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3D and XR Studio Physics - Blocks, Python Functions, Projects | PictoBlox Extension
[PictoBloxExtension]

3D and XR Studio Physics

Physics
Extension Description
Move objects in a straight line or towards each other. For more control, adjust speed, rotation, apply pushes, and fine-tune gravity effects.

Introduction

Physics offers comprehensive control over the physical properties and behavior of objects and the world itself. Here’s a breakdown of each aspect:

1. World Physics Properties:
– World Type: Users can define the type of physics world, such as 2D or 3D, to match the dimensions of their environment.
– Gravity: Users have the ability to set the direction and magnitude of gravity within the physics world, influencing the behavior of objects subjected to gravitational forces.

2. Object Body Properties:
– Body Type: Users can specify the body type of objects, such as static, dynamic, or kinematic, determining how they interact with the physics simulation.
– Mass: Users can set the mass of objects, influencing their response to external forces and collisions.
– Friction: Users can adjust the friction coefficient of objects, controlling the resistance to motion when in contact with other surfaces.
– Damping: Users can define damping properties to simulate air resistance or other dissipative forces, affecting the object’s motion over time.
– Pressure: Users have the option to specify pressure properties for objects, influencing their deformation or buoyancy behavior in fluid simulations.

3. Motion Control:

Simple Motion:
1. Push Object Towards Another Object: Users can make one object move towards another with a specified speed, useful for creating collisions or interactions.
2. Move Forward/Backward: Users can move objects in a straight line, either forward or backward, with a set speed.

Advanced Motion:
1. Body Velocity: Users can set the speed and direction of objects’ movement.
2. Body Angular Velocity: Users control how fast objects rotate.
3. Apply Impulse: Users can give objects a sudden push, simulating impacts or abrupt movements.
4. Apply Force: Users can continuously push objects, affecting their movement over time.
5. Gravity: Users can adjust how much gravity affects objects, controlling their falling speed or direction.

These motion options allow users to create a variety of dynamic effects in their scenes, from basic movements to complex physics simulations.

Read More

PictoBlox Blocks

The block activates the sprite under this hat block when the analog sensor value connected to the selected pin becomes greater than the threshold set for the sensor. The block is used for analog sensors like Light Sensor and Gas Sensor.
The block sets the specified motor of the Quarky Expansion board to the specified direction (“FORWARD” or “BACKWARD”) and specified speed for the specified time. After that, the robot turns OFF.
The block gets the last data value of the specified feed as a number or as a string.
The block reports the value 1 of the webhook event.
The block sets the servo motors of the quadruped to the specified angles at the specified speed.
The block sets the individual motors at the specified speed. Here -100 is the motor running in the reverse direction at full speed and 100 is the motor running in the forward direction at full speed. 0 means the wheel will be stopped.
The block makes a request to ChatGPT to convert the text specified in it to emojis. The response of ChatGPT is then stored in PictoBlox and can be accessed using the get AI response block.
The play tone on () of note () & beat () block is a useful tool for adding audio elements to projects. It can play a tone with a certain frequency (note) for a specified duration (beat) with either a selection from the drop-down menu or a user-defined frequency and duration in milliseconds.
The block clears the display.
This block is used to move the end-effector of the robotic arm to a desired point in space, specified by the X, Y, and Z coordinates in the specified time.
Select left and right IR sensors for line following using either onboard or external sensors connected to analog pins.
Sends a message of the specified color.
Rotate the sprite clockwise a specified amount. Turn with 12 for a full rotation.
Decreases the sprite’s size.
Runs the blocks inside if a specified key is pressed.
Plays a specific musical note according to the instrument set.
Sets the thickness of the lines that can be drawn.
After connection is established, moves the quarky in a specified direction forever.
Displays a specified pattern from list on the quarky LED display.
Alllows the sprite to follow the movement of a detected face in real-time.
Runs the blocks inside if the specified hand sign/gesture is detected .
After connection is established, rotates the wizbot a specified degree of angle to the left.
After connection is established, turns the wizbot a specified number of step to the left.
The block allows you to enter the coordinates of two points on the TFT display and joins them using a straight line of the specified color which you can choose from the color picker.
evive Inbuilt tools. evive have 12 capacitive touch inputs, where you can sense if the pin is touched or not. If the specified channel is touched, the block returns “True”, else it returns false.
The block returns the real-time value of the selected parameter (X value, Y value, radial value, and angle) form the joystick and accelerometer mode of the Gamepad module of the Dabble app. You can choose the parameter from the drop-down menu.
This block adds the offset on the end effector position along the specified length direction i.e. the direction in which the robotic arm is facing and the Z direction. The block is mainly used to calibrate the end-effector with respect to the base.  
This block is to assign pre-defined leg movements and actions to our Humanoid Robot.
The block sets its sprite’s X and Y position to the specified amounts. This block has no animation in its movement — it is the simplest way to move a sprite around the screen without displaying any animation (i.e. gliding). Therefore, this block is used whenever a sprite needs to jump to another spot.
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