## [Thyme][1.5.61]Thyme Command/Variables List

### Re: [Thyme][1.5.61]Thyme Command/Variables List

You can get the density of the object from e.geom/e.other .density
The Mass, I am not as sure. If you know the area of the object, then just multiply the area with the density and then you get the mass.
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xplane80

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

xplane80 wrote:You can get the density of the object from e.geom/e.other .density
The Mass, I am not as sure. If you know the area of the object, then just multiply the area with the density and then you get the mass.

Yea i already knew the Density thing, however density is something else.

but how can you know the area? lol
TimTheOne

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

SizeX * SizeY = area. Though you can't access the sizes via e.other/geom.size

make sure to check out my work.

Rideg

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Rideg wrote:SizeX * SizeY = area. Though you can't access the sizes via e.other/geom.size

Unfortunately it's not just x*y. That's just the area of a rectangle. If you have unreguar polygons you have difficult calculations to solve.

KarateBrot

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

forgot that srry , It's not impossible but then I think you would have to mutiply all the surfaces am I right??

make sure to check out my work.

Rideg

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

I don't know how they do it in algodoo. For geometries with an infinite amount of surfaces you have to integrate many parts and then add / substract them from each other so that in the end you get the overall area. With polygons like in algodoo with a finite amount I think you can use the trapezium algorithm. Because there can be so much surfaces it's only possible with a computer. To calculate it yourself would take forever

KarateBrot

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

KarateBrot wrote:I don't know how they do it in algodoo. For geometries with an infinite amount of surfaces you have to integrate many parts and then add / substract them from each other so that in the end you get the overall area. With polygons like in algodoo with a finite amount I think you can use the trapezium algorithm. Because there can be so much surfaces it's only possible with a computer. To calculate it yourself would take forever

Overlap would be difficult to calculate i assume, but area of a single surface is a relatively straightforward function.

Code: Select all
`Scene.my.For100In = (a, r, c)=>{Scene.my.For10In(a,((r + 10) > (c + 10) ? {c + 10} : {c}),(c - (c % 10)));((c + 10) < (r + 10)) ? {Scene.my.For10In(a,((r + 10) > (c + 10 + 10) ? {c + 20} : {c + 10}),(c + 10 - (c % 10)))} : {};((c + 20) < (r + 10)) ? {Scene.my.For10In(a,((r + 10) > (c + 20 + 10) ? {c + 30} : {c + 20}),(c + 20 - (c % 10)))} : {};((c + 30) < (r + 10)) ? {Scene.my.For10In(a,((r + 10) > (c + 30 + 10) ? {c + 40} : {c + 30}),(c + 30 - (c % 10)))} : {};((c + 40) < (r + 10)) ? {Scene.my.For10In(a,((r + 10) > (c + 40 + 10) ? {c + 50} : {c + 40}),(c + 40 - (c % 10)))} : {};((c + 50) < (r + 10)) ? {Scene.my.For10In(a,((r + 10) > (c + 50 + 10) ? {c + 60} : {c + 50}),(c + 50 - (c % 10)))} : {};((c + 60) < (r + 10)) ? {Scene.my.For10In(a,((r + 10) > (c + 60 + 10) ? {c + 70} : {c + 60}),(c + 60 - (c % 10)))} : {};((c + 70) < (r + 10)) ? {Scene.my.For10In(a,((r + 10) > (c + 70 + 10) ? {c + 80} : {c + 70}),(c + 70 - (c % 10)))} : {};((c + 80) < (r + 10)) ? {Scene.my.For10In(a,((r + 10) > (c + 80 + 10) ? {c + 90} : {c + 80}),(c + 80 - (c % 10)))} : {};((c + 90) < (r + 10)) ? {Scene.my.For10In(a,((r + 10) > (c + 90 + 10) ? {c + 100} : {c + 90}),(c + 90 - (c % 10)))} : {};((c + 90) < (r + 10)) ? {Scene.my.For100In(a,r,(c + 100))} : {}};Scene.my.For10In = (a, r, c)=>{((c < r)) ? {a(c);} : {};((c + 1) < r) ? {a(c + 1);} : {};((c + 2) < r) ? {a(c + 2);} : {};((c + 3) < r) ? {a(c + 3);} : {};((c + 4) < r) ? {a(c + 4);} : {};((c + 5) < r) ? {a(c + 5);} : {};((c + 6) < r) ? {a(c + 6);} : {};((c + 7) < r) ? {a(c + 7);} : {};((c + 8) < r) ? {a(c + 8);} : {};((c + 9) < r) ? {a(c + 9);} : {};((c + 9) < r) ? {Scene.my.For10In (a,r,(c + 10))} : {}};Scene.my.Pro02CheckSize = (name)=>{TEMParray := name ++ ["THISISTHEENDOFTHEARRAYHERE"];Found := false;Size := 0;Scene.my.For100In((x)=>{found ? {} : {(((TEMParray(x)) + "") == "THISISTHEENDOFTHEARRAYHERE" ? {Found = true} : {};Size = x}},(100),0);(Size - 1)};Scene.my.Area = (aoxy)=>{Scene.my.AreaIn(aoxy,0,0.0,Scene.my.Pro02CheckSize(aoxy))};Scene.my.AreaIn = (aoxy,c,a,s)=>{c <= s ? {Scene.my.AreaIn(aoxy,(c + 1),(a + (aoxy(c)(0) * ((aoxy((c + 1) % (s + 1))(1)) - (aoxy(((c - 1) < 0 ? (s) : (c-1)))(1))))),s)} : {a/2.0}};`

Working out multi-surface polygon area is not particularly easy to do if you don't know which are negatives and which are positives, but if you do (I suppose it wouldn't be too difficult), it's not too hard to do, by just subtracting negatives and adding positives.
Mechanisms: 18 Mechanisms.
Thyme: Tutorial - Variables/Commands List.
Thymechanic

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Very helpful when it comes to my scripting and nice that you've listed everything together.

I don't suffer from insanity. I enjoy every minute of it.

Rrobba
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### Re: [Thyme][1.5.61]Thyme Command/Variables List

I need help, the tracers don't spawn
Code: Select all
`(e)=>{    scene.addcircle({        radius := 0.06;        density := 12;        pos := e.pos;        color := [1.0, 0.9763333, 0.29000002, 1.0];        drawcake := false;        attraction := -10000;        collideset := 64;        onhitbylaser := ((e)=>{attraction = 0})    });    scene.addpen({        size := 0.11;        color := [0.8580386, 0.8580386, 0.8580386, 0.175];        fadetime := 1.0    });    scene.addpen({        size := 0.1;        color := [1.0, 0.8333333, 0.0, 0.735];        fadetime := 0.4    });    scene.addpen({        size := 0.09;        color := [0.8580386, 0.8580386, 0.8580386, 0.37];        fadetime := 0.6    });    scene.addpen({        size := 0.08;        color := [0.8580386, 0.14300644, 0.0, 0.682];        fadetime := 0.1    })}`
mbartelsm

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Maybe adding the pos will help?
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Matten

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Code: Select all
`(e)=>{    scene.addcircle({        radius := 0.06;        density := 12;        pos := e.pos;        color := [1.0, 0.9763333, 0.29000002, 1.0];        drawcake := false;        attraction := -10000;        collideset := 64;        GeomID := 1;        onhitbylaser := ((e)=>{attraction = 0})    });    scene.addpen({Geom := 1;relPoint := [0.0, 0.0];        size := 0.11;        color := [0.8580386, 0.8580386, 0.8580386, 0.175];        fadetime := 1.0    });    scene.addpen({Geom := 1;relPoint := [0.0, 0.0];        size := 0.1;        color := [1.0, 0.8333333, 0.0, 0.735];        fadetime := 0.4    });    scene.addpen({Geom := 1;relPoint := [0.0, 0.0];        size := 0.09;        color := [0.8580386, 0.8580386, 0.8580386, 0.37];        fadetime := 0.6    });    scene.addpen({Geom := 1;relPoint := [0.0, 0.0];        size := 0.08;        color := [0.8580386, 0.14300644, 0.0, 0.682];        fadetime := 0.1    })}`
This will solve your problem. I never use pos, just grown to use to use geomIDs.

make sure to check out my work.

Rideg

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

geomIDs are ok but for beginners, I would recommend using pos because it's easier to learn.
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xplane80

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

It's not a big difference plus if you spawn a circle with a tracer inside an other object then the pen might stick to the object that wasn't spawned.

make sure to check out my work.

Rideg

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Hmmm..
Maybe something to try, you can spawn hinges far away from the object, is this also possible with tracers?
Cave Johnson wrote:Do you know who I am? I'm the man who's gonna burn your house down! With the lemons! I'm gonna get my engineers to invent a combustible lemon that burns your house down!

Matten

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

nope they always need to be on the object..

make sure to check out my work.

Rideg

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Quick question: Is there a way to set custom default collision group for lasers?

Like draw a laser with "g" as a collision group?

make sure to check out my work.

Rideg

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Same as you would with an object, set the collideset to whatever number is needed.
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xplane80

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

No I mean is there a way to access the default collision groups through the console so when I draw a laser it will have 64 as a collision group.

make sure to check out my work.

Rideg

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

no
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xplane80

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

damn, Hope they can implement it

make sure to check out my work.

Rideg

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Good idea! You can change the deafault values and you can save the "defaults" just like the skins right now.
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Matten

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Or you can just stop being lazy and change it manually.
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Chronos
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### Re: [Thyme][1.5.61]Thyme Command/Variables List

But I mean the defaults for when the scene is running. Example:
You made a machine and you need to input geoms with collideSet CE, it's not handy if everytime you make a new geom for the machine, you put it on the ground and change the collideSet. So if you make the default collision group CE, you can just work normal.
Cave Johnson wrote:Do you know who I am? I'm the man who's gonna burn your house down! With the lemons! I'm gonna get my engineers to invent a combustible lemon that burns your house down!

Matten

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### Re: [Thyme][1.5.61]Thyme Command/Variables List

Chronos wrote:stop being lazy
TheWinkits wrote:They both looks of cuking amazing

Chronos
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### Re: [Thyme][1.5.61]Thyme Command/Variables List

I almost never use lasers with 127 as a collision group.

make sure to check out my work.

Rideg

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