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mass-spring-damper

Create your own modules in C++
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oli_lab
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Unread post by oli_lab » 22 Apr 2014, 00:05

Hi !
I'm using quite a lot of buttons that I give to the public...
I found out that a mass-spring model is quite interesting as each time one is pushing a button, it induce a force to the mass.
the more and the faster you push the further the mass moves.
All in one it is a very intuitive and natural way of interfering with sound parameters...

I did some experiment with Puredata (mass2D and link2D)

now I'd like to do something similar ie mass module and link module that can be linked together to form a mass spring network.

would you have any advice ?

found this that could be a starting point :

http://www.ryanmwright.com/tag/c/

cheers
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Blaakk
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Unread post by Blaakk » 24 May 2014, 14:43

Do you know the Lemur iPad app also utilises a mass-spring functionality? It's one reason I bought it instead of just sticking with TouchOSC. But maybe it'll be built into Usine for iPad.... :)

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oli_lab
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Unread post by oli_lab » 25 May 2014, 23:37

here is the first attempt, next one wil probably be as a script or a module...

http://www.sensomusic.com/forums/upload ... y%20XY.pat

the idea is to use a joypad to move some parameters and have them zeroed after a while...
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Blaakk
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Unread post by Blaakk » 27 May 2014, 02:51

Ok probably a silly question. I get ya. Cool! I just hooked up my ps3 controller today, but need the usb slots and no bluetooth. :(

I've been thinking about centrifuges... would like to use the orbiting mass (like a hammer throw) as a trigger within the space that it occupies. I think overlaying it on certain patterns, like tesselations, fractals and maybe a spider's web, and triggering upon line crosses could maybe yield some good results.

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oli_lab
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Unread post by oli_lab » 27 May 2014, 12:47

you can compute angular speed from X and Y position then square it to get an image of the force.
It is a good idea !
I'll work on it soon
http://oli-lab.org

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Blaakk
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Unread post by Blaakk » 27 May 2014, 14:14

I was studying high level math with mechanics at one point, and still understand it for the most part. But when it comes to translating it into code, patches... I get confused. Sure I'll get used to it though.

I started messing with it, or a similar idea, on the lemur app. Wanted a mass to be created on touch, at finger position, and then to reach the default radius by the next bar then start orbiting say 2 x pi Radians per bar, but rather than on a lattice, other masses are present, and are geometrically arranged around the the edge of the container, (on strings, all gravitating towards the center, or finger) and then one can increase and decrease the length of the string (radius) and hit more (or less) of the surrounding objects. Spin faster to increase tempo (and volume of impacts).

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