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    Working on new scripting system.

    Scheduled Pinned Locked Moved SketchyPhysics
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    • S Offline
      Sgt.A.Johnson
      last edited by

      So when the sim starts the camera moves into it and faces wherever the joint is facing right. Seems like a good idea if ive interpreted it right

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      • C Offline
        CPhillips
        last edited by

        Its not exactly a joint but I am making the camera a lot better. πŸ˜„

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        • C Offline
          CPhillips
          last edited by

          The new scripting interface is making it much easier to expose the functionality of the physics engine. Full material support will have to wait until SPIV, but you can now change object density and linear/angular damping. That means you can have one object weight more or less than an identical object.

          Error 404 (Not Found)!!1

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          (sketchyphysics2.googlecode.com)

          Orbital mechanics type stuff now works because you can set damp to 0.0. Or even set it high to make objects act like they are in quicksand.
          http://sketchyphysics2.googlecode.com/files/orbit.avi

          Also exposed is velocity and torque. You can make an object that starts in motion or rotating.

          Teleporting is working well now. I tried to make a "portal" type object but it is proving harder than I expected. πŸ˜„

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          • W Offline
            Wacov
            last edited by

            All this stuff is SO awesome... when you say linear/angular damping, will that act like a basic kind of air resistance? And what I'm really interested in, is if you set density to 0, what happens? Is it truly 0... i.e no weight or inertia? As long as it works ok as a noCollision object, attached to something else, then it's fine. Then with the torque and velocity; can you set them at runtime? And can you retrieve the object's current torque and velocity?

            And, out of interest, isn't it now possible, with a few workarounds, to copy/paste and emit complex (jointed) objects? Just automatically connect each object with script at the beginning of the simulation, and do the same thing with emitters (if we can set an emitted object's script field...?)

            http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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            • C Offline
              CPhillips
              last edited by

              @wacov said:

              All this stuff is SO awesome... when you say linear/angular damping, will that act like a basic kind of air resistance?

              Yes

              @wacov said:

              And what I'm really interested in, is if you set density to 0, what happens? Is it truly 0... i.e no weight or inertia? As long as it works ok as a noCollision object, attached to something else, then it's fine.

              No. For some reason the physics engine treats objects with very low mass as static. Thats why really small objects dont move. Its lame in my opinion but not something I can change.

              Depending on what you need a zero mass object for there may be something that will do what you want. I havent got it working yet but there is a new script command that will let you say where you want an object to be and it will "fly" to that location with out any sort of joint.

              @wacov said:

              Then with the torque and velocity; can you set them at runtime? And can you retrieve the object's current torque and velocity?

              Yes.

              @wacov said:

              And, out of interest, isn't it now possible, with a few workarounds, to copy/paste and emit complex (jointed) objects? Just automatically connect each object with script at the beginning of the simulation, and do the same thing with emitters (if we can set an emitted object's script field...?)

              Its possible. Objects that connect themselfs at start or on touching will work like that. But so far it still requires a lot of fiddly scripting. Not sure how it will turn out in the end.

              I haven't exposed the emitters to the script yet. But you can do almost the same thing using the copy command.

              Here is a simple teleport:
              http://sketchyphysics2.googlecode.com/files/teleport2.wmv

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              • W Offline
                Wacov
                last edited by

                I suppose you can set velocity and torque to 0 when teleporting? So, it doesn't always have to come out with the same momentum?

                All this is really cool... I think you're gonna run out of features for SPIV πŸ˜†

                EDIT: Are you going to switch to Newton 2.0? I understand the beta is out... multi-core and speed optimizations sound tantalizing πŸ˜„

                http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                • C Offline
                  CPhillips
                  last edited by

                  SPIV will use 2.0. But dont expect it to be faster. The bottleneck is Sketchup rendering.

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                  • W Offline
                    Wacov
                    last edited by

                    I'm optimisticly expecting improvements in Su's rendering, given the topics of the last survey... but that's just silly ol' me πŸ˜„ . Multi-core certainly seems to be expected, so maybe all's not lost

                    http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                    • P Offline
                      Physicsguy1
                      last edited by

                      What is the script for the teleporter like?

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                      • C Offline
                        CPhillips
                        last edited by

                        @unknownuser said:

                        What is the script for the teleporter like?

                        
                        setEvent("ontouch"){|toucher,speed,pos|
                           if(toucher.name=="ball")
                              toucher.teleport(toucher.position+[-500,0,0])
                           end
                        }
                        

                        When the object is touched by something named ball, teleport that object -500 in the X direction.

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                        • W Offline
                          Wacov
                          last edited by

                          Is the delete command just '.delete'? Could you give us a breakdown of all the attributes/methods attached to the curEvalGroup class in the next version (assuming that's where '.position' now comes from). Oh, and I was wondering, how do you loop a block of code in Ruby, within a single frame, until the target is acheived?

                          http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                          • C Offline
                            CPhillips
                            last edited by

                            You mean to delete a body? Its actually called "destroy". curEvalGroup will not be used in the new scripted field, its implied. Currently bodies have the following:

                            magnetic/solid/static/frozen
                            position/transformation
                            getVelocity/setVelocity
                            getTorque/setTorque
                            teleport
                            push
                            copy
                            destroy
                            connect/attach
                            split
                            setEvent

                            Body events are
                            onStart/onEnd
                            onTick
                            onKey,onButton,onMouse
                            onTouch,onTouching,onUnTouch

                            Loops could potentially hang Sketchup. What are you trying to do exactly?

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                            • W Offline
                              Wacov
                              last edited by

                              The pathfinding algorithm needs to run through a loop of a series of steps to find the path. The loop ends when the target is added to the closed list OR there are no Nodes left on the open list. I could always stick in a failsafe to carry it over to the next frame after a certain number of loops... be aware I'm not actually doing anything right now, I'm waiting for the next version πŸ˜„. I've got plans that use the new features...

                              http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                              • C Offline
                                CPhillips
                                last edited by

                                That doesnt sound like something you would want to do at runtime. Only when you actually move the nodes.

                                I think your node system will be easier with the new scripting system.

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                                • W Offline
                                  Wacov
                                  last edited by

                                  I HAS to be at runtime... the basis of any AI system is dynamic pathfinding. It'll re-calculate a route every time the target changes... anyway, if it crashes, I'll try something else πŸ˜„
                                  This explains it better that I can: http://www.policyalmanac.org/games/aStarTutorial.htm

                                  http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                                  • P Offline
                                    Physicsguy1
                                    last edited by

                                    Quick question for Chris Phillips: I saw one of the videos that you posted, that demonstrated the new joint-connect script. As I recall, the connection looked much stronger than the current joint connections. Is this true?

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                                    • C Offline
                                      CPhillips
                                      last edited by

                                      I havent changed anything to make joints stronger. In fact I have been spending a bunch of time trying to figure out how to make a weaker kind of joint. πŸ˜„

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                                      • W Offline
                                        Wacov
                                        last edited by

                                        Any news on release yet... nothing specific, but a couple of weeks? More that a month? Throw me a bone here πŸ˜„

                                        http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                                        • C Offline
                                          CPhillips
                                          last edited by

                                          I am sorry, I really dont know at this point. I am making good progress but so much of it is unfinished and during the summer the amount of time I can spend on it is limited. I might setup a closed beta so that you guys can start testing some of the new scripting features.

                                          Lately I am working on doing the scripting interface in wxSU instead of webdialogs. That should make it a lot simpler to add new features. Also I am going to add some settings to fixed joints to allow them to be "springy". Its hard to explain but kinda fun.

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                                          • B Offline
                                            BTM
                                            last edited by

                                            @cphillips said:

                                            Also I am going to add some settings to fixed joints to allow them to be "springy". Its hard to explain but kinda fun.

                                            That's almost possible now; just move the joint fairly far away from the object that's attached to it.

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