Merge pull request #2204 from ZappoMan/flocking_birds

Flocking birds & more
This commit is contained in:
Philip Rosedale 2014-03-05 18:01:41 -08:00
commit 828159cdcb
42 changed files with 573 additions and 91 deletions

View file

@ -36,11 +36,8 @@ public:
public slots:
void run();
void readPendingDatagrams();
signals:
void willSendAudioDataCallback();
void willSendVisualDataCallback();
private:
ScriptEngine _scriptEngine;
VoxelEditPacketSender _voxelEditSender;

View file

@ -114,7 +114,7 @@ function sendNextCells() {
var sentFirstBoard = false;
function step() {
function step(deltaTime) {
if (sentFirstBoard) {
// we've already sent the first full board, perform a step in time
updateCells();
@ -127,5 +127,5 @@ function step() {
}
Script.willSendVisualDataCallback.connect(step);
Script.update.connect(step);
Voxels.setPacketsPerSecond(200);

View file

@ -18,7 +18,7 @@ var FACTOR = 0.75;
var countParticles = 0; // the first time around we want to create the particle and thereafter to modify it.
var particleID;
function updateParticle() {
function updateParticle(deltaTime) {
// the particle should be placed in front of the user's avatar
var avatarFront = Quat.getFront(MyAvatar.orientation);
@ -62,7 +62,7 @@ function updateParticle() {
}
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(updateParticle);
Script.update.connect(updateParticle);
// register our scriptEnding callback
Script.scriptEnding.connect(function scriptEnding() {});

View file

@ -109,7 +109,7 @@ Agent.isAvatar = true;
Avatar.position = firstPosition;
printVector("New bot, position = ", Avatar.position);
function updateBehavior() {
function updateBehavior(deltaTime) {
if (Math.random() < CHANCE_OF_SOUND) {
playRandomSound(Avatar.position);
}
@ -149,7 +149,7 @@ function updateBehavior() {
}
}
}
Script.willSendVisualDataCallback.connect(updateBehavior);
Script.update.connect(updateBehavior);
function loadSounds() {
sounds.push(new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Cocktail+Party+Snippets/Raws/AB1.raw"));

View file

@ -20,9 +20,8 @@ var joysticksCaptured = false;
var THRUST_CONTROLLER = 0;
var VIEW_CONTROLLER = 1;
function checkCamera() {
function checkCamera(deltaTime) {
if (Camera.getMode() == "independent") {
var deltaTime = 1/60; // approximately our FPS - maybe better to be elapsed time since last call
var THRUST_MAG_UP = 800.0;
var THRUST_MAG_DOWN = 300.0;
var THRUST_MAG_FWD = 500.0;
@ -80,7 +79,7 @@ function checkCamera() {
}
}
Script.willSendVisualDataCallback.connect(checkCamera);
Script.update.connect(checkCamera);
function mouseMoveEvent(event) {
print("mouseMoveEvent event.x,y=" + event.x + ", " + event.y);

View file

@ -28,7 +28,7 @@ var clapping = new Array();
clapping[0] = false;
clapping[1] = false;
function maybePlaySound() {
function maybePlaySound(deltaTime) {
// Set the location and other info for the sound to play
var palm1Position = Controller.getSpatialControlPosition(0);
var palm2Position = Controller.getSpatialControlPosition(2);
@ -62,4 +62,4 @@ function maybePlaySound() {
}
// Connect a call back that happens every frame
Script.willSendVisualDataCallback.connect(maybePlaySound);
Script.update.connect(maybePlaySound);

View file

@ -58,7 +58,7 @@ var color = {
green: 255,
blue: 0 };
function draw() {
function draw(deltaTime) {
print("hello... draw()... currentIteration=" + currentIteration + "\n");
// on the first iteration, setup a single particle that's slowly moving
@ -150,5 +150,5 @@ function draw() {
// register the call back so it fires before each data send
print("here...\n");
Particles.setPacketsPerSecond(40000);
Script.willSendVisualDataCallback.connect(draw);
Script.update.connect(draw);
print("and here...\n");

View file

@ -16,7 +16,7 @@ for (t = 0; t < numberOfTriggers; t++) {
triggerPulled[t] = false;
}
function checkController() {
function checkController(deltaTime) {
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
@ -48,7 +48,7 @@ function checkController() {
}
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(checkController);
Script.update.connect(checkController);
function printKeyEvent(eventName, event) {
print(eventName);

View file

@ -10,8 +10,8 @@
var count = 0;
function displayCount() {
print("count =" + count);
function displayCount(deltaTime) {
print("count =" + count + " deltaTime=" + deltaTime);
count++;
}
@ -20,7 +20,7 @@ function scriptEnding() {
}
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(displayCount);
Script.update.connect(displayCount);
// register our scriptEnding callback
Script.scriptEnding.connect(scriptEnding);

View file

@ -31,7 +31,7 @@ var strokeSpeed = new Array();
strokeSpeed[0] = 0.0;
strokeSpeed[1] = 0.0;
function checkSticks() {
function checkSticks(deltaTime) {
for (var palm = 0; palm < 2; palm++) {
var palmVelocity = Controller.getSpatialControlVelocity(palm * 2 + 1);
var speed = length(palmVelocity);
@ -69,4 +69,4 @@ function checkSticks() {
}
// Connect a call back that happens every frame
Script.willSendVisualDataCallback.connect(checkSticks);
Script.update.connect(checkSticks);

View file

@ -42,7 +42,7 @@ var positionDelta = { x: 0.05, y: 0, z: 0 };
var particleID = Particles.addParticle(originalProperties);
function moveParticle() {
function moveParticle(deltaTime) {
if (count >= moveUntil) {
// delete it...
@ -85,5 +85,5 @@ function moveParticle() {
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(moveParticle);
Script.update.connect(moveParticle);

View file

@ -1329,7 +1329,7 @@ function checkControllers() {
}
}
function update() {
function update(deltaTime) {
var newWindowDimensions = Controller.getViewportDimensions();
if (newWindowDimensions.x != windowDimensions.x || newWindowDimensions.y != windowDimensions.y) {
windowDimensions = newWindowDimensions;
@ -1399,6 +1399,6 @@ function scriptEnding() {
}
Script.scriptEnding.connect(scriptEnding);
Script.willSendVisualDataCallback.connect(update);
Script.update.connect(update);
setupMenus();

View file

@ -60,7 +60,7 @@ function printProperties(properties) {
}
}
function findParticles() {
function findParticles(deltaTime) {
// run for a while, then clean up
// stop it...
@ -122,7 +122,7 @@ function findParticles() {
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(findParticles);
Script.update.connect(findParticles);
// register our scriptEnding callback
Script.scriptEnding.connect(scriptEnding);

464
examples/flockingBirds.js Normal file
View file

@ -0,0 +1,464 @@
//
// flockingBirds.js
// hifi
//
// Created by Brad Hefta-Gaub on 3/4/14.
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//
// This is an example script that generates particles that act like flocking birds
//
// All birds, even flying solo...
// birds don't like to fall too fast
// if they fall to fast, they will go into a state of thrusting up, until they reach some max upward velocity, then
// go back to gliding
// birds don't like to be below a certain altitude
// if they are below that altitude they will keep thrusting up, until they get ove
// flocking
// try to align your velocity with velocity of other birds
// try to fly toward center of flock
// but dont get too close
//
var birdsInFlock = 40;
var birdLifetime = 60; // 2 minutes
var count=0; // iterations
var enableFlyTowardPoints = true; // some birds have a point they want to fly to
var enabledClustedFlyTowardPoints = true; // the flyToward points will be generally near each other
var flyToFrames = 10; // number of frames the bird would like to attempt to fly to it's flyTo point
var PROBABILITY_OF_FLY_TOWARD_CHANGE = 0.01; // chance the bird will decide to change its flyTo point
var PROBABILITY_EACH_BIRD_WILL_FLY_TOWARD = 0.2; // chance the bird will decide to flyTo, otherwise it follows
var flyingToCount = 0; // count of birds currently flying to someplace
var flyToCluster = { }; // the point that the cluster of flyTo points is based on when in enabledClustedFlyTowardPoints
// Bird behaviors
var enableAvoidDropping = true; // birds will resist falling too fast, and will thrust up if falling
var enableAvoidMinHeight = true; // birds will resist being below a certain height and thrust up to get above it
var enableAvoidMaxHeight = true; // birds will resist being above a certain height and will glide to get below it
var enableMatchFlockVelocity = true; // birds will thrust to match the flocks average velocity
var enableThrustTowardCenter = true; // birds will thrust to try to move toward the center of the flock
var enableAvoidOtherBirds = true; // birds will thrust away from all other birds
var startWithVelocity = true;
var flockGravity = { x: 0, y: -1, z: 0};
// NOTE: these two features don't seem to be very interesting, they cause odd behaviors
var enableRandomXZThrust = false; // leading birds randomly decide to thrust in some random direction.
var enableSomeBirdsLead = false; // birds randomly decide not fly toward flock, causing other birds to follow
var leaders = 0; // number of birds leading
var PROBABILITY_TO_LEAD = 0.1; // probabolity a bird will choose to lead
var birds = new Array(); // array of bird state data
var flockStartPosition = { x: 100, y: 10, z: 100};
var flockStartVelocity = { x: 0, y: 0, z: 0};
var flockStartThrust = { x: 0, y: 0, z: 0}; // slightly upward against gravity
var INITIAL_XY_VELOCITY_SCALE = 2;
var birdRadius = 0.0625;
var baseBirdColor = { red: 0, green: 255, blue: 255 };
var glidingColor = { red: 255, green: 0, blue: 0 };
var thrustUpwardColor = { red: 0, green: 255, blue: 0 };
var thrustXYColor = { red: 128, green: 0, blue: 128 }; // will be added to any other color
var leadingOrflyToColor = { red: 200, green: 200, blue: 255 };
var tooClose = birdRadius * 3; // how close birds are willing to be to each other
var droppingTooFast = -1; // birds don't like to fall too fast
var risingTooFast = 1; // birds don't like to climb too fast
var upwardThrustAgainstGravity = -10; // how hard a bird will attempt to thrust up to avoid downward motion
var droppingAdjustFrames = 5; // birds try to correct their min height in only a couple frames
var minHeight = 10; // meters off the ground
var maxHeight = 50; // meters off the ground
var adjustFrames = 10; // typical number of frames a bird will assume for it's adjustments
var PROBABILITY_OF_RANDOM_XZ_THRUST = 0.25;
var RANDOM_XZ_THRUST_SCALE = 5; // random -SCALE...to...+SCALE in X or Z direction
var MAX_XY_VELOCITY = 10;
// These are multiplied by every frame since a change. so after 50 frames, there's a 50% probability of change
var PROBABILITY_OF_STARTING_XZ_THRUST = 0.0025;
var PROBABILITY_OF_STOPPING_XZ_THRUST = 0.01;
var FLY_TOWARD_XZ_DISTANCE = 100;
var FLY_TOWARD_Y_DISTANCE = 0;
var FLY_TOWARD_XZ_CLUSTER_DELTA = 5;
var FLY_TOWARD_Y_CLUSTER_DELTA = 0;
function createBirds() {
if (enabledClustedFlyTowardPoints) {
flyToCluster = { x: flockStartPosition.x + Math.random() * FLY_TOWARD_XZ_DISTANCE,
y: flockStartPosition.y + Math.random() * FLY_TOWARD_Y_DISTANCE,
z: flockStartPosition.z + Math.random() * FLY_TOWARD_XZ_DISTANCE};
}
for(var i =0; i < birdsInFlock; i++) {
var velocity;
position = Vec3.sum(flockStartPosition, { x: Math.random(), y: Math.random(), z: Math.random() }); // add random
var flyingToward = position;
var isFlyingToward = false;
if (enableFlyTowardPoints) {
if (Math.random() < PROBABILITY_EACH_BIRD_WILL_FLY_TOWARD) {
flyingToCount++;
isFlyingToward = true;
if (enabledClustedFlyTowardPoints) {
flyingToward = { x: flyToCluster.x + Math.random() * FLY_TOWARD_XZ_CLUSTER_DELTA,
y: flyToCluster.y + Math.random() * FLY_TOWARD_Y_CLUSTER_DELTA,
z: flyToCluster.z + Math.random() * FLY_TOWARD_XZ_CLUSTER_DELTA};
} else {
flyingToward = { x: flockStartPosition.x + Math.random() * FLY_TOWARD_XZ_DISTANCE,
y: flockStartPosition.y + Math.random() * FLY_TOWARD_Y_DISTANCE,
z: flockStartPosition.z + Math.random() * FLY_TOWARD_XZ_DISTANCE};
}
}
Vec3.print("birds["+i+"].flyingToward=",flyingToward);
}
birds[i] = {
particle: {},
properties: {},
thrust: Vec3.sum(flockStartThrust, { x:0, y: 0, z: 0 }),
gliding: true,
xzThrust: { x:0, y: 0, z: 0},
xzthrustCount: 0,
isLeading: false,
flyingToward: flyingToward,
isFlyingToward: isFlyingToward,
};
if (enableSomeBirdsLead) {
if (Math.random() < PROBABILITY_TO_LEAD) {
birds[i].isLeading = true;
}
if (leaders == 0 && i == (birdsInFlock-1)) {
birds[i].isLeading = true;
}
if (birds[i].isLeading) {
leaders++;
velocity = { x: 2, y: 0, z: 2};
print(">>>>>>THIS BIRD LEADS!!!! i="+i);
}
}
if (startWithVelocity) {
velocity = Vec3.sum(flockStartVelocity, { x: (Math.random() * INITIAL_XY_VELOCITY_SCALE),
y: 0,
z: (Math.random() * INITIAL_XY_VELOCITY_SCALE) }); // add random
} else {
velocity = { x: 0, y: 0, z: 0};
}
birds[i].particle = Particles.addParticle({
position: position,
velocity: velocity,
gravity: flockGravity,
damping: 0,
radius: birdRadius,
color: baseBirdColor,
lifetime: birdLifetime
});
}
print("flyingToCount=" + flyingToCount);
}
var wantDebug = false;
function updateBirds(deltaTime) {
count++;
// get all our bird properties, and calculate the current flock velocity
var averageVelocity = { x: 0, y: 0, z: 0};
var averagePosition = { x: 0, y: 0, z: 0};
var knownBirds = 0;
for(var i =0; i < birdsInFlock; i++) {
// identifyParticle() will check to see that the particle handle we have is in sync with the domain/server
// context. If the handle is for a created particle that now has a known ID it will be updated to be a
// handle with a known ID.
birds[i].particle = Particles.identifyParticle(birds[i].particle);
if (birds[i].particle.isKnownID) {
birds[i].properties = Particles.getParticleProperties(birds[i].particle);
if (birds[i].properties.isKnownID) {
knownBirds++;
averageVelocity = Vec3.sum(averageVelocity, birds[i].properties.velocity);
averagePosition = Vec3.sum(averagePosition, birds[i].properties.position);
}
}
}
if (knownBirds == 0 && count > 100) {
Script.stop();
return;
}
averageVelocity = Vec3.multiply(averageVelocity, (1 / Math.max(1, knownBirds)));
averagePosition = Vec3.multiply(averagePosition, (1 / Math.max(1, knownBirds)));
if (wantDebug) {
Vec3.print("averagePosition=",averagePosition);
Vec3.print("averageVelocity=",averageVelocity);
print("knownBirds="+knownBirds);
}
var flyToClusterChanged = false;
if (enabledClustedFlyTowardPoints) {
if (Math.random() < PROBABILITY_OF_FLY_TOWARD_CHANGE) {
flyToClusterChanged = true;
flyToCluster = { x: averagePosition.x + (Math.random() * FLY_TOWARD_XZ_DISTANCE) - FLY_TOWARD_XZ_DISTANCE/2,
y: averagePosition.y + (Math.random() * FLY_TOWARD_Y_DISTANCE) - FLY_TOWARD_Y_DISTANCE/2,
z: averagePosition.z + (Math.random() * FLY_TOWARD_XZ_DISTANCE) - FLY_TOWARD_XZ_DISTANCE/2};
}
}
// iterate all birds again, adjust their thrust for various goals
for(var i =0; i < birdsInFlock; i++) {
birds[i].thrust = { x: 0, y: 0, z: 0 }; // assume no thrust...
if (birds[i].particle.isKnownID) {
if (enableFlyTowardPoints) {
// if we're flying toward clusters, and the cluster changed, and this bird is flyingToward
// then we need to update it's flyingToward
if (enabledClustedFlyTowardPoints && flyToClusterChanged && birds[i].isFlyingToward) {
flyingToward = { x: flyToCluster.x + (Math.random() * FLY_TOWARD_XZ_CLUSTER_DELTA) - FLY_TOWARD_XZ_CLUSTER_DELTA/2,
y: flyToCluster.y + (Math.random() * FLY_TOWARD_Y_CLUSTER_DELTA) - FLY_TOWARD_Y_CLUSTER_DELTA/2,
z: flyToCluster.z + (Math.random() * FLY_TOWARD_XZ_CLUSTER_DELTA) - FLY_TOWARD_XZ_CLUSTER_DELTA/2};
birds[i].flyingToward = flyingToward;
}
// there a random chance this bird will decide to change it's flying toward state
if (Math.random() < PROBABILITY_OF_FLY_TOWARD_CHANGE) {
var wasFlyingTo = birds[i].isFlyingToward;
// there's some chance it will decide it should be flying toward
if (Math.random() < PROBABILITY_EACH_BIRD_WILL_FLY_TOWARD) {
// if we're flying toward clustered points, then we randomize from the cluster, otherwise we pick
// completely random places based on flocks current averagePosition
if (enabledClustedFlyTowardPoints) {
flyingToward = { x: flyToCluster.x + (Math.random() * FLY_TOWARD_XZ_CLUSTER_DELTA) - FLY_TOWARD_XZ_CLUSTER_DELTA/2,
y: flyToCluster.y + (Math.random() * FLY_TOWARD_Y_CLUSTER_DELTA) - FLY_TOWARD_Y_CLUSTER_DELTA/2,
z: flyToCluster.z + (Math.random() * FLY_TOWARD_XZ_CLUSTER_DELTA) - FLY_TOWARD_XZ_CLUSTER_DELTA/2};
} else {
flyingToward = { x: averagePosition.x + (Math.random() * FLY_TOWARD_XZ_DISTANCE) - FLY_TOWARD_XZ_DISTANCE/2,
y: averagePosition.y + (Math.random() * FLY_TOWARD_Y_DISTANCE) - FLY_TOWARD_Y_DISTANCE/2,
z: averagePosition.z + (Math.random() * FLY_TOWARD_XZ_DISTANCE) - FLY_TOWARD_XZ_DISTANCE/2};
}
birds[i].flyingToward = flyingToward;
birds[i].isFlyingToward = true;
} else {
birds[i].flyingToward = {};
birds[i].isFlyingToward = false;
}
// keep track of our bookkeeping
if (!wasFlyingTo && birds[i].isFlyingToward) {
flyingToCount++;
}
if (wasFlyingTo && !birds[i].isFlyingToward) {
flyingToCount--;
}
print(">>>> CHANGING flyingToCount="+flyingToCount);
if (birds[i].isFlyingToward) {
Vec3.print("... now birds["+i+"].flyingToward=", birds[i].flyingToward);
}
}
// actually apply the thrust after all that
if (birds[i].isFlyingToward) {
var flyTowardDelta = Vec3.subtract(birds[i].flyingToward, birds[i].properties.position);
var thrustTowardFlyTo = Vec3.multiply(flyTowardDelta, 1/flyToFrames);
birds[i].thrust = Vec3.sum(birds[i].thrust, thrustTowardFlyTo);
}
}
// adjust thrust to avoid dropping to fast
if (enableAvoidDropping) {
if (birds[i].gliding) {
if (birds[i].properties.velocity.y < droppingTooFast) {
birds[i].gliding = false; // leave thrusting against gravity till it gets too high
//print("birdGliding["+i+"]=false <<<< try to conteract gravity <<<<<<<<<<<<<<<<<<<<");
}
}
}
// if the bird is currently not gliding, check to see if it's rising too fast
if (!birds[i].gliding && birds[i].properties.velocity.y > risingTooFast) {
//Vec3.print("bird rising too fast will glide bird["+i+"]=",birds[i].properties.velocity.y);
birds[i].gliding = true;
}
// adjust thrust to avoid minHeight, we don't care about rising too fast in this case, so we do it
// after the rising too fast check
if (enableAvoidMinHeight) {
if (birds[i].properties.position.y < minHeight) {
//Vec3.print("**** enableAvoidMinHeight... enable thrust against gravity... bird["+i+"].position=",birds[i].properties.position);
birds[i].gliding = false;
}
}
// adjust thrust to avoid maxHeight
if (enableAvoidMaxHeight) {
if (birds[i].properties.position.y > maxHeight) {
//Vec3.print("********************* bird above max height will glide bird["+i+"].position=",birds[i].properties.position);
birds[i].gliding = true;
}
}
// if the bird is currently not gliding, then it is applying a thrust upward against gravity
if (!birds[i].gliding) {
// as long as we're not rising too fast, keep thrusting...
if (birds[i].properties.velocity.y < risingTooFast) {
var thrustAdjust = {x: 0, y: (flockGravity.y * upwardThrustAgainstGravity), z: 0};
//Vec3.print("bird fighting gravity thrustAdjust for bird["+i+"]=",thrustAdjust);
birds[i].thrust = Vec3.sum(birds[i].thrust, thrustAdjust);
} else {
//print("%%% non-gliding bird, thrusting too much...");
}
}
if (enableRandomXZThrust && birds[i].isLeading) {
birds[i].xzThrustCount++;
// we will randomly decide to enable XY thrust, in which case we will set the thrust and leave it
// that way till we randomly shut it off.
// if we don't have a thrust, check against probability of starting it, and create a random thrust if
// probability occurs
if (Vec3.length(birds[i].xzThrust) == 0) {
var probabilityToStart = (PROBABILITY_OF_STARTING_XZ_THRUST * birds[i].xzThrustCount);
//print("probabilityToStart=" + probabilityToStart);
if (Math.random() < probabilityToStart) {
var xThrust = (Math.random() * (RANDOM_XZ_THRUST_SCALE * 2)) - RANDOM_XZ_THRUST_SCALE;
var zThrust = (Math.random() * (RANDOM_XZ_THRUST_SCALE * 2)) - RANDOM_XZ_THRUST_SCALE;
birds[i].xzThrust = { x: zThrust, y: 0, z: zThrust };
birds[i].xzThrustCount = 0;
//Vec3.print(">>>>>>>>>> STARTING XY THRUST birdXYthrust["+i+"]=", birds[i].xzThrust);
}
}
// if we're thrusting... then check for probability of stopping
if (Vec3.length(birds[i].xzThrust)) {
var probabilityToStop = (PROBABILITY_OF_STOPPING_XZ_THRUST * birds[i].xzThrustCount);
//print("probabilityToStop=" + probabilityToStop);
if (Math.random() < probabilityToStop) {
birds[i].xzThrust = { x: 0, y: 0, z: 0};
//Vec3.print(">>>>>>>>>> STOPPING XY THRUST birdXYthrust["+i+"]=", birds[i].xzThrust);
birds[i].xzThrustCount = 0;
}
if (birds[i].properties.velocity.x > MAX_XY_VELOCITY) {
birds[i].xzThrust.x = 0;
//Vec3.print(">>>>>>>>>> CLEARING X THRUST birdXYthrust["+i+"]=", birds[i].xzThrust);
}
if (birds[i].properties.velocity.z > MAX_XY_VELOCITY) {
birds[i].xzThrust.z = 0;
//Vec3.print(">>>>>>>>>> CLEARING Y THRUST birdXYthrust["+i+"]=", birds[i].xzThrust);
}
if (Vec3.length(birds[i].xzThrust)) {
birds[i].thrust = Vec3.sum(birds[i].thrust, birds[i].xzThrust);
}
}
}
// adjust thrust to move their velocity toward average flock velocity
if (enableMatchFlockVelocity) {
if (birds[i].isLeading) {
print("this bird is leading... i="+i);
} else {
var velocityDelta = Vec3.subtract(averageVelocity, birds[i].properties.velocity);
var thrustAdjust = velocityDelta;
birds[i].thrust = Vec3.sum(birds[i].thrust, thrustAdjust);
}
}
// adjust thrust to move their velocity toward average flock position
if (enableThrustTowardCenter) {
if (birds[i].isLeading) {
print("this bird is leading... i="+i);
} else {
var positionDelta = Vec3.subtract(averagePosition, birds[i].properties.position);
var thrustTowardCenter = Vec3.multiply(positionDelta, 1/adjustFrames);
birds[i].thrust = Vec3.sum(birds[i].thrust, thrustTowardCenter);
}
}
// adjust thrust to avoid other birds
if (enableAvoidOtherBirds) {
var sumThrustThisBird = { x: 0, y: 0, z: 0 };
for(var j =0; j < birdsInFlock; j++) {
// if this is not me, and a known bird, then check our position
if (birds[i].properties.isKnownID && j != i) {
var positionMe = birds[i].properties.position;
var positionYou = birds[j].properties.position;
var awayFromYou = Vec3.subtract(positionMe, positionYou); // vector pointing away from "you"
var distance = Vec3.length(awayFromYou);
if (distance < tooClose) {
// NOTE: this was Philip's recommendation for "avoiding" other birds...
// Vme -= Vec3.multiply(Vme, normalize(PositionMe - PositionYou))
//
// But it doesn't seem to work... Here's my JS implementation...
//
// var velocityMe = birds[i].properties.velocity;
// var thrustAdjust = Vec3.cross(velocityMe, Vec3.normalize(awayFromYou));
// sumThrustThisBird = Vec3.sum(sumThrustThisBird, thrustAdjust);
//
// Instead I just apply a thrust equal to the vector away from all the birds
sumThrustThisBird = Vec3.sum(sumThrustThisBird, awayFromYou);
}
}
}
birds[i].thrust = Vec3.sum(birds[i].thrust, sumThrustThisBird);
}
}
}
// iterate all birds again, apply their thrust
for(var i =0; i < birdsInFlock; i++) {
if (birds[i].particle.isKnownID) {
var color;
if (birds[i].gliding) {
color = glidingColor;
} else {
color = thrustUpwardColor;
}
if (Vec3.length(birds[i].xzThrust)) {
color = Vec3.sum(color, thrustXYColor);
}
var velocityMe = birds[i].properties.velocity;
// add thrust to velocity
var newVelocity = Vec3.sum(velocityMe, Vec3.multiply(birds[i].thrust, deltaTime));
if (birds[i].isLeading || birds[i].isFlyingToward) {
Vec3.print("this bird is leading/flying toward... i="+i+" velocity=",newVelocity);
color = leadingOrflyToColor;
}
if (wantDebug) {
Vec3.print("birds["+i+"].position=", birds[i].properties.position);
Vec3.print("birds["+i+"].oldVelocity=", velocityMe);
Vec3.print("birdThrusts["+i+"]=", birds[i].thrust);
Vec3.print("birds["+i+"].newVelocity=", newVelocity);
}
birds[i].particle = Particles.editParticle(birds[i].particle,{ velocity: newVelocity, color: color });
}
}
}
createBirds();
// register the call back for simulation loop
Script.update.connect(updateBirds);

View file

@ -41,7 +41,7 @@ var position = { x: 5.0, y: 0.6, z: 5.0 };
Voxels.setVoxel(position.x, 0, position.z, 0.5, 0, 0, 255);
var totalParticles = 0;
function makeFountain() {
function makeFountain(deltaTime) {
if (Math.random() < 0.10) {
//print("Made particle!\n");
var properties = {
@ -64,4 +64,4 @@ function makeFountain() {
}
}
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(makeFountain);
Script.update.connect(makeFountain);

View file

@ -114,7 +114,7 @@ function sendNextCells() {
var sentFirstBoard = false;
function step() {
function step(deltaTime) {
if (sentFirstBoard) {
// we've already sent the first full board, perform a step in time
updateCells();
@ -127,6 +127,6 @@ function step() {
}
print("here");
Script.willSendVisualDataCallback.connect(step);
Script.update.connect(step);
Voxels.setPacketsPerSecond(200);
print("now here");

View file

@ -73,7 +73,7 @@ function particleCollisionWithVoxel(particle, voxel) {
Audio.playSound(impactSound, audioOptions);
}
function update() {
function update(deltaTime) {
// Check for mouseLook movement, update rotation
// rotate body yaw for yaw received from mouse
@ -178,7 +178,7 @@ function scriptEnding() {
Particles.particleCollisionWithVoxel.connect(particleCollisionWithVoxel);
Script.scriptEnding.connect(scriptEnding);
Script.willSendVisualDataCallback.connect(update);
Script.update.connect(update);
Controller.mousePressEvent.connect(mousePressEvent);
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
Controller.mouseMoveEvent.connect(mouseMoveEvent);

View file

@ -29,7 +29,6 @@ var grabbingWithLeftHand = false;
var wasGrabbingWithLeftHand = false;
var EPSILON = 0.000001;
var velocity = { x: 0, y: 0, z: 0};
var deltaTime = 1/60; // approximately our FPS - maybe better to be elapsed time since last call
var THRUST_MAG_UP = 800.0;
var THRUST_MAG_DOWN = 300.0;
var THRUST_MAG_FWD = 500.0;
@ -77,7 +76,7 @@ function getAndResetGrabRotation() {
}
// handles all the grab related behavior: position (crawl), velocity (flick), and rotate (twist)
function handleGrabBehavior() {
function handleGrabBehavior(deltaTime) {
// check for and handle grab behaviors
grabbingWithRightHand = Controller.isButtonPressed(RIGHT_BUTTON_4);
grabbingWithLeftHand = Controller.isButtonPressed(LEFT_BUTTON_4);
@ -156,7 +155,7 @@ function handleGrabBehavior() {
}
// Main update function that handles flying and grabbing behaviort
function flyWithHydra() {
function flyWithHydra(deltaTime) {
var thrustJoystickPosition = Controller.getJoystickPosition(THRUST_CONTROLLER);
if (thrustJoystickPosition.x != 0 || thrustJoystickPosition.y != 0) {
@ -193,10 +192,10 @@ function flyWithHydra() {
var newPitch = MyAvatar.headPitch + (viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime);
MyAvatar.headPitch = newPitch;
}
handleGrabBehavior();
handleGrabBehavior(deltaTime);
}
Script.willSendVisualDataCallback.connect(flyWithHydra);
Script.update.connect(flyWithHydra);
Controller.captureJoystick(THRUST_CONTROLLER);
Controller.captureJoystick(VIEW_CONTROLLER);

View file

@ -45,13 +45,13 @@ function releaseMovementKeys() {
}
var cameraPosition = Camera.getPosition();
function moveCamera() {
function moveCamera(update) {
if (lookingAtSomething) {
Camera.setPosition(cameraPosition);
}
}
Script.willSendVisualDataCallback.connect(moveCamera);
Script.update.connect(moveCamera);
function mousePressEvent(event) {

View file

@ -49,7 +49,7 @@ function mouseMoveEvent(event) {
}
}
function update() {
function update(deltaTime) {
if (wantDebugging) {
print("update()...");
}
@ -91,5 +91,5 @@ MyAvatar.bodyPitch = 0;
MyAvatar.bodyRoll = 0;
// would be nice to change to update
Script.willSendVisualDataCallback.connect(update);
Script.update.connect(update);
Script.scriptEnding.connect(scriptEnding);

View file

@ -43,7 +43,7 @@ function touchUpdateEvent(event) {
lastY = event.y;
}
function update() {
function update(deltaTime) {
// rotate body yaw for yaw received from mouse
var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMouse, z: 0 } ));
if (wantDebugging) {
@ -82,5 +82,5 @@ MyAvatar.bodyPitch = 0;
MyAvatar.bodyRoll = 0;
// would be nice to change to update
Script.willSendVisualDataCallback.connect(update);
Script.update.connect(update);
Script.scriptEnding.connect(scriptEnding);

View file

@ -12,7 +12,7 @@ var colorEdge = { r:255, g:250, b:175 };
var frame = 0;
var thisColor = color;
function moveVoxel() {
function moveVoxel(deltaTime) {
frame++;
if (frame % 3 == 0) {
// Get a new position
@ -41,4 +41,4 @@ function moveVoxel() {
Voxels.setPacketsPerSecond(300);
// Connect a call back that happens every frame
Script.willSendVisualDataCallback.connect(moveVoxel);
Script.update.connect(moveVoxel);

View file

@ -90,7 +90,7 @@ Controller.touchEndEvent.connect(touchEndEvent);
function update() {
function update(deltaTime) {
// rotate body yaw for yaw received from multitouch rotate
var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMultiTouch, z: 0 } ));
if (wantDebugging) {
@ -110,7 +110,7 @@ function update() {
MyAvatar.headPitch = newPitch;
pitchFromMultiTouch = 0;
}
Script.willSendVisualDataCallback.connect(update);
Script.update.connect(update);
function scriptEnding() {

View file

@ -186,7 +186,7 @@ var toolAVisible = false;
var count = 0;
// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
function update() {
function update(deltaTime) {
count++;
// every second or so, toggle the visibility our our blinking tool
@ -226,7 +226,7 @@ function update() {
// update our 3D line to go from origin to our avatar's position
Overlays.editOverlay(line3d, { end: MyAvatar.position } );
}
Script.willSendVisualDataCallback.connect(update);
Script.update.connect(update);
// The slider is handled in the mouse event callbacks.

View file

@ -13,7 +13,7 @@ for (t = 0; t < numberOfTriggers; t++) {
triggerPulled[t] = false;
}
function checkController() {
function checkController(deltaTime) {
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
@ -93,4 +93,4 @@ function checkController() {
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(checkController);
Script.update.connect(checkController);

View file

@ -99,7 +99,7 @@ var properties = {
var range = 1.0; // Distance around avatar where I can move
// Create the actual bird
var particleID = Particles.addParticle(properties);
function moveBird() {
function moveBird(deltaTime) {
// check to see if we've been running long enough that our bird is dead
var nowTimeInSeconds = new Date().getTime() / 1000;
@ -194,4 +194,4 @@ function moveBird() {
}
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(moveBird);
Script.update.connect(moveBird);

View file

@ -47,7 +47,7 @@ var modelAParticleID = Particles.addParticle(modelPropertiesA);
var modelBParticleID = Particles.addParticle(modelPropertiesB);
var ballParticleID = Particles.addParticle(ballProperties);
function endAfterAWhile() {
function endAfterAWhile(deltaTime) {
// stop it...
if (count >= stopAfter) {
print("calling Script.stop()");
@ -60,5 +60,5 @@ function endAfterAWhile() {
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(endAfterAWhile);
Script.update.connect(endAfterAWhile);

View file

@ -5,7 +5,7 @@
// First, load the clap sound from a URL
var clap = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/bushtit_1.raw");
function maybePlaySound() {
function maybePlaySound(deltaTime) {
if (Math.random() < 0.01) {
// Set the location and other info for the sound to play
var options = new AudioInjectionOptions();
@ -17,4 +17,4 @@ function maybePlaySound() {
}
// Connect a call back that happens every frame
Script.willSendVisualDataCallback.connect(maybePlaySound);
Script.update.connect(maybePlaySound);

View file

@ -122,7 +122,7 @@ var velocity;
var hueAngle = 0;
var smoothedOffset;
function step() {
function step(deltaTime) {
if (stateHistory.length === 0) {
// start at a random position within the bounds, with a random velocity
position = randomVector(BOUNDS_MIN, BOUNDS_MAX);
@ -170,4 +170,4 @@ function step() {
hueAngle = (hueAngle + 1) % MAX_HUE_ANGLE;
}
Script.willSendVisualDataCallback.connect(step);
Script.update.connect(step);

View file

@ -22,7 +22,7 @@ var particleA = Particles.addParticle(
lifetime: (lengthOfRide * 60) + 1
});
function rideWithParticle() {
function rideWithParticle(deltaTime) {
if (iteration <= lengthOfRide) {
@ -46,5 +46,5 @@ function rideWithParticle() {
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(rideWithParticle);
Script.update.connect(rideWithParticle);

View file

@ -31,7 +31,7 @@ function init() {
}
}
function keepLooking() {
function keepLooking(deltaTime) {
//print("count =" + count);
if (count == 0) {
@ -63,7 +63,7 @@ function scriptEnding() {
}
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(keepLooking);
Script.update.connect(keepLooking);
// register our scriptEnding callback
Script.scriptEnding.connect(scriptEnding);

View file

@ -207,7 +207,7 @@ function displayGameOver() {
print("Game over...");
}
function update() {
function update(deltaTime) {
if (!gameOver) {
//print("updating space invaders... iteration="+iteration);
iteration++;
@ -257,7 +257,7 @@ function update() {
}
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(update);
Script.update.connect(update);
function cleanupGame() {
print("cleaning up game...");

View file

@ -208,7 +208,7 @@ function checkControllerSide(whichSide) {
}
function checkController() {
function checkController(deltaTime) {
var numberOfButtons = Controller.getNumberOfButtons();
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
@ -226,4 +226,4 @@ function checkController() {
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(checkController);
Script.update.connect(checkController);

View file

@ -73,7 +73,7 @@ var moved = true;
var CHANCE_OF_MOVING = 0.05;
var CHANCE_OF_TWEETING = 0.05;
function moveBird() {
function moveBird(deltaTime) {
frame++;
if (frame % 3 == 0) {
// Tweeting behavior
@ -130,4 +130,4 @@ function moveBird() {
Voxels.setPacketsPerSecond(10000);
// Connect a call back that happens every frame
Script.willSendVisualDataCallback.connect(moveBird);
Script.update.connect(moveBird);

View file

@ -70,14 +70,13 @@ function clamp(valueToClamp, minValue, maxValue) {
return Math.max(minValue, Math.min(maxValue, valueToClamp));
}
function produceCollisionSound(palm, voxelDetail) {
function produceCollisionSound(deltaTime, palm, voxelDetail) {
// Collision between finger and a voxel plays sound
var palmVelocity = Controller.getSpatialControlVelocity(palm * 2);
var speed = Vec3.length(palmVelocity);
var fingerTipPosition = Controller.getSpatialControlPosition(palm * 2 + 1);
var deltaTime = 1/60; //close enough
var LOWEST_FREQUENCY = 100.0;
var HERTZ_PER_RGB = 3.0;
var DECAY_PER_SAMPLE = 0.0005;
@ -97,9 +96,7 @@ function produceCollisionSound(palm, voxelDetail) {
Audio.startDrumSound(volume, frequency, DURATION_MAX, DECAY_PER_SAMPLE, audioOptions);
}
function update() {
var deltaTime = 1/60; //close enough
function update(deltaTime) {
// Voxel Drumming with fingertips if enabled
if (Menu.isOptionChecked("Voxel Drumming")) {
@ -111,7 +108,7 @@ function update() {
if (!isColliding[palm]) {
// Collision has just started
isColliding[palm] = true;
produceCollisionSound(palm, voxel);
produceCollisionSound(deltaTime, palm, voxel);
// Set highlight voxel
Overlays.editOverlay(highlightVoxel,
@ -156,7 +153,7 @@ function update() {
} // palm loop
} // menu item check
}
Script.willSendVisualDataCallback.connect(update);
Script.update.connect(update);
function scriptEnding() {
Overlays.deleteOverlay(highlightVoxel);

View file

@ -17,9 +17,7 @@
#include <glm/gtc/noise.hpp>
#include <QtCore/QDebug>
#include <QImage>
#include <QRgb>
#include <QDebug>
#include "CoverageMap.h"
#include <GeometryUtil.h>

View file

@ -11,6 +11,8 @@
#include <glm/gtx/vector_angle.hpp>
#include <QDebug>
#include <OctreeConstants.h>
#include <SharedUtil.h>
#include "Quat.h"
@ -56,3 +58,7 @@ glm::quat Quat::mix(const glm::quat& q1, const glm::quat& q2, float alpha) {
return safeMix(q1, q2, alpha);
}
void Quat::print(const QString& lable, const glm::quat& q) {
qDebug() << qPrintable(lable) << q.x << "," << q.y << "," << q.z << "," << q.w;
}

View file

@ -13,7 +13,9 @@
#define __hifi__Quat__
#include <glm/gtc/quaternion.hpp>
#include <QtCore/QObject>
#include <QObject>
#include <QString>
/// Scriptable interface a Quaternion helper class object. Used exclusively in the JavaScript API
class Quat : public QObject {
@ -30,6 +32,7 @@ public slots:
glm::vec3 safeEulerAngles(const glm::quat& orientation);
glm::quat angleAxis(float angle, const glm::vec3& v);
glm::quat mix(const glm::quat& q1, const glm::quat& q2, float alpha);
void print(const QString& lable, const glm::quat& q);
};
#endif /* defined(__hifi__Quat__) */

View file

@ -220,6 +220,8 @@ void ScriptEngine::run() {
int thisFrame = 0;
NodeList* nodeList = NodeList::getInstance();
qint64 lastUpdate = usecTimestampNow();
while (!_isFinished) {
int usecToSleep = usecTimestamp(&startTime) + (thisFrame++ * VISUAL_DATA_CALLBACK_USECS) - usecTimestampNow();
@ -264,7 +266,10 @@ void ScriptEngine::run() {
nodeList->broadcastToNodes(avatarPacket, NodeSet() << NodeType::AvatarMixer);
}
emit willSendVisualDataCallback();
qint64 now = usecTimestampNow();
float deltaTime = (float)(now - lastUpdate)/(float)USECS_PER_SECOND;
emit update(deltaTime);
lastUpdate = now;
if (_engine.hasUncaughtException()) {
int line = _engine.uncaughtExceptionLineNumber();

View file

@ -71,8 +71,7 @@ public slots:
void clearTimeout(QObject* timer) { stopTimer(reinterpret_cast<QTimer*>(timer)); }
signals:
void willSendAudioDataCallback();
void willSendVisualDataCallback();
void update(float deltaTime);
void scriptEnding();
void finished(const QString& fileNameString);
void cleanupMenuItem(const QString& menuItemString);

View file

@ -9,10 +9,12 @@
//
//
#include <QDebug>
#include "Vec3.h"
glm::vec3 Vec3::multiply(const glm::vec3& v1, const glm::vec3& v2) {
return v1 * v2;
glm::vec3 Vec3::cross(const glm::vec3& v1, const glm::vec3& v2) {
return glm::cross(v1,v2);
}
glm::vec3 Vec3::multiply(const glm::vec3& v1, float f) {
@ -29,6 +31,15 @@ glm::vec3 Vec3::sum(const glm::vec3& v1, const glm::vec3& v2) {
glm::vec3 Vec3::subtract(const glm::vec3& v1, const glm::vec3& v2) {
return v1 - v2;
}
float Vec3::length(const glm::vec3& v) {
return glm::length(v);
}
glm::vec3 Vec3::normalize(const glm::vec3& v) {
return glm::normalize(v);
}
void Vec3::print(const QString& lable, const glm::vec3& v) {
qDebug() << qPrintable(lable) << v.x << "," << v.y << "," << v.z;
}

View file

@ -14,19 +14,23 @@
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <QtCore/QObject>
#include <QObject>
#include <QString>
/// Scriptable interface a Vec3ernion helper class object. Used exclusively in the JavaScript API
class Vec3 : public QObject {
Q_OBJECT
public slots:
glm::vec3 multiply(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 cross(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 multiply(const glm::vec3& v1, float f);
glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v);
glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 subtract(const glm::vec3& v1, const glm::vec3& v2);
float length(const glm::vec3& v);
glm::vec3 normalize(const glm::vec3& v);
void print(const QString& lable, const glm::vec3& v);
};