Pendulum Movement Formula?

TosanuTosanu Member, PRO Posts: 388

I have been working with moving objects, in particular Orbiting objects, using the TShirtBooth tutorial for orbits.

I feel like this should be able to be modified, the Cos and Sin formulas, to change a circular orbit into an arc to replicate a pendulum's movement. However, I'm not the best at math, so I am uncertain as to how to do so. Does anyone know a good formula to replicate this motion? (I figure after I get the object's motion down I'll look into making a line object to give the impression of a swinging, if rigid, rope attached to the top)

To clarify, the current formula for a steady orbit allowing for both circular and elliptical versions is:

For Movement.X: Constrain to (Attribute representing X Axis of circle or Ellipse)*cos(self.time *(orbital speed attribute))%360+(centerpoint X position Attribute)

For Movement.Y: Constrain to (Attribute representing Y Axis of circle or Ellipse)*sin(self.time *(orbital speed attribute))%360+(centerpoint Y position Attribute)

Comments

  • SmokeyAce73SmokeyAce73 EarthMember Posts: 370

    Try this:

    Add a self.clockwise(boolean)
    Rule: If self.clockwise is true:
    rotate clockwise.
    Otherwise: rotate counterclockwise.

    Rule: If self.rotation = 45
    Change attribute self.clockwise to true

    Rule: If self.rotation = 315
    change attribute self.clockwise to false

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  • TosanuTosanu Member, PRO Posts: 388

    That may help whatever I end up constraining to the object as a rope, but I actually want the object to move in a large arching path, rather than just rotating in place. If i make it all one object it will create a very large invisible zone in the PNG which will make collisions problematic, unfortunately.

  • SmokeyAce73SmokeyAce73 EarthMember Posts: 370

    Sure Sure, I didn't think about that sorry, I'll have to have a little play around, i'll get back to you if I have some luck

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  • TosanuTosanu Member, PRO Posts: 388

    @RThurman Is that a Windows Creator compatable file? I cant find the project file to open it....

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    Here is an old example from long ago threads!

    http://www.mediafire.com/download/e3zg477cekl764j/simplePendulum.zip

  • SocksSocks London, UK.Member Posts: 12,822
    edited April 2014

    @Tosanu said:
    I have been working with moving objects, in particular Orbiting objects, using the TShirtBooth tutorial for orbits.

    I feel like this should be able to be modified, the Cos and Sin formulas, to change a circular orbit into an arc to replicate a pendulum's movement. However, I'm not the best at math, so I am uncertain as to how to do so. Does anyone know a good formula to replicate this motion? (I figure after I get the object's motion down I'll look into making a line object to give the impression of a swinging, if rigid, rope attached to the top)

    To clarify, the current formula for a steady orbit allowing for both circular and elliptical versions is:

    For Movement.X: Constrain to (Attribute representing X Axis of circle or Ellipse)*cos(self.time *(orbital speed attribute))%360+(centerpoint X position Attribute)

    For Movement.Y: Constrain to (Attribute representing Y Axis of circle or Ellipse)*sin(self.time *(orbital speed attribute))%360+(centerpoint Y position Attribute)

    You don't need the '%360' part, you will be good just using . . .

    A * cos(self.time * B )+C

    A * sin(self.time * B )+C

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    @Tosanu -- it is a mac file. I just downloaded it and tested it. It opens in GS (Mac) just fine. It is a .zip file. It does need to be uncompressed first.

  • TosanuTosanu Member, PRO Posts: 388

    Unfortunately, I'm using PC. I dont think I can open it in PC, unless I am missing something as to how to do so.

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    Hmmm... perhaps it was so old that it wouldn't convert properly. I've saved it with the latest mac version. Try to open this version.

  • TosanuTosanu Member, PRO Posts: 388

    whistle Thats a fair number of quick behaviors compared to the orbiting, I think I might be underestimating the complexity of this movement. What behaviors would need to be altered to make it a regular sweep rather than a gravity controlled slowing down motion, would you say?

  • TosanuTosanu Member, PRO Posts: 388

    Nevermind, found the .99 multiplication to remove. Hmmm, I wonder If this is able to be condensed at all.

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    The 'bob' can be condensed into just two constrain attribute behaviors. But hey will have some monster equations!

    The purpose of this demo was to show in detail all the pieces and parts that are needed to mimic a pendulum. Its more of a learning thing to show what needs to be taken into account if one wants to mimic velocity, acceleration, and the effects of gravity.

    Do you really want a pendulum that needs to mimic gravity? Or do you simply need an object that sweeps left and right in a half arc? The more exact your description -- the better!

  • TosanuTosanu Member, PRO Posts: 388

    Its the second, the static half arc. The three actor example you put up is great, though, it allows for making an excellent . I have two separate game ideas I need to use it for. The first would have it as a static obstacle. The second would have it as a "swing rope" type action for the player. I intend to have the player swing steadily when attached so any more complex rope movement won't be required.

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    @Tosanu -- glad you can find the pendulum simulation useful.

    Instead of that, if you want an animation of an actor going in an arc you can try the attached file. It is a variation of the recommendation @Socks was making.

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