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Extend physics engine capabilities

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x.iso
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Unread post by x.iso » 19 Dec 2018, 12:31

When I looked at Groove Physics patch, I thought that shapes were dropping as the containter rotated because shapes were maintaining X and Y gravity direction in terms of general UI, but turned out it was due to patching and modulating X and Y gravity values of the container as it rotates.

It would be great if at least there was an option to apply gravity relative to general UI, not container's up and down. Then there would be to need for extra patching and calculations to achieve this effect and we could have floating container that we could shake (either manually or with modulations) and make it's contents react to that.
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SylvainT
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Unread post by SylvainT » 19 Dec 2018, 15:18

"we could have floating container that we could shake (either manually or with modulations) and make it's contents react to that"

nice suggestion, that give me some ideas


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x.iso
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Unread post by x.iso » 19 Dec 2018, 23:56

SylvainT wrote:http://www.sensomusic.org/forums/upload ... hysics.pat

Have a look on that
All the best

Sylvain
yeah, I get it, but to simulate particle/object motion more accurately in respect to container movement, you need to also wire up some modules to calculate acceleration and deceleration. would be better if it's just built-in.

Also, another suggestion to this topic:
-Option for fixed pivot point (x-y coordinates, with ability to set out of bounds of the object itself), so we could make some pendulums, ratchets, etc
-Option to group objects (shapes at least) for physics engine, i.e. their position in relation to each other remain, so they act as one big object or structure. Thus we could make more complex shapes out of simpler ones and have some other use cases for that.
-Need a way to make those two options work together (make fixed pivot point parameter shared in the group perhaps?), so for instance we can have a square cage with holes rotating around it's centre, when it gets pushed by it's sides.
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x.iso
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Unread post by x.iso » 20 Dec 2018, 01:39

here's version accounting for acceleration of movement. pretty much what I'm talking about. too much patching though, and a pain to adjust 'normal' gravity value

http://www.sensomusic.org/forums/uploads.php?file=Test%20Physics2.pat
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senso
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Unread post by senso » 17 Jan 2019, 20:10

I'll take a look and see if it's simple to add gravity point to objects.

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