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    MSPhysics tests and questions

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    • robintR Offline
      robint
      last edited by

      Hi All

      Not wishing to hijack this OP, but I cant see where to post otherwise
      so here goes. Attached is a simple falling block assy to test the validity of accel due to gravity, ie block should fall 9.81m in 1 sec, all thing set right.

      What would be nice is to have a script that stopped the sim once the bloack collided with the baseplate. In theory I should be able to read the time taken, no of frames etc on the bottom lhs of the screen, but just now I approximate this by tapping pause on eyeballing the block - not very accurate at all

      Iv'e seen there is an "on touch" script with slamming doors but Im still a ruby newbie

      Is there a way to stop the sim on block reaching the baseplate?

      FYI If I can get this to work for my students, then the next step is to simulate the viscosity experiment using a falling sphere in fluid, but I dont know if SU can simulate viscous fluid yet?

      Great stuff on this page, I am truly humbled

      Robin


      falling block.skp

      As one door closes another one slams in your face

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      • F Offline
        faust07
        last edited by

        Hi Robint
        Put this script into your baseplate (copy the 3 lines, select the plate, open MSP UI, select "Script", paste the lines into the Script window, run MSP):

        onTouch { |toucher, position, normal|
        MSPhysics::Simulation.reset
        }

        and the simulation stops "onTouch".

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        • robintR Offline
          robint
          last edited by

          @faust07 said:

          Hi Robint
          Put this script into your baseplate (copy the 3 lines, select the plate, open MSP UI, select "Script", paste the lines into the Script window, run MSP):

          onTouch { |toucher, position, normal|
          MSPhysics::Simulation.reset
          }

          and the simulation stops "onTouch".

          Hi Faust, thanx for the tip, but not quite there yeet

          the simulation resets and I lose all the time/frame data at the bottom of screen - which is what I need for this to be useful.

          I tried .pause and .stop but they dont exist

          Is there something else I could try?

          As one door closes another one slams in your face

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          • robintR Offline
            robint
            last edited by

            Hi Faust

            Through the Ruby Code editor, I found a start_timer and stop_timer function

            Would this help?

            Say put start at the top to activate when staring sim,

            then stop_timer after the reset action line

            then display timer?

            sorry my newbie attempts at script (do you hav any recommendations on the best way to learn script for MSP - there's so much flack out there its hard to know where to start)

            Cheers

            Robin

            As one door closes another one slams in your face

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            • F Offline
              faust07
              last edited by

              Hi Robin,
              have tested to find a solution to pause simulation per script, but have nothing found until now.
              I'm a script newbie too. For my purposes I look into scripts of models from the experts at 3D-Warehouse (AntonS & PituPhysics) or ask them in Anton's main MSP post.

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              • robintR Offline
                robint
                last edited by

                Well we are both struggling, blind leading the blind

                FYI this timer thing is fundamental to simulating physical systems (mass speed acceleration)

                The on touch is a good start, just need to time the sequence and display result on reset

                opens up a whole new way of simulating mechanical systems

                as fundamental say as a thermometer is to tell you the temperature - if you see my point

                so I must perservere. If I get a result I will post it you

                Cheers

                Robin

                As one door closes another one slams in your face

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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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