velocity | Accelerated JavaScript animation | Animation library
kandi X-RAY | velocity Summary
kandi X-RAY | velocity Summary
Accelerated JavaScript animation.
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Top functions reviewed by kandi - BETA
- Create a new Velocity instance .
- Animation tick logic .
- Register a sequence
- Property action handler .
- Retrieves a pattern from the array of tokens
- Option handler .
- Tween an array of elements
- generate new Bezier
- Called when a request is completed .
- Computes the computed value of an element .
velocity Key Features
velocity Examples and Code Snippets
def update_system(self, delta_time: float) -> None:
"""
For each body, loop through all other bodies to calculate the total
force they exert on it. Use that force to update the body's velocity.
>>> body_sy
def update_velocity(
self, force_x: float, force_y: float, delta_time: float
) -> None:
"""
Euler algorithm for velocity
>>> body_1 = Body(0.,0.,0.,0.)
>>> body_1.update_velocity(1.,0.
def beta(velocity: float) -> float:
"""
>>> beta(c)
1.0
>>> beta(199792458)
0.666435904801848
>>> beta(1e5)
0.00033356409519815205
>>> beta(0.2)
Traceback (most recent call
func _physics_process(delta):
direction = Vector3()
if Input.is_action_just_pressed("fire"):
if aimcast.is_colliding():
var b = bullet.instance()
muzzle.add_child(b)
b.look_at(aimcast.g
private fun Modifier.swipeToDismiss(
onDismissed: () -> Unit
): Modifier = composed {
// This `Animatable` stores the horizontal offset for the element.
val offsetX = remember { Animatable(0f) }
pointerInput(Unit) {
## Velocity Template used for API Gateway request mapping template
## "@@" is used here as a placeholder for '"' to avoid using escape characters.
#set($includeHeaders = true)
#set($includeQueryString = true)
#set($includePath = true)
#se
useEffect(() => {
const timers = [];
const interval = setInterval(() => {
const index = cards.length - gone.size - 1;
gone.add(index);
set((i) => {
if (index !== i) return;
const dir = i
import numpy as np
import matplotlib.pyplot as plt
import math
# Define settings.
endTime = 60 # The time (seconds) that we simulate.
dt = 0.001 # The time step (seconds) that we use in the discretization.
w0 = 0 # The initial veloc
let
... omitted
in seq
(unsafePerformIO $ appendFile "Log.txt" (show px ++ " " ++ show py ++ "\n")
World {position = (newPx, newPy), velocity = (newVx, newVy)}
select
velocity,
sum(case when volume = 'VERY HIGH' then sales else 0 end) as very_high,
sum(case when volume = 'HIGH' then sales else 0 end) as high,
sum(case when volume = 'MEDIUM-HIGH' then sales else 0 end) as medium_high,
su
Community Discussions
Trending Discussions on velocity
QUESTION
Goal: I have a ball in a triangle. The ball has an initial position and velocity. I'm trying to figure out which side of the triangle the ball will hit.
What I've Tried: I derived a formula that outputs which side the ball will hit, by parametrizing the ball's path and the triangle's sides, and finding the minimum time that satisfies the parametric equations. But when I implement this formula into my program, it produces the wrong results! I've tried many things, to no avail. Any help is greatly appreciated. The MWE is here: CodePen
...ANSWER
Answered 2022-Feb-20 at 08:05I couldn't figure out your math. I think you should try annotating this kind of code with explanatory comments. Often that will help you spot your own mistake:
QUESTION
I'm trying to use Matter.Query.region
to see if the character in my game is grounded. But, when I try to run region
with a bounds object that I created (displayed with the dots shown in the game), it doesn't come up with any collisions even though it is clearly intersecting other bodies.
Code:
...ANSWER
Answered 2022-Mar-24 at 00:20The bounds object doesn't appear to be properly created. The purple p5 vertices you're rendering may be giving you a false sense of confidence, since those aren't necessarily related to what MJS sees.
It's actually a pretty simple fix, passing an array of vertices instead of individual arguments:
QUESTION
I was simulating the solar system (Sun, Earth and Moon). When I first started working on the project, I used the base units: meters for distance, seconds for time, and metres per second for velocity. Because I was dealing with the solar system, the numbers were pretty big, for example the distance between the Earth and Sun is 150·10⁹ m.
When I numerically integrated the system with scipy.solve_ivp
, the results were completely wrong. Here is an example of Earth and Moon trajectories.
But then I got a suggestion from a friend that I should use standardised units: astronomical unit (AU) for distance and years for time. And the simulation started working flawlessly!
My question is: Why is this a generally valid advice for problems such as mine? (Mind that this is not about my specific problem which was already solved, but rather why the solution worked.)
...ANSWER
Answered 2021-Jul-25 at 07:42Most, if not all integration modules work best out of the box if:
- your dynamical variables have the same order of magnitude;
- that order of magnitude is 1;
- the smallest time scale of your dynamics also has the order of magnitude 1.
This typically fails for astronomical simulations where the orders of magnitude vary and values as well as time scales are often large in typical units.
The reason for the above behaviour of integrators is that they use step-size adaption, i.e., the integration step is adjusted to keep the estimated error at a defined level. The step-size adaption in turn is governed by a lot of parameters like absolute tolerance, relative tolerance, minimum time step, etc. You can usually tweak these parameters, but if you don’t, there need to be some default values and these default values are chosen with the above setup in mind.
DigressionYou might ask yourself: Can these parameters not be chosen more dynamically? As a developer and maintainer of an integration module, I would roughly expect that introducing such automatisms has the following consequences:
- About twenty in a thousand users will not run into problems like yours.
- About fifty a thousand users (including the above) miss an opportunity to learn rudimentary knowledge about how integrators work and reading documentations.
- About one in thousand users will run into a horrible problem with the automatisms that is much more difficult to solve than the above.
- I need to introduce new parameters governing the automatisms that are even harder to grasp for the average user.
- I spend a lot of time in devising and implementing the automatisms.
QUESTION
I was going through the player movement code for the source engine when I stumbled upon the following function:
...ANSWER
Answered 2022-Feb-22 at 18:17I think author make wishspeed
simply act as scaler for accel
, so the speed of currentspeed
reach the wishspeed
linear correlated to magnitude of the wishspeed
, thus make sure the time required for currentspeed
reach the wishspeed
is approximately the same for different wishspeed
if other parameters stay the same.
And reason above that is because this could create some sort of urgent and relaxing effects which author desired for character's movement, i.e when speed we wish for character is big(small) then character's acceleration is also big(small), no matter sprint or jog, speed change well be finished in roughly same time period.
And player->m_surfaceFriction
is even more obvious, author just want an easy(linear) way to let surface friction value affect player's acceleration.
From my own experience, when trying to understand the math related mechanism inside the realm of game development, especially physics or shader, we should focus more on the end effect or user experience the author trying to create instead of the mathematical rigor of the formula.
We shouldn't trap ourselves with question like: is this formula real? or the formula make any physical sense?
Well, if you look and any source code of physics simulation engine, you'll find out most of them if not all of them does not using real life formula, instead they rely on bunch of mathematical tricks to create the end effect that mimic our expectation of real life physics.
E.g, PBD or XPBD one of the most widely used algorithm for cloth or softbody simulation, as name suggest, is position based dynamic, meaning they modify the particle's position explicitly, not as one may expected in a implicit way like in real life (force effect velocity then effect position), why do we using algorithm like this? because it create the visual effect match our expectation better.
QUESTION
I am trying to plot two probability distributions onto the same plot. One is a uniform distribution with area under the curve = 1 and the other is a chi distribution (or to be more specific, a Maxwellian) with three degrees of freedom with area under the curve = 1. Here is my code so far:
...ANSWER
Answered 2022-Jan-31 at 02:08Chi distribution starts from zero so this should be:
QUESTION
In my UML model I have a system and its subcomponents that talk to each other. For Example, I have a computer and a RC robot where they talk via Bluetooth. Currently in the diagrams the flow is something like:
"Computer" triggers "setVelocity()" function of "RC car".
At this point, I want to refine the communication by saying that
- computer sends "Movement" message
- with velocity field is set to 100 and direction field is set to 0
- which is acknowledged by RC car by sending ACK message
- with message id "Movement" and sequence number X.
How do I do that?
EDIT: Clarification
Normally this is what my diagram looks like without protocol details:
But when I tried to add messages, there are at least 2 problems:
- It seems like Computer first triggered the setVelocity() funciton and then sendBluetoothMessage() sequentially which are not sequential . The followings of setVelocity() are actually what happens inside that.
- sendBluetoothMessage() is actually a function of Computer. But here it belongs to RC Car. (or am I wrong?) And the same things for ACK.
Thanks for the responses. You are gold!
...ANSWER
Answered 2022-Jan-29 at 17:48There are two main ways of representing the sending of a movement message between two devices:
A
movement()
operation on the target device, with parameters for the velocity and direction. You would typically show the exchange in a sequence diagram, with a call arrow from the sender to the receiver. The return message could just be label as ACK.A
«signal» Movement
: Signals correspond to event messages. In a class diagram, they are represented like a class but with the«signal»
keyword:velocity
anddirection
would be attributes of that signal.ACK
would be another signal. The classes that are able to receive the signals show it as reception (looks like an operation, but again with «signal» keyword).
In both cases, you would show the interactions of your communication protocol with an almost identical sequence diagram. But signals are meant for asynchronous communication and better reflect imho the nature of the communication. It's semantic is more suitable for your needs.
If you prefer communication diagram over interaction diagrams, the signal approach would be clearer, since communication diagrams don't show return messages.
Why signals is what you need (your edit)With the diagrams, your edited question is much clearer. My position about the use of signals is unchanged: signals would correspond to the information exchanged between the computer and the car. So in a class diagram, you could document the «signal»Movement
as having attributes id
, velocity
and direction
:
In your sequence diagram, you'd then send and arrow with Movement (X,100,0)
. Signal allows to show the high level view of the protocol exchanges, without getting lost on the practical implementation details:
The implementation details could then be shown in a separate diagram. There are certainly several classes involved on the side of the computer (one diagram, the final action being some kind of sending) and on the side of the car (another diagram: how to receive and dispatch the message, and decode its content). I do not provide examples because it would very much look like your current diagram, but the send functions would probably be implemented by a communication controller.
If you try to put the protocol and its implementation in the same diagram, as in your second diagram, it gets confusing because of the lack of separation of concerns: here you say the computer is calling a send function on the car, which is not at all what you want. The reader has then difficulty to see what's really required by the protocol, and what's the implementation details. For instance, I still don't know according to your diagram, if setVelocity
is supposed to directly send something to the car, or if its a preparatory step for sending the movement message with a velocity.
Last but not least, keep in mind that the sequence diagram represents just a specific scenario. If you want to formally define a protocol in UML, you'd need to create as well a protocol state machine that tells the valid succession of messages. When you use signals, you can use their name directly as state transition trigger/event.
QUESTION
I am seeking to find optimal control (aoa and bank angle) to maximize cross range for a shuttle type reentry vehicle using Gekko. Below is my code currently and I am getting a "Solution not found" with "EXIT: Maximum Number of Iterations Exceeded". The simulation assumes a point mass with a non-rotating earth frame. The EOMS are 6 coupled, non-linear ODEs. I have tried using different solvers, implementing/removing state and control constraints, increasing maximum number of iterations, etc. I am not confident with my setup and implementation of the problem in Gekko and am hoping for some feedback on what I can try next. I have tried to follow the setup and layouts in APMonitor's Example 11. Optimal Control with Integral Objective, Inverted Pendulum Optimal Control, and Example 13. Optimal Control: Minimize Final Time. Solutions I'm seeking are below.
Any help is very much appreciated!
...ANSWER
Answered 2022-Jan-14 at 04:17I got a successful solution by decreasing the final time (max=0.04 for successful solution) and rearranging the equations to avoid a possible divide-by-zero:
QUESTION
GOAL
I'm relatively new to Unity and I want my character to be able to run and jump at the same time causing the character to go up diagonally.
PROBLEM
However after making some adjustments to give the character some acceleration, the jump seems to clear all existing velocity, meaning the character goes up and then to the side instead of both at the same time:
(I apologise if its a bit hard to see)
CODE
This is my character movement script:
ANSWER
Answered 2022-Jan-09 at 23:05This is happening because you're setting the velocity of your rigidbody directly with rb.velocity = Vector2.up * jumpHeight
. So that will wipe all existing velocity.
If you want to just add a force to the velocity rather than replacing it entirely, you can do that with methods like Rigidbody2D.AddForce.
QUESTION
I have a constant integer, steps, which is calculated using the floor function of the quotient of two other constant variables. However, when I attempt to use this as the length of an array, visual studio tells me it must be a constant value and the current value cannot be used as a constant. How do I make this a "true" constant that can be used as an array length? Is the floor function the problem, and is there an alternative I could use?
...ANSWER
Answered 2022-Jan-06 at 20:43You cannot define an array of a class type before defining the class.
Solution: Define body
before defining bodies
.
Furthermore, you cannot use undefined names.
Solution: Define bcount
before using it as the size of the array.
Is the floor function the problem, and is there an alternative I could use?
std::floor
is one problem. There's an easy solution: Don't use it. Converting a floating point number to integer performs similar operation implicitly (the behaviour is different in case of negative numbers).
std::pow
is another problem. It cannot be replaced as trivially in general, but in this case we can use a floating point literal in scientific notation instead.
Lastly, non-constexpr floating point variable isn't compile time constant. Solution: Use constexpr
.
Here is a working solution:
QUESTION
I am trying to find the end-effector spatial velocity Jacobian for a robot with a free-floating base. Due to the free-floating base, the jacobian should contain a base component and a manipulator comment (see https://spart.readthedocs.io/en/latest/Tutorial_Kinematics.html#jacobians)
V_ee = end-effector spatial velocity
J_b = base jacobian component
J_m = manipulator jacobian component
v = generalized velocities
V_ee = [J_b, J_m] v
Until now, I was using SPART toolbox to do this in Matlab (https://github.com/NPS-SRL/SPART) and now I am moving to Drake. I tried using CalcJacobianSpatialVelocity in the MultiBodyPlant and the manipulator Jacobian is correct when compared to SPART. However, the base component of the Jacobian is all zeros. This is different from what I expected and from SPART as for a free-floating base, the base velocities contribute to the end-effector spatial velocities.
An example reproduction of this issue can be found here: https://colab.research.google.com/github/vyas-shubham/DrakeTests/blob/main/freeFloating/computeJacobian.ipynb
I think I'm either doing one of these wrong while using Drake:
- Using the CalcJacobianSpatialVelocity wrong. This is unlikely as the manipulator jacobian is correct and the base frame is also correct (only 1 frame in URDF).
- Making a wrong URDF for calculating Jacobians for Free-Floating base. Maybe I need to specify differently in URDF a floating-base for Drake to include this in the Jacobian computation?
ANSWER
Answered 2022-Jan-03 at 23:01Your code is taking the Jacobian of the chaser relative to the target; there is no floating base between them (so the jacobian wrt to the floating base should, indeed, be zero). I think, perhaps, that you want to make frame_A=world_frame
?
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