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-   -   Physics: Ball Bounces Unexpectly Based Upon Size + Ring Collision Shape (https://forum.worldviz.com/showthread.php?t=4404)

Physics: Ball Bounces Unexpectly Based Upon Size + Ring Collision Shape

I have modified an example physics script to try and determine why my script isn't working. I want my "ball.wrl" to remain stationary on the ground (as it would in real life because gravity keeps it on the ground). However, this only seems to work if the ball scale is very small (0.1,0.1,0.1) versus large (10,10,10). If the scale is large, the ball takes an initial bounce and then remains stationary. I've set ball bounce equal to zero, so I'm not sure why the ball bounces. (I realize the "bounce" effect scales with size, but I would like to get rid of the initial effect from the beginning).

Code:

```#meshing import viz import vizact import vizcam viz.phys.enable()  # Enable physics viz.setMultiSample(4) viz.fov(60) viz.go() #Change navigation style to pivot cam = vizcam.PivotNavigate(center=[0,0,0], distance = 15) cam.rotateUp(45) cam.rotateRight(0) #Add the object that will do the grabbing hand = viz.addChild( 'marker.wrl' ) hand.setPosition( [-0.5, 1.8, 2.5] ) viz.phys.setGravity(0,-9.8/6,0) #Half Gravity ground = viz.add('tut_ground.wrl')  # Add ground ground.collidePlane()  # Make collideable plane logo = viz.add('logo.wrl',pos=[0,1,6]) # Add logo logo.collideMesh(bounce=1.5) # Collide and make it bounce a bit link = None #The handle to the link object for x in range(10):     for z in range(10):         ball = viz.add('white_ball.wrl',pos=[-.5+.1*x,2.5+.1*z,6],scale=[.5,.5,.5])         ball.collideSphere() x = viz.add('ball.wrl', pos =(0,0,0), scale=[1,1,1]) ringPhys = x.collideSphere(bounce = 0)  # Define x's physical properties #Grab or let go of the ball def toggleLink():     global link     if link:         #If link exits, stop grabbing         link.remove()         link = None     else:         #If no link, grab the ball with the hand         link = viz.grab(hand, x) vizact.onkeydown(' ',toggleLink) #Setup keyboard control of hand and ball vizact.whilekeydown(viz.KEY_UP,hand.setPosition,[0,vizact.elapsed(1),0],viz.REL_PARENT) vizact.whilekeydown(viz.KEY_DOWN,hand.setPosition,[0,vizact.elapsed(-1),0],viz.REL_PARENT) vizact.whilekeydown(viz.KEY_RIGHT,hand.setPosition,[vizact.elapsed(1),0,0],viz.REL_PARENT) vizact.whilekeydown(viz.KEY_LEFT,hand.setPosition,[vizact.elapsed(-1),0,0],viz.REL_PARENT) vizact.whilekeydown('w',hand.setEuler,[vizact.elapsed(90),0,0],viz.REL_PARENT) vizact.whilekeydown('s',hand.setEuler,[vizact.elapsed(-90),0,0],viz.REL_PARENT) vizact.whilekeydown('d',hand.setEuler,[0,vizact.elapsed(90),0],viz.REL_PARENT) vizact.whilekeydown('a',hand.setEuler,[0,vizact.elapsed(-90),0],viz.REL_PARENT)```
Secondly, if I change the ball collision shape to mesh, gravity no longer affects the ball. I'm guessing the documentation is defining gravity as a force (link), "Collide mesh objects are unaffected by forces and can only provide a solid collision area for other objects." Therefore, is there a way I can have a ring shape (just like a wedding ring) be a collision shape and be affected by gravity. I need to have the ring be dropped around a peg (capsule collision shape or mesh of cylinders) without having the ring go through the peg (only around it).

1 Attachment(s)
I see the ring question has been answered here.

However, I would still benefit from someone helping with my first question. How do I get rid of initial "bounce" and "wobble" of a node?

Here's another example to demonstrate my question:
If I have a ball sitting atop a hole which is slightly smaller than the diameter of the ball, and gravity or a force is enabled, my ball doesn't "sit still" atop the hole. Rather, it wobbles around the hole for several seconds until it eventually slows down and sits atop the hole. If the collision plane and ball is perpendicular to gravity, shouldn't the ball's position remain initially constant and not wobble around?

My attached pictures shows one of the balls wobbling around the hole instead of its position remaining constant.

Code:

```viz.add('shaft.dae', pos = (0,0,0)) base = viz.add('base.dae', scale=[1,1,1],euler=[0,0,0], pos = (-2.5,0,-2)) base.texture(pic_base) # add spheres sphere1 = viz.addChild('ball.dae', viz.WORLD, pos = (-.65,.17,.84), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere)) sphere2 = viz.addChild('ball.dae', viz.WORLD, pos = (-.65,.2,-.19), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere)) sphere3 = viz.addChild('ball.dae', viz.WORLD, pos = (-.65,.2,-1.18), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere)) sphere4 = viz.addChild('ball.dae', viz.WORLD, pos = (-1.64,.2,.82), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere)) sphere5 = viz.addChild('ball.dae',viz.WORLD, pos = (-1.64,.2,-.19), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere)) sphere6 = viz.addChild('ball.dae', viz.WORLD, pos = (-1.64,.2,-1.18), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere)) base.collideMesh() viz.phys.setGravity(0,-10,0) #world gravity sphere1.collideSphere(bounce = 0)  #sphere1.applyForce([0,0,-2]) #ringPhys = sphere2.collideSphere(bounce = 0)  #ringPhys = sphere3.collideSphere(bounce = 0)  #ringPhys = sphere4.collideSphere(bounce = 0)  #ringPhys = sphere5.collideSphere(bounce = 0)  #ringPhys = sphere6.collideSphere(bounce = 0)  #linking link = None #The handle to the link object #Grab or let go of the ring def toggleLink():         global link         if link:                 #If link exits, stop grabbing                 link.remove()                 link = None         else:                 #If no link, grab the circle with the shaft(parent + grasper tip (children))                 link = viz.grab(shaft, sphere1) vizact.onkeydown(' ',toggleLink) vizact.whilekeydown(viz.KEY_UP,shaft.setPosition,[0,vizact.elapsed(1),0],viz.REL_PARENT) vizact.whilekeydown(viz.KEY_DOWN,shaft.setPosition,[0,vizact.elapsed(-1),0],viz.REL_PARENT) vizact.whilekeydown(viz.KEY_RIGHT,shaft.setPosition,[vizact.elapsed(1),0,0],viz.REL_PARENT) vizact.whilekeydown(viz.KEY_LEFT,shaft.setPosition,[vizact.elapsed(-1),0,0],viz.REL_PARENT)```

 Jeff 11-01-2012 02:36 PM

If modifying the physics properties of the object is not working the way you expect, you could try removing all forces on the ball once it reaches a certain position. To do that, use the node3d.reset command.