T}=(\vec{\omega}, \mathbf{v} + \mathbf{d}\times \vec{\omega}),\!</math> is the ''twist'' of the moving body. The vector '''V''' = '''v''' + '''d''' Γ ''Ο'' is the velocity of the point in the body that corresponds with the origin of the fixed frame. There are two important special cases: (i) when '''d''' is constant, that is '''v''' = 0, then the twist is a pure rotation about a line, then the twist is : <math>\mathsf{L}=(\omega, \mathbf{d}\times\omega),</math> and (ii) when [Ξ©] = 0, that is the body does not rotate but only slides in the direction '''v''', then the twist is a pure slide given by : <math> \mathsf{T}=(0, \mathbf{v}).</math> === Revolute joints === For a [[revolute joint]], let the axis of rotation pass through the point '''q''' and be directed along the vector '''''Ο''''', then the twist for the joint is given by, : <math> \xi = \begin{Bmatrix} \boldsymbol{\omega} \\ q \times \boldsymbol{\omega} \end{Bmatrix}.</math> === Prismatic joints === For a [[prismatic joint]], let the vector '''v''' pointing define the direction of the slide, then the twist for the joint is given by, : <math> \xi = \begin{Bmatrix} 0\\v \end{Bmatrix}.</math>
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