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Physics Engine - Blocks, Python Functions, Projects | PictoBlox Extension
[PictoBloxExtension]

Physics Engine

physics
Extension Description
Add physics to simulate the real-life simulation.

Introduction

What is Physics Engine?

Physics Engine is a 2D rigid body simulation library for making games and animations. Programmers can use it in their games to make objects move in realistic ways and make the projects more interactive. From the game engine’s point of view, the physics engine is just a system for procedural animation.

Accessing Physics Engine in Block Coding

Following is the process to add Physics Engine capability to the PictoBlox Project.

  1. Open PictoBlox and create a new file.
  2. Select the coding environment as Block Coding.
  3. Next, click on the Add Extension button and add the Physics Engine extension.
  4. You can find the Physics Engine blocks available in the project.

Core Concepts

Physics Engine works with several fundamental concepts and objects. We briefly define these objects here and more details are given later in the block definitions and examples.

  1. Shape: A shape is a 2D geometrical sprite, such as a circle or polygon or the sprite shape.
  2. Rigid body: A chunk of matter that is so strong that the distance between any two bits of matter on the chunk is constant. They are hard like a diamond. In the following discussion, we use body interchangeably with rigid body.
  3. Fixture: A fixture binds a shape to a body and adds material properties such as density, friction, and restitution. A fixture puts a shape into the collision system (broad phase) so that it can collide with other shapes.
  4. Constraint: A constraint is a physical connection that removes degrees of freedom from bodies. A 2D body has 3 degrees of freedom (two translation coordinates and one rotation coordinate). If we take a body and pin it to the wall (like a pendulum) we have constrained the body to the wall. At this point the body can only rotate about the pin, so the constraint has removed 2 degrees of freedom.
  5. Contact constraint: A special constraint designed to prevent penetration of rigid bodies and to simulate friction and restitution. You do not create contact constraints; they are created automatically by Physics Engine.
  6. World: A physics world is a collection of bodies, fixtures, and constraints that interact together. Box2D supports the creation of multiple worlds, but this is usually not necessary or desirable.
  7. Solver: The physics world has a solver that is used to advance time and resolve contact and joint constraints. The Box2D solver is a high-performance iterative solver that operates in order N time, where N is the number of constraints.
  8. Continuous collision: The solver advances bodies in time using discrete time steps.
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PictoBlox Blocks

The block changes its sprite’s costume to the next one in the costumes pane, but if the current costume is the last in the list, the block will loop to the first.
It clears any sound effects currently in place. However, it does not stop the sound currently being played.
The block pauses its script until the specified Boolean condition is true.
The block sends a broadcast throughout the whole Scratch program. Any scripts in any sprites that are hatted with the When I Receive () block that is set to a specified broadcast will activate. This broadcast block lets scripts send broadcasts without any waits in its script (unlike the Broadcast () and Wait block). Broadcasts are a good way to have sprites and scripts communicate.
The () of object () block reports the following attributes of the object: class, x position, y position, width, height, and confidence.
The block checks if the Boolean inside it is false — if it is false, the block returns true; if the condition is true, it returns false.
The block simply reports the items of its list as a string. Whenever a list is created, a version of the block appears with the list’s name on it; this results in a version of this block for every list.
This block returns the y position of the pose landmark detected. The position is mapped with the stage coordinates.
The recognized () () name block reports the name of the recognized celebrity/brand/object/image tag.
The get expression of face () block reports the recognized expression of the selected face. If the face selected is not detected, then it reports NULL.
Once you have analyzed the images for handwritten text, you can use a handwritten text result block to get the recognized text from the image in a string format.
The block reports the recognized class from the selected image feed (camera, stage, costume, or backdrop).
The () of object () block reports the following attributes of the object: class, x position, y position, width, height, and confidence.
The block returns the x or y coordinate of the specified landmark points of the QR code.
The block returns the wind speed (Unit Default: meter/sec) or the wind direction (in degrees – meteorological) of the location.
The block sets the project’s tempo, or speed, to the specified amount, using the unit “bpm”, or “beats per minute”.
The block changes the specified value by the number input. 
The block changes the specified value to the integer or float according to the input.
The block is used to create custom patterns on the RGB LED display of Quarky.
The block performs the automatic line following logic with the parameters specified in the set parameter F () T1 () T2 () block.
The block sets the orientation of the robot to align the left and right movement of the robot in horizontal robot position and vertical robot position.
The block is a hat block and starts the execution of the script added under it when the specified touch sensor of Quarky is pressed.
The block reports the recognized class from the analyse image from () block.
Once you have analyzed the images, you can use the get # of objects block to get the number of objects recognized in the image.
The block reports the recognized class from the analyse image from () block.
The block reports the recognized class from the analyse image from () block.
The block sets the sprite’s mass to the specified value.
The block reports the state of the analog sensor connected to the selected pin. The block returns true when the analog reading of the sensor is greater than the threshold value set by the user. Else it reports false.
The block stops the specified motor of the Quarky.
The block gets the last color value from the specified feed and stores it in PictoBlox. The value can be reported from the get () value block.
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Block Coding Examples

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