[x3d-public] Gravity Sensor?

Roy Walmsley roy.walmsley at ntlworld.com
Fri Apr 24 16:25:22 PDT 2015


OK. Let’s say you want to define a physics component. What would be on your wish list for its content?

 

Roy

 

From: x3d-public [mailto:x3d-public-bounces at web3d.org] On Behalf Of Tony Parisi
Sent: 25 April 2015 00:09
To: Dave A
Cc: x3d-public at 3dnpvei.com; x3d-public at web3d.org
Subject: Re: [x3d-public] Gravity Sensor?

 

Another option is to define a physics component and do it everything consistently through that component... maybe borrow some features of the physics model in the ParticleSystem component since that's out there already...

 

On Fri, Apr 24, 2015 at 4:01 PM, Dave A <dave at realmofconcepts.com> wrote:

This has been a bother for me since I got into x3d in 2003.

Follow me! @thatvrguy



On 4/24/2015 2:57 PM, Christoph Valentin wrote:

Hi Dave,
  I believe, X3DOM has done that and I believe a lot of open and/or closed source game engines have done that. No doubt.
  The point is, to have it in an ISO standard on a high layer of scene description (i.e. X3D/VRML).
  All the best
  
Gesendet: Freitag, 24. April 2015 um 19:18 Uhr
Von: "Dave A" <dave at realmofconcepts.com>
An: "Christoph Valentin" <christoph.valentin at gmx.at>, x3d-public at 3dnpvei.com, "Roy Walmsley" <roy.walmsley at ntlworld.com>
Cc: x3d-public at web3d.org
Betreff: Re: [x3d-public] Gravity Sensor?
I think what you are asking for is a Physics Engine. Has one been
integrated yet? It really needs it.
I think x3dom glued one in somehow.
Dave Arendash

On 4/24/2015 7:16 AM, Christoph Valentin wrote:

Thanks Lauren and Roy,

My question was from a theoretical perspective (maybe I will do some trials with GeoSpatial component soon).

Thinking about railway cars, that contain scenery and avatar can enter. --> need superposition of gravity and inertial forces (from the acceleration of the railway car).

KR



Gesendet: Freitag, 24. April 2015 um 14:12 Uhr
Von: GLG <x3d-public at 3dnpvei.com>
An: x3d-public at web3d.org
Betreff: Re: [x3d-public] Gravity Sensor?
Yes there's ParticleSystems (thanks Roy), maybe the
X3DParticlePhysicsModelNode in particular is what you're looking for, or the
X3DParticlePhysicsModelNode. Cheers, Lauren


40.4.4 ForcePhysicsModel

GravityPhysicsModel : X3DParticlePhysicsModelNode {
SFBool [in,out] enabled TRUE
SFVec3f [in,out] force 0 -9.8 0 (∞,∞)
SFNode [in,out] metadata NULL [X3DMetadataObject]
}
The ForcePhysicsModel node specifies a physics model that applies a constant
force value to the particles. Force may act in any given direction vector at
any strength.

The force field is used to indicate the strength and direction of the force
(e.g., gravity) that should be applied. Force is specified in metres per
seconds-squared (m/s2). If the particles are defined to have zero mass by
the emitter, the ForcePhysicsModel node has no effect.


40.4.1 BoundedPhysicsModel

BoundedPhysicsModel : X3DParticlePhysicsModelNode {
SFBool [in,out] enabled TRUE
SFNode [in,out] geometry NULL [X3DGeometryNode]
SFNode [in,out] metadata NULL [X3DMetadataObject]
}
The BoundedPhysicsModel node specifies a physics model that applies a
user-defined set of geometrical bounds to the particles.

The geometry field specifies a piece of geometry that models the bounds that
constrain the location of the particles. When a particle touches the surface
of the bounds, it is reflected. The particles may be restricted to an inside
location or an outside location. All geometry defined by the bounds are
considered to be non-solid, regardless of the setting of the solid field. It
does not matter whether the particle impacts the front or back side of the
geometry. Particles are reflected at the same angle to the normal of the
surface to which they impact, continuing in the same direction. The
calculation of the correct normal is determined by the rules of the geometry
that forms the bounds.

EXAMPLE A particle can be made to bounce off an elevation grid representing
terrain.


http://www.web3d.org/documents/specifications/19775-1/V3.2/Part01/components
/particle_systems.html




-----Original Message-----
From: x3d-public [mailto:x3d-public-bounces at web3d.org] On Behalf Of Roy
Walmsley
Sent: Friday, April 24, 2015 5:31 AM
To: 'Christoph Valentin'; 'X3D Graphics public mailing list'
Subject: Re: [x3d-public] Gravity Sensor?

Christoph,

In X3D the only place where forces, including gravity, can be included is in
the Particle systems component.

There isn't anything like a "gravity sensor". You have to take care of it
yourself. This could be done using external code and interacting through the
SAI. Alternatively, you could use a Script node to keep everything internal
to the scene.

>From your reasoning point d) I am assuming you are working with the
GeoSpatial component. What sort of things do you want to apply gravity to?

Roy

-----Original Message-----
From: x3d-public [mailto:x3d-public-bounces at web3d.org] On Behalf Of
Christoph Valentin
Sent: 24 April 2015 10:04
To: X3D Graphics public mailing list
Subject: [x3d-public] Gravity Sensor?

A few questions to the community.

Is there something like a "gravity sensor" in X3D/VRML?

Reasoning:

a) The Web3D Browser cares for gravity and collision detection, when
controlling the movement of the avatar.
b) However, when controlling the dynamics of an arbitrary object, I have to
care for gravity and collision myself
c) In classical scenes, the gravity is 9.81 m.s^-2 in -y direction, no
problem
d) But how to calculate gravity in an X3D-Earth scene? Don't we need a kind
of "gravity sensor" here?

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