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#N canvas 517 121 498 357 12;
#X text 52 14 physical modeling for pure data using a collection of
physical ojects.;
#N canvas 0 0 623 384 read 0;
#X text 123 207 cyrille.henry@la-kitchen.fr;
#X text 412 312 ch20031213;
#X text 30 25 The aim of this collection of objects is to create physical
behavior with pure data. It's not audio synthesis. But it can be used
for the creation of parameters that can be used for driving an audio
or video synthesis.;
#X text 30 101 Most of the examples use GEM \, to allow visualization
of the "physical" geometry \, but you don't need it to use this collection.
;
#X text 30 161 any comments \, criticism \, suggestions \, help would
be highly apreciated :;
#X text 28 240 informations can be find :;
#X text 122 263 http://drpichon.free.fr/pmpd/;
#X restore 38 87 pd read me first;
#N canvas 0 0 663 567 basics 0;
#X text 34 30 Object in this collection can be mass \, link and interactor
\, in 1D \, 2D or 3D.;
#X text 47 69 Masses (mass \, mass2D \, mass3D) are ponctual. They've
got a weight \, and know their position. They can move when they receive
a force \, acording to physical rules.;
#X text 47 126 Link (link \, link2D \, link3D) are the basic interaction
beetween 2 masses. It is a visco-elastic link. The link object receive
the position of 2 masses \, compute the force beetween the 2 masses
and output a force for each mass.;
#X text 47 202 Interactors are a kind of link \, but influence a group
of masses at once. They can be used for global interaction. We will
look further into it later.;
#X text 32 272 This collection of objects can be interconnected for
the creation of "physical" structures. Such structures can then move
\, and distord themselves \, according to forces applied to them.;
#X text 29 350 The resulting movements are very natural \, due to the
physical equations used to define the objects.;
#X restore 38 115 pd basics;
#N canvas 434 60 645 737 global_description 0;
#X obj 34 169 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X obj 34 268 print;
#X obj 34 217 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X text 57 165 1;
#X text 58 216 2;
#X text 36 452 Here is the basic connection beetween 2 masses :;
#X text 36 529 You can also create things like this :;
#X text 32 23 For patching simplification \, objects in this collection
only have "cold" inlets. The computation speed depends on an external
metronome. This metronome should bang alternatively all links in the
model and then masses of the model.;
#X text 33 103 mass and link have a name corresponding to their class
name. They will receive everything sent to this name.;
#X text 159 236 clicking on bang 1 or 2 is equivalent;
#X text 32 304 As you sould send a bang alternatively to links and
masses \, you sould give diferent names to the links group and masses
group.;
#X text 36 361 Masses output their position when you bang them. This
position depends on the forces applied to the mass.;
#X text 36 401 Links output a force according to the position of the
masses when you bang them. This force sould be applied to the same
mass.;
#X text 40 626 The masse1 will never receive forces \, so it will never
move. It is useful for creating a structure attached to a fixed point.
;
#X obj 40 558 mass masse1;
#X obj 90 591 mass masse2;
#X obj 34 188 s foo1;
#X obj 34 237 mass2D foo1;
#X obj 110 489 mass;
#X obj 160 490 link;
#X obj 214 492 mass;
#X obj 40 591 link;
#X connect 0 0 16 0;
#X connect 2 0 17 0;
#X connect 14 0 21 0;
#X connect 15 0 21 1;
#X connect 17 0 1 0;
#X connect 18 0 19 0;
#X connect 19 0 18 0;
#X connect 19 1 20 0;
#X connect 20 0 19 1;
#X connect 21 1 15 0;
#X restore 38 144 pd global_description;
#N canvas 0 0 762 661 test 0;
#X msg 108 98 1;
#X msg 74 98 0;
#X msg 41 98 -1;
#X msg 141 98 2;
#X obj 15 16 loadbang;
#X floatatom 41 169 5 0 0 0 - - -;
#X msg 106 390 1;
#X msg 72 390 0;
#X msg 39 390 -1;
#X msg 139 390 2;
#X floatatom 39 461 5 0 0 0 - - -;
#X floatatom 37 325 5 0 0 0 - - -;
#X msg 106 508 1;
#X msg 72 508 0;
#X msg 39 508 -1;
#X msg 139 508 2;
#X floatatom 39 579 5 0 0 0 - - -;
#X text 247 61 A force to a masse make it to move at a constant speed.
You can accelerate it or decelerate it using message box. a nul force
as no effect.;
#X floatatom 172 267 5 0 0 0 - - -;
#X msg 104 264 1;
#X msg 70 264 0;
#X msg 37 264 -1;
#X msg 137 264 2;
#X text 247 405 Viscosity link : the force is proportinal to the deformation
speed of the link;
#X text 249 265 Rigidity link : the force is proportional to the elongation
of the link. (the right inlet is not used \, so the like take is defauld
value : 0.) Lengh of the link is null.;
#X text 238 529 Visco-elasic link : the effect is the somme of the
2 previus link.;
#X obj 15 69 s foo2;
#X obj 41 142 mass foo2 10 0 0;
#X obj 37 298 link foo2 0 0.1 0;
#X obj 39 434 link foo2 0 0 0.1;
#X obj 39 552 link foo2 0 0.1 0.1;
#X obj 15 43 metro 300;
#X connect 0 0 27 0;
#X connect 1 0 27 0;
#X connect 2 0 27 0;
#X connect 3 0 27 0;
#X connect 4 0 31 0;
#X connect 6 0 29 0;
#X connect 7 0 29 0;
#X connect 8 0 29 0;
#X connect 9 0 29 0;
#X connect 12 0 30 0;
#X connect 13 0 30 0;
#X connect 14 0 30 0;
#X connect 15 0 30 0;
#X connect 18 0 28 0;
#X connect 19 0 28 0;
#X connect 20 0 28 0;
#X connect 21 0 28 0;
#X connect 22 0 28 0;
#X connect 27 0 5 0;
#X connect 28 0 11 0;
#X connect 29 0 10 0;
#X connect 30 0 16 0;
#X connect 31 0 26 0;
#X restore 40 265 pd test;
#N canvas 394 231 879 595 simple_exemple 0;
#X obj 356 237 vsl 15 128 0 127 0 0 empty empty empty 0 -8 0 8 -262144
-1 -1 0 0;
#X obj 74 98 hradio 15 1 0 5 empty empty empty 0 -6 0 8 -262144 -1
-1 0;
#N canvas 477 25 445 299 preset 0;
#X msg 36 193 setK 0.05 \, setD 0 \, setD2 30;
#X msg 55 166 setK 1 \, setD 0 \, setD2 30;
#X msg 75 138 setK 1 \, setD 0 \, setD2 200;
#X obj 36 16 inlet;
#X obj 115 254 outlet;
#X msg 95 108 setK 300 \, setD 300 \, setD2 5;
#X obj 36 43 sel 2 1 0 3 4;
#X msg 115 78 setK 3000 \, setD 1000 \, setD2 5000;
#X connect 0 0 4 0;
#X connect 1 0 4 0;
#X connect 2 0 4 0;
#X connect 3 0 6 0;
#X connect 5 0 4 0;
#X connect 6 0 0 0;
#X connect 6 1 1 0;
#X connect 6 2 2 0;
#X connect 6 3 5 0;
#X connect 6 4 7 0;
#X connect 7 0 4 0;
#X restore 74 119 pd preset;
#X obj 336 237 vsl 15 128 0 127 0 0 empty empty empty 0 -8 0 8 -262144
-1 -1 0 0;
#X text 80 415 the masse is link to the cursor with diferents kinf
of liaison (see the preset);
#X text 71 18 comportement of a single masse link to a fixed point
with a visco elastic link.;
#X text 173 95 <- diferents comportement of the link;
#N canvas 0 0 268 186 stuff 0;
#X obj 13 20 loadbang;
#X obj 48 97 s \$0-lia;
#X obj 13 72 t b b;
#X obj 13 123 s \$0-masse;
#X obj 13 45 metro 5;
#X obj 89 20 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X msg 124 92 reset;
#X msg 89 66 resetL \, resetF;
#X obj 89 40 t b b;
#X connect 0 0 4 0;
#X connect 2 0 3 0;
#X connect 2 1 1 0;
#X connect 4 0 2 0;
#X connect 5 0 8 0;
#X connect 6 0 3 0;
#X connect 7 0 1 0;
#X connect 8 0 7 0;
#X connect 8 1 6 0;
#X restore 75 65 pd stuff;
#X text 98 346 click or move the slider ->;
#X text 396 346 look at the mouvement of the masse (the right slider)
;
#X text 80 481 surch system can be usefull for replacing the line object
of pd when more natural evolution is neaded...;
#X obj 168 167 link \$0-lia 0 1 0 200;
#X obj 356 167 mass \$0-masse 10000 0;
#X connect 1 0 2 0;
#X connect 2 0 11 0;
#X connect 3 0 11 0;
#X connect 11 1 12 0;
#X connect 12 0 0 0;
#X connect 12 0 11 1;
#X restore 40 292 pd simple_exemple;
#X text 64 180 look at mass and link help file :;
#X obj 65 198 mass;
#X obj 65 228 link;
#N canvas 108 97 450 614 list 0;
#X obj 190 135 iAmbient2D;
#X obj 305 137 iAmbient3D;
#X obj 190 166 iCircle2D;
#X obj 306 257 iCylinder3D;
#X obj 305 227 iCircle3D;
#X obj 190 196 iLine2D;
#X obj 305 197 iPlane3D;
#X obj 190 225 iSeg2D;
#X obj 305 168 iSphere3D;
#X obj 79 76 lia;
#X obj 79 48 mass;
#X obj 192 48 mass2D;
#X obj 306 48 mass3D;
#X text 78 25 1D;
#X text 191 27 2D;
#X text 304 28 3D;
#X text 21 46 basic;
#X text 19 136 interactors;
#X text 24 328 test;
#X obj 192 389 tCircle2D;
#X obj 192 419 tLine2D;
#X obj 192 448 tSeg2D;
#X obj 305 480 tCylinder3D;
#X obj 306 420 tPlane3D;
#X obj 306 450 tCircle3D;
#X obj 306 390 tSphere3D;
#X obj 192 358 tSquare2D;
#X obj 307 359 tCube3D;
#X obj 192 327 tLink2D;
#X obj 307 327 tLink3D;
#X obj 306 75 link3D;
#X obj 192 75 link2D;
#X text 19 535 other;
#X obj 192 540 pmpd;
#X obj 306 544 pmpd~;
#X restore 40 322 pd list of pmpd's object;