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    MSPhysics tests and questions

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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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                                  • 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.
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