SketchyPhysics 3x June 27 version.
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Um, CPillips how do you use the breakit command or is it a command. I don't mean the split command by the way. Wacov that's fantastic.
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I'm on a roll...
Turns out you CAN reset the simulation from within the script. Use this little chunk of code:
@@bPause=true SketchyPhysicsClient;;physicsReset() MSketchyPhysics3;;closeControlPanel() freeDirectInput()
In the scripted field.
I found this near the bottom of SketchyPhysicsTool.rb, it seems to work totally normally for me, but if there's a problem, there's not much I can do about it
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That sounds cool! I can't try this though, it displays an error
By the way, is there a way to stop the simulation and save it as the model? I mean, you are running the simulation with a breakable box, the box is broken, can you copy the model and paste into other model? (Sorry, my English is hard to understand )
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It doesn't work for me ether wacov I get this error, taken from the ruby console:
String doesn't compile; Error in Script: @@bPause=true SketchyPhysicsClient;;physicsReset() MSketchyPhysics3;;closeControlPanel() freeDirectInput() (eval);4;in `initEvents'; undefined method `freeDirectInput' for #<MSketchyPhysics3;;SP3xBodyContext;0x5dd6378>#<RuntimeError; Error in Script: @@bPause=true SketchyPhysicsClient;;physicsReset() MSketchyPhysics3;;closeControlPanel() freeDirectInput() (eval);4;in `initEvents'; undefined method `freeDirectInput' for #<MSketchyPhysics3;;SP3xBodyContext;0x5dd6378>> C;/Program Files/Google/Google SketchUp/Plugins/SketchyPhysics3/ControllerCommands.rb;966;in `initEvents'
and Javi just pause the simulation and save the model.
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@javixp said:
Well done I like it!
So, Chris, any new features we missed?
Well, there is a lot that is still possible. I haven't seen anyone using teleport yet. Nor getVelocity/setVelocity, getTorque/setTourque or setLinearDamping/setAngularDamping. Any script connected joint can also be disconnected but I dont know a good example for that. Also the scripted code area will take tabs now. That makes it easier to write readable script.
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@wacov said:
I'm on a roll...
Turns out you CAN reset the simulation from within the script. Use this little chunk of code:
@@bPause=true > SketchyPhysicsClient;;physicsReset() > MSketchyPhysics3;;closeControlPanel() > freeDirectInput()
In the scripted field.
I found this near the bottom of SketchyPhysicsTool.rb, it seems to work totally normally for me, but if there's a problem, there's not much I can do about it
I am not sure that will work correctly in all cases. Ill try to add something official.
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@wacov said:
Took quite a while to code this right, and I can't get the faces to smooth, but here it is! Seamless cloth!!
Very impressive Wacov!
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@phy said:
Um, CPillips how do you use the breakit command or is it a command. I don't mean the split command by the way. Wacov that's fantastic.
"breakit" is an internal command called by "split". If you want to break an object into more than 2 pieces use this:
split(self,2)
The "2" means split twice, so you'll get 4 pieces. If you use 3 you will get 16 pieces. 4=256. So dont go nuts. Also remember Sketchup will sometimes crash when you split. The more splits the more likely this is to happen.
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I was going to do an example for split, but it turns out there are some more bugs with it. It wont work in "onstart" for example. use this instead:
ontick{ if(frame==1) split(self,2)#break into 4 pieces ontick{} #disable ontick end }
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Okay thanks.
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Got cloth smoothing working, and made it easier to change the scripting (everything's in the floor). Chris, it seems if there's a script error in onend, objects fail to move back to their starting positions... and it can't be undone Try sticking jargon in onend, and see for yourself.
Anyway, the updated cloth!
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@wacov said:
Chris, it seems if there's a script error in onend, objects fail to move back to their starting positions... and it can't be undone Try sticking jargon in onend, and see for yourself.
Thanks. I fixed it.
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This script is inspired by a new model on 3dwarehouse that ran really smooth... once I turned off shadows and edges.
Paste this into one objects scripted field. It tries to speed up the rendering by disabling shadows and edges during the simulation. Don't worry if you dont understand it. It should be plug and play.
onstart{ #save current settings ropts=Sketchup.active_model.rendering_options sopts=Sketchup.active_model.shadow_info @saveROpts=ropts.collect{|k,v|[k,v]} @saveSOpts=sopts.collect{|k,v|[k,v]} #changes to speed up render ropts["EdgeDisplayMode"]=0 sopts["DisplayShadows"]=false } onend{ #restore render settings. @saveROpts.each{|k,v|; Sketchup.active_model.rendering_options[k]=v} @saveSOpts.each{|k,v|; Sketchup.active_model.shadow_info[k]=v} }
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Thanks, that script will be really helpful
The bot... Love playing with it! (I know it's Pecoler's)
By the way, how do you keep the breakable objects already broken? I mean, they are crashed and the simulation didn't start. -
Uh... Chris... the Joystick commands don't work. I know you said it's all completely new, but that seems like a step backwards
You can bridge the gap using global variables, but that's the only way I can find... here's a demo:
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Um, Wacov is the file supposed to not work?
Okay it works now. -
If you cut the script in box1, and run and reset the simulation, and then paste the script back into box1 it will work, I don't know why.
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Sketchyphysics isn't recognizing @@pos2 for some reason. To see for yourself open ruby console hit the play button.
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Thanks Phy! Since you pinpointed it, I found the problem. Seems it was trying to use @@pos2 before it had been created, I just had to add it into onstart and it worked fine!
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Okay, playing around with vectors (another toe in the API pond). Basically, I'm finding them, then changing their length with joystick inputs. I then use them to control the velocity of an object; in this case, the player in an FPS system; this works pretty sweet, so I'll continue to add features, and see where it takes me!
EDIT: Fixed. Tell me if it's not
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