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    SketchyPhysics 3x June 27 version.

    Scheduled Pinned Locked Moved SketchyPhysics
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    • C Offline
      CPhillips
      last edited by

      @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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      • C Offline
        CPhillips
        last edited by

        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}
        }
        

        Original model. http://sketchup.google.com/3dwarehouse/details?mid=3107b3d9c4c935b2b006aed51312d6bb&prevstart=0

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        • J Offline
          JaViXP
          last edited by

          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.

          "Giving up is way harder than trying"
          JaViXP's Rendering

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          • W Offline
            Wacov
            last edited by

            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:


            Fixed, hopefully

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

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            • P Offline
              phy
              last edited by

              Um, Wacov is the file supposed to not work?
              Okay it works now.

              Tableau de comparaison de Staxyn s'agit d'un mГ©dicament uniquement sur ordonnance.

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              • P Offline
                phy
                last edited by

                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.

                Tableau de comparaison de Staxyn s'agit d'un mГ©dicament uniquement sur ordonnance.

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                • P Offline
                  phy
                  last edited by

                  Sketchyphysics isn't recognizing @@pos2 for some reason. To see for yourself open ruby console hit the play button.

                  Tableau de comparaison de Staxyn s'agit d'un mГ©dicament uniquement sur ordonnance.

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                  • W Offline
                    Wacov
                    last edited by

                    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!

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

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                    • W Offline
                      Wacov
                      last edited by

                      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 😉


                      FPS Rig1.0.skp

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

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                      • P Offline
                        Physicsguy1
                        last edited by

                        there is an Error. double-clicking wont kick the object.

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                        • C Offline
                          CPhillips
                          last edited by

                          I removed double click = kick because it was seldom used and interfering with the new events.

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                          • C Offline
                            CPhillips
                            last edited by

                            Here is another useful script. It allows scripts to print text to the screen. In this case a log of whatever touches the floor.

                               #add blank text to screen at 10,50
                            @@log=SketchyPhysics;;addWatermarkText(10,50,"")
                               #place to store lines
                            @@lines=[]
                            
                            ontouch{|t,s,p|
                                  #add new line
                               @@lines.push(t.name+" touched "+self.name)
                            
                                  #ensure only 5 lines on screen at once.
                               @@lines.shift if @@lines.length>5
                                  #display lines
                               @@log.text=@@lines.join("\n")
                            
                            }
                            
                            onend{
                               @@log.erase!
                               @@lines=nil
                            }
                            

                            logging.skp

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                            • J Offline
                              JaViXP
                              last edited by

                              Very nice script! 👍

                              Can we upload with this version if we don't use the new features? 😉

                              "Giving up is way harder than trying"
                              JaViXP's Rendering

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                              • P Offline
                                Physicsguy1
                                last edited by

                                Never really got back to this one: Are we going to be able to set an object's scripting from an external source code?(ie setting an emitted object to explode on impact.)

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                                • J Offline
                                  JaViXP
                                  last edited by

                                  Nice question, what do you want it for? 😉

                                  Something like this should work (this one doesn't work, just play around with it):

                                  
                                  ontouch{|toucher,speed,pos|
                                     if(toucher.name=="box"){
                                        split(self,1)
                                  }
                                     end
                                  }
                                  

                                  Hope this helps! 😄

                                  "Giving up is way harder than trying"
                                  JaViXP's Rendering

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                                  • W Offline
                                    Wacov
                                    last edited by

                                    @unknownuser said:

                                    Never really got back to this one: Are we going to be able to set an object's scripting from an external source code?(ie setting an emitted object to explode on impact.)

                                    Any SU ruby would work, ao you might be able to load an external .rb file as an ontick func, or whatever. But you don't need that to do what you're asking, as Jav has shown; and anything that SU can detect can be acted upon.

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

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                                    • C Offline
                                      CPhillips
                                      last edited by

                                      @wacov said:

                                      @unknownuser said:

                                      Never really got back to this one: Are we going to be able to set an object's scripting from an external source code?(ie setting an emitted object to explode on impact.)

                                      Any SU ruby would work, ao you might be able to load an external .rb file as an ontick func, or whatever. But you don't need that to do what you're asking, as Jav has shown; and anything that SU can detect can be acted upon.
                                      Hi everyone. Sorry I have been quiet lately. Been taking some time off and enjoying the summer.

                                      I think it is possible to set events externally with this version. I know the the syntax is a bit weird and I plan to clean it up.

                                      Create a good sized cone and put this in its scripted field.

                                      b=copy
                                      b._setEvent("ontick",
                                      <<CODE
                                         push([0,0,1])#go forward
                                         if(frame>50)
                                            destroy #die after 50.
                                         end
                                      CODE
                                      )
                                      

                                      The cone will copy itself and then set the "ontick" event in the copy.

                                      I tried to make an example that uses "ontouch" but it didnt work for some reason. I will have to debug it.

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                                      • N Offline
                                        NorviewsVeteran
                                        last edited by

                                        Sorry I don't have much to add, but there are a few things. I'm no programmer, I'm on the mechanical team.

                                        1. You guys are blowing my mind. Wacov, when I opened your cloth file my jaw dropped for so long I almost drooled on my cat.

                                        @unknownuser said:

                                        Can we upload with this version if we don't use the new features?

                                        1. I needed an excuse to upload the Gopher.

                                        Gopher Armored Car.skp

                                        ```
                                        //This_Is_All(I)+=Know()About.Code;
                                        ```

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                                        • C Offline
                                          CPhillips
                                          last edited by

                                          Nice model!

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                                          • N Offline
                                            NorviewsVeteran
                                            last edited by

                                            Thank you, have another.

                                            I figured out the scripted joints (big for me) to the point where I used universal joints for the bogies and you can copy more cars to the train, but the problem is I had to daisychain the joints under the cars so much the sag makes the cars lean in turns. Just beware of derails, they seem to be quite frequent...

                                            If anyone can figure out a way around this, that would be great.


                                            train.skp

                                            ```
                                            //This_Is_All(I)+=Know()About.Code;
                                            ```

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