Revision 61820aa5 examples/04.ObjectMotion.pd
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#X obj 18 76 cnv 15 24 24 empty empty 1 4 12 1 24 -99865 -262144 0 |
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#X obj 18 310 cnv 15 24 24 empty empty 3 4 12 1 24 -99865 -262144 0 |
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#X msg 416 820 /cube setComputationMode \$1; |
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#X text 435 783 SERVER_SIDE; |
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#X text 435 799 CLIENT_SIDE; |
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#X text 220 582 Angular velocity (in deg/sec). In this case \, the |
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model will yaw 90 degrees every second; |
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#X msg 106 463 /cube addRotation 0 0 -10; |
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#X text 227 426 <- applies a local rotation; |
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#X obj 528 660 expr random(-5 \, 5) \; random(10 \, 50) \; random(-5
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#X obj 528 680 expr random(-5 \, 5) \; random(10 \, 50) \; random(-5
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\, 5); |
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#X obj 593 711 pack 0 0 0 s;
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#X obj 635 635 t b s;
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#X obj 635 615 symbol;
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#X msg 593 731 /cube translateTo \$1 \$2 \$3 3 \$4;
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#X msg 701 71 OutQuadMotion;
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#X msg 701 91 InQuadMotion;
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#X msg 701 111 InOutQuadMotion;
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#X msg 701 131 OutCubicMotion;
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#X msg 701 151 InCubicMotion;
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#X msg 701 171 InOutCubicMotion;
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#X msg 701 191 OutQuartMotion;
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#X msg 701 211 InQuartMotion;
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#X msg 701 231 InOutQuartMotion;
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#X msg 701 251 OutBounceMotion;
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#X msg 701 271 InBounceMotion;
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#X msg 701 291 InOutBounceMotion;
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#X msg 701 311 OutElasticMotion;
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#X msg 701 331 InElasticMotion;
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#X msg 701 351 InOutElasticMotion;
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#X msg 701 371 OutSineMotion;
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#X msg 701 391 InSineMotion;
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#X msg 701 411 InOutSineMotion;
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#X msg 701 431 OutBackMotion;
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#X msg 701 451 InBackMotion;
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#X msg 701 471 InOutBackMotion;
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#X msg 701 491 OutCircMotion;
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#X msg 701 511 InCircMotion;
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#X msg 701 531 InOutCircMotion;
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#X msg 701 551 OutExpoMotion;
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#X msg 701 571 InExpoMotion;
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#X msg 701 591 InOutExpoMotion;
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#X obj 593 731 pack 0 0 0 s;
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#X obj 635 655 t b s;
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#X obj 635 635 symbol;
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#X msg 593 751 /cube translateTo \$1 \$2 \$3 3 \$4;
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#X msg 701 91 OutQuadMotion;
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#X msg 701 111 InQuadMotion;
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#X msg 701 131 InOutQuadMotion;
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#X msg 701 151 OutCubicMotion;
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#X msg 701 171 InCubicMotion;
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#X msg 701 191 InOutCubicMotion;
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#X msg 701 211 OutQuartMotion;
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#X msg 701 231 InQuartMotion;
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#X msg 701 251 InOutQuartMotion;
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#X msg 701 271 OutBounceMotion;
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#X msg 701 291 InBounceMotion;
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#X msg 701 311 InOutBounceMotion;
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#X msg 701 331 OutElasticMotion;
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#X msg 701 351 InElasticMotion;
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#X msg 701 371 InOutElasticMotion;
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#X msg 701 391 OutSineMotion;
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#X msg 701 411 InSineMotion;
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#X msg 701 431 InOutSineMotion;
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#X msg 701 451 OutBackMotion;
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#X msg 701 471 InBackMotion;
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#X msg 701 491 InOutBackMotion;
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#X msg 701 511 OutCircMotion;
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#X msg 701 531 InCircMotion;
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#X msg 701 551 InOutCircMotion;
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#X msg 701 571 OutExpoMotion;
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#X msg 701 591 InExpoMotion;
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#X msg 701 611 InOutExpoMotion;
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#X text 145 443 vs.; |
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#X text 272 464 <- adds a relative rotation to current orientation |
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; |
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#X text 581 44 Try different types of predefined motions:; |
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#X obj 416 840 s \$0-to-SPIN; |
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#X obj 593 752 s \$0-to-SPIN;
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#X obj 593 772 s \$0-to-SPIN;
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#X text 47 725 Understanding CLIENT_SIDE motion:; |
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#X text 17 750 By default \, SPIN computes velocities and motions on |
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the server-side and multicasts each update. This puts a lot of strain |
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widget above \, and see how the message stream changes when you enable |
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client-side computation and apply velocities or predefined motions. |
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; |
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#X msg 701 71 LinearMotion; |
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#X text 220 582 Angular velocity (in deg/sec). In this case \, the |
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model will yaw 90 degrees every second; |
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#X text 755 769 ^ duration of (3sec); |
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