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    MSPhysics tests and questions

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    • robintR Offline
      robint
      last edited by

      A bing moment has occured β˜€

      when I # out the reset line, I just had a ontouch line only and it outputs to screen what might be some sort of final velocity m/s on impact (according to the script info)

      pls see model

      Now I cant yet correlate that to the calc velocity which should be 14m/s on impact from 10m
      it comes out at 58 and varies with the UI sim setting of Newton update rate (currently 10)

      also from dropping from 5m gives 33 (should be 9.9m/s and is 1/sqr2 - .707) whereas 33/58 is ca.57

      maybe some dynamic friction in play?

      Is this a worthwhile line of enquiry?

      Cheers

      Robin

      ps the ball is in anton's examples funny little thing - and something for gamers pool table maybe?


      falling block.skp

      As one door closes another one slams in your face

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      • A Offline
        Anton_S
        last edited by

        Yes, the final velocity should be 14 m/s, and it is 14 m/s.

        Your script in the model you posted, just outputs the frame:

        onTouch { |toucher, position, normal, force, speed|
          simulation.log_line("onTouch #{frame}")
        }
        

        That explains why you get unrelated results.

        To output the final velocity, you should change the code to output the speed:

        onTouch { |toucher, position, normal, force, speed|
          simulation.log_line("onTouch #{speed}")
        }
        

        And besides, setting the linear damping of the falling box to zero will make the final velocity even more right because this will eliminate the dissipative force.

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        • robintR Offline
          robint
          last edited by

          Thank you so much Anton, I was just about to post an apology for a stoopid boy Pike moment (no smilie for Duh 😳 )

          but I read the second line and it outputs frame to screen, what a numpty

          You gave me some other scrip that outputs velocity, strange to note that the cube reaches a terminal velocity ca 2m/s ca halfway down - intriguing. Is there something in there that simulates viscosity?

          onUpdate {

          Get current velocity

          cv = this.get_velocity

          Output it in the note

          note = sprintf("Velocity: (%.3f, %.3f, %.3f)", cv.x, cv.y, cv.z)
          simulation.display_note(note)
          }

          Cheers

          Robin

          As one door closes another one slams in your face

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          • A Offline
            Anton_S
            last edited by

            Yes, the viscosity is simulated by the linear damping. To remove the linear damping, select the desired group, open MSPhysics UI, activate the Properties tab, and set Linear Damping to 0.00. This should alter the height of terminal velocity.

            If you meant something else, like water or buoyancy, you can add a buoyancy plane by navigating to (Menu)Extensions->MSPhysics->Create Buoyancy Plane. Although the liquid is not simulated. It's just the buoyancy force that is applied.

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            • robintR Offline
              robint
              last edited by

              Hi Anton

              Just when I thought you cracked it with speed, something strange happens

              When dropping the block from 10m = ok = 14m/s as per calc (see model)

              Move the block down to 5m => nonesense answer like 0.07... (should be 9.9m/s)

              Yet move block to other elevations like 8.5m or 2.5m , seems to work ok (but I haven't checked the result against calcs (12.9, 7)

              So I am completely stumped πŸ˜’

              BTW sometimes the block appears to penetrate the baseplate and slowly return to zero, could this be the reason?

              Thats ruined my day

              Cheers

              Robin


              falling block2.skp

              As one door closes another one slams in your face

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              • robintR Offline
                robint
                last edited by

                Maybe uncovered a nasty bug? Anton

                Here's a suggestion from your speed indicator

                onUpdate {

                Get current velocity

                cv = this.get_velocity

                Output it in the note

                note = sprintf("Velocity: (%.3f)", cv.z)
                simulation.display_note(note)
                }

                When it runs, on collision it displays 0.00 as expected, the block has stopped but we lost the terminal velocity

                Could we say put an IF loop in the output velocity to note, only iff velocity <say .5m/s, then it should go to zero when the block stops (assuming no bounce)

                Just a thought, maybe a simpler approach? from a ruby newby

                Cheers

                Robin

                As one door closes another one slams in your face

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                • robintR Offline
                  robint
                  last edited by

                  Sorry, Im getting tired

                  I meant it should retain the highest last value in note when the block stops

                  Apologies

                  Robin

                  As one door closes another one slams in your face

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                  • A Offline
                    Anton_S
                    last edited by

                    It's all cool πŸ˜„

                    Here is the code for viewing maximum velocity.

                    onStart {
                      @max_vz = 0
                    }
                    
                    onUpdate {
                      v = this.get_velocity
                      if v.z.abs > @max_vz
                        @max_vz = v.z.abs
                        simulation.display_note(sprintf("Max Speed %.3f m/s", @max_vz))
                      end
                    }
                    

                    And yes, the speed indicator in onTouch may not always work right, which is the problem of the physics engine that my wrapper is using.

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                    • robintR Offline
                      robint
                      last edited by

                      Hi Anton

                      Installed your script, works a treat and pretty accurate 😎

                      However I have meddled and got stuck, I cant find a way to print another result on a new line, tried everything, puts, print (can't find sprintf in docs either)

                      As you see I want to print elapsed time as well and it works but overwrite the Max Speed result on the same line

                      I feel really dumb getting stuck on this trivial matter, pls help 😒

                      BTW would I be right in saying that MSP script is a subset of official Ruby 2.0 and some elements like puts and print (they dont do anything on screen or riase an error)are left out?

                      Cheers

                      Robin


                      falling block3.skp

                      As one door closes another one slams in your face

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                      • A Offline
                        Anton_S
                        last edited by

                        Here:

                        onStart {
                          @max_vz = 0
                        }
                        
                        onUpdate {
                          v = this.get_velocity
                          if v.z.abs > @max_vz
                            @max_vz = v.z.abs
                            simulation.display_note(sprintf("Max Speed %.3f m/s\nElapsed Time; %.2f s", @max_vz, world.time))
                          end
                        }
                        
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                        • robintR Offline
                          robint
                          last edited by

                          Anton, ooh that is nice

                          from little acorns, great oaks grow

                          So now we have a timer as well

                          Maybe add

                          add the x.y.z distance travelled

                          and then I can perhaps simulate a cannon firing a cannon ball at a target

                          and with a bit of wind and air friction, elementary gunnery for the Napoleonic War

                          I will of course present my models to you for the consideration of others in the interest of MSP

                          Cheers, many thanks
                          Robin


                          falling block4.skp

                          As one door closes another one slams in your face

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                          • robintR Offline
                            robint
                            last edited by

                            Hi Anton

                            Just seen your Turret thingy, blown away by it
                            30 pages of code - I might as well try and become a brain surgeon!

                            Link Preview Image
                            3D Warehouse

                            3D Warehouse is a website of searchable, pre-made 3D models that works seamlessly with SketchUp.

                            favicon

                            (3dwarehouse.sketchup.com)

                            Very skilful

                            Robin

                            As one door closes another one slams in your face

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                            • gillesG Offline
                              gilles
                              last edited by

                              Just playing with basics,
                              Screw-MSP.gif
                              brought me to some questions:

                              When you at the screws,
                              -one is static mesh and is collision shape fits perfectly.

                              • to achieve the same collision shape for the mobil oneI had to it with several components.

                              Any reason the soft isn't able to calculate the same collision shape but not static?

                              To make those movements running well I used a workaround.

                              For rotation we have hinge, motor, servo.
                              For translation we have slider, piston, why not a linear motor?
                              For translation + rotation we have corkscrew, why not motor + linear motor , servo + piston, servo + linear motor , linear motor + piston?
                              For curve we have curvy slider and curvy piston, why not a curvy motor and curvy piston?

                              Nota bene: just curiosity here, no request.


                              Vis MSPhysic.skp

                              " c'est curieux chez les marins ce besoin de faire des phrases "

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                              • robintR Offline
                                robint
                                last edited by

                                At last

                                Terminal velocity
                                Time
                                Distance

                                Now the basis of my cannon project

                                Anton has made a sophisticated urret thingy available on 3D warehouse/msphysics

                                but I want to make a simpler model for a gunner with inputs for
                                horiz angle
                                Azimuth
                                muzzle velocity
                                Range (from a range finder measurement of a distant target placed at random)
                                Air density (from Bar pres, RH and temp)
                                Air friction ?

                                output > distance landed from target (eg a forward spotter)

                                Simplistic stuff for a Napoleonic gunnery officer

                                Maybe a moving target next (eg tank)

                                On the 7th day god made Robin


                                falling block6.skp

                                As one door closes another one slams in your face

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                                • F Offline
                                  faust07
                                  last edited by

                                  Hi Anton, after extensive tests with the fairly complex ice stage model, I can report that everything works very well.
                                  I just had to reverse some curves and exchange the programmed Curvy Piston Joint for the Orca. The calculation of the transformed emitter objects seems to work more precisely.
                                  This costs a little more time for the simulation, but the viewport problems no longer occur.
                                  That's great! Thank you very much!
                                  I have extended the simulation around a rain with middle large hailstones and it works.
                                  And for the future the integration of the good old SketchyPhysics fracture/split function and a kind of soft or flexible surfaces would be great...
                                  πŸ‘


                                  NewYear-Test_07.gif


                                  frame_000196.jpg

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                                  • A Offline
                                    Anton_S
                                    last edited by

                                    Thanks for testing and verifying, Faust. Next feature would be to improve performance of export to Skindigo and Kerkythea. I think there is a way to reduce export redundancy. The fracture thingy would be implemented too.

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                                    • F Offline
                                      faust07
                                      last edited by

                                      Sounds good!

                                      1 Reply Last reply Reply Quote 0
                                      • F Offline
                                        faust07
                                        last edited by

                                        Testing MSPhysics in SketchUp 2017.
                                        In a direct comparison between SketchUp Make 2016 and 2017, this incomplete image is created in 2017 when using the following script:

                                        Sketchup.active_model.active_view.write_image("e;/MSPh_Temp/frame_%06d.png" % frame,1600,900,true,1.0)
                                        

                                        How should it be right for SUp 2017?


                                        result in SUp 2016


                                        result in SUp 2017

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                                        • Z Offline
                                          ZoltanSpin
                                          last edited by

                                          (learning Ruby for MSphysics)
                                          I would like to move several objects, each one following an (x,y,z) curve, in a synchronous manner.
                                          I imagined to have a public tick and then on tick each body compute its next (x,y,z) position and goes there using set_velocity([vx,vy,vz]).

                                          • is this a correct way to use MSphysics scripts? Are there (close) examples in warehouse?
                                          • how to write if for, say, a cube moving at 1m/s from x=0 to x=100m then when x=100 --> x=0 and loop?
                                            Thank you for your help.
                                          1 Reply Last reply Reply Quote 0
                                          • A Offline
                                            Anton_S
                                            last edited by

                                            Hello, Zoltan,

                                            Yes, you understood the concept correctly.

                                            For such behavior, however, a script might not be necessary. You can use a Piston or a CurvyPiston joint. When you add a Piston joint, set its position units to m, linear rate to like, 1000, and the controller to, world.time % 10. This will generate a value b/w 0 and 10 on a timescale of 10 seconds.

                                            Also, in case you don't know how to use joints, here is a Wiki:
                                            https://github.com/AntonSynytsia/MSPhysics/wiki/Using-Joints

                                            But if you want a special behavior that would teleport a moving object after it surpasses a scalar of a coordinate, then this is how you do it:

                                            onStart {
                                              @max_x = 100.m
                                              @start_pos = this.get_position(1)
                                            }
                                            
                                            onUpdate {
                                              this.set_velocity(1,0,0)
                                              if this.get_position(1).x > @max_x
                                                this.set_position(@start_pos)
                                              end
                                            }
                                            

                                            Paste this script into the desired moving object(s).

                                            Basically, this will move an object at 1 m/s along the x-axis and teleport it back to start when the objects X coordinate surpasses maximum x position.

                                            You can also, instead, control it by force rather than velocity:

                                            onStart {
                                              @max_x = 100.m # in inches; the .m converts it meters to inches.
                                              @start_pos = this.get_position(1)
                                              @des_vel_x = 1 # in m/s
                                            }
                                            
                                            onUpdate {
                                              # Compute the desired acceleration in m/s/s -> (des_vel - cur_vel) / timestep
                                              ax = (@des_vel_x - this.get_velocity.x) / simulation.update_timestep
                                              # Apply force
                                              this.add_force(ax * this.mass, 0, 0)
                                              # Teleport if necessart
                                              if this.get_position(1).x > @max_x
                                                this.set_position(@start_pos)
                                              end
                                            }
                                            

                                            Applying forces are better than applying velocities because they don't dissipate any other forces like the force of gravity or the force of contacts. Also, if you don't want to have the object be affected by the gravity, you can, as well, add force to the z component, like 9.801 * this.mass or you can simply disable gravity for the object. Both yield the same behavior.

                                            But, like I said, to if you want to create moving platform that doesn't involve teleportation, you can add a Piston joint and connect it to the desired object. Then add an oscillator controller to the Piston joint, like oscillator(50)*100.

                                            Regards,
                                            Anton

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