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added meditative ocean landscape and common utilities file
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examples/example/dynamicLandscape.js
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89
examples/example/dynamicLandscape.js
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// dynamicLandscape.js
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// examples
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//
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// Created by Eric Levin on June 8
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// Copyright 2015 High Fidelity, Inc.
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//
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// Meditative ocean landscape
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
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Script.include(HIFI_PUBLIC_BUCKET + 'scripts/utilities.js')
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var NUM_ROWS = 10;
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var CUBE_SIZE = 1;
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var cubes = [];
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var cubesSettings = [];
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var time = 0;
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var OMEGA = 2.0 * Math.PI/8;
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var RANGE = CUBE_SIZE/2;
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(CUBE_SIZE* 10, Quat.getFront(Camera.getOrientation())));
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for (var x = 0, rowIndex = 0; x < NUM_ROWS * CUBE_SIZE; x += CUBE_SIZE, rowIndex++) {
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for (var z = 0, columnIndex = 0; z < NUM_ROWS * CUBE_SIZE; z += CUBE_SIZE, columnIndex++) {
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var baseHeight = map( columnIndex + 1, 1, NUM_ROWS, -CUBE_SIZE * 2, -CUBE_SIZE);
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var relativePosition = {
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x: x,
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y: baseHeight,
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z: z
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};
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var position = Vec3.sum(center, relativePosition);
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cubes.push(Entities.addEntity({
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type: 'Box',
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position: position,
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dimensions: {
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x: CUBE_SIZE,
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y: CUBE_SIZE,
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z: CUBE_SIZE
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}
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}));
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var phase = map( (columnIndex + 1) * (rowIndex + 1), 2, NUM_ROWS * NUM_ROWS, Math.PI * 2, Math.PI * 4);
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cubesSettings.push({
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baseHeight: center.y + baseHeight,
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phase: phase
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})
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}
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}
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function update(deleteTime) {
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time += deleteTime;
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for (var i = 0; i < cubes.length; i++) {
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var phase = cubesSettings[i].phase;
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var props = Entities.getEntityProperties(cubes[i]);
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var newHeight = Math.sin(time * OMEGA + phase) / 2.0;
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var hue = map(newHeight, -.5, .5, 0.5, 0.7);
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var light = map(newHeight, -.5, .5, 0.4, 0.6)
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newHeight = cubesSettings[i].baseHeight + (newHeight * RANGE);
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var newVelocityY = Math.cos(time * OMEGA + phase) / 2.0 * RANGE * OMEGA;
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var newPosition = props.position;
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var newVelocity = props.velocity;
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newPosition.y = newHeight;
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newVelocity = newVelocityY;
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Entities.editEntity( cubes[i], {
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position: newPosition,
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velocity: props.velocity,
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color: hslToRgb({hue: hue, sat: 0.7, light: light})
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});
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}
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}
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function cleanup() {
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cubes.forEach(function(cube) {
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Entities.deleteEntity(cube);
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})
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}
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Script.update.connect(update);
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Script.scriptEnding.connect(cleanup)
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56
examples/utilities.js
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examples/utilities.js
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// utilities.js
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// examples
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//
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// Created by Eric Levin on June 8
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// Copyright 2015 High Fidelity, Inc.
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//
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// Common utilities
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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function hslToRgb(hslColor) {
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var h = hslColor.hue;
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var s = hslColor.sat;
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var l = hslColor.light;
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var r, g, b;
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if (s == 0) {
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r = g = b = l; // achromatic
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} else {
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var hue2rgb = function hue2rgb(p, q, t) {
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if (t < 0) t += 1;
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if (t > 1) t -= 1;
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if (t < 1 / 6) return p + (q - p) * 6 * t;
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if (t < 1 / 2) return q;
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if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
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return p;
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}
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var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
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var p = 2 * l - q;
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r = hue2rgb(p, q, h + 1 / 3);
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g = hue2rgb(p, q, h);
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b = hue2rgb(p, q, h - 1 / 3);
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}
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return {
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red: Math.round(r * 255),
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green: Math.round(g * 255),
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blue: Math.round(b * 255)
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};
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}
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function map(value, min1, max1, min2, max2) {
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return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
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}
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function randFloat(low, high) {
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return low + Math.random() * (high - low);
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}
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function randInt(low, high) {
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return Math.floor(randFloat(low, high));
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}
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