Fixed and tested particle birds

This commit is contained in:
barnold1953 2014-06-02 11:41:50 -07:00
parent 9e882957c4
commit e669f1d835

View file

@ -11,23 +11,12 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Normalizes a vector to unit length
function vNormalize(v) {
var length = vLength(v);
var rval = { x: v.x / length, y: v.y / length, z: v.z / length };
return rval;
}
// Multiply vector by scalar
function vScalarMult(v, s) {
var rval = { x: v.x * s, y: v.y * s, z: v.z * s };
return rval;
}
function vLength(v) {
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
function printVector(v) {
print(v.x + ", " + v.y + ", " + v.z + "\n");
}
@ -37,23 +26,6 @@ function randVector(a, b) {
return rval;
}
function vMinus(a, b) {
var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
return rval;
}
function vPlus(a, b) {
var rval = { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
return rval;
}
function vCopy(a, b) {
a.x = b.x;
a.y = b.y;
a.z = b.z;
return;
}
// Returns a vector which is fraction of the way between a and b
function vInterpolate(a, b, fraction) {
var rval = { x: a.x + (b.x - a.x) * fraction, y: a.y + (b.y - a.y) * fraction, z: a.z + (b.z - a.z) * fraction };
@ -65,8 +37,6 @@ var startTimeInSeconds = new Date().getTime() / 1000;
var birdLifetime = 20; // lifetime of the birds in seconds!
var range = 1.0; // Over what distance in meters do you want the flock to fly around
var frame = 0;
var moving = false;
var tweeting = 0;
var CHANCE_OF_MOVING = 0.1;
var CHANCE_OF_TWEETING = 0.05;
@ -74,14 +44,21 @@ var BIRD_GRAVITY = -0.1;
var BIRD_FLAP_SPEED = 10.0;
var BIRD_VELOCITY = 0.5;
var myPosition = MyAvatar.position;
var targetPosition = myPosition;
var range = 1.0; // Distance around avatar where I can move
var particleID;
var birdParticleIDs = [];
var birdTweetSounds = [];
var previousFlapOffsets = [];
// This is our Bird object
function Bird (particleID, tweetSound, targetPosition) {
this.particleID = particleID;
this.tweetSound = tweetSound;
this.previousFlapOffset = 0;
this.targetPosition = targetPosition;
this.moving = false;
this.tweeting = -1;
}
// Array of birds
var birds = [];
function addBird()
{
@ -111,22 +88,19 @@ function addBird()
color = { red: 50, green: 67, blue: 144 };
size = 0.15;
}
size = 10000;
var properties = {
lifetime: birdLifetime,
position: randVector(-range, range),
position: Vec3.sum(randVector(-range, range), myPosition),
velocity: { x: 0, y: 0, z: 0 },
gravity: { x: 0, y: BIRD_GRAVITY, z: 0 },
radius : size,
color: color
};
previousFlapOffsets.push(0.0);
birdTweetSounds.push(tweet);
birdParticleIDs.push(Particles.addParticle(properties));
birds.push(new Bird(Particles.addParticle(properties), tweet, properties.position));
}
var numBirds = 1;
var numBirds = 30;
// Generate the birds
for (var i = 0; i < numBirds; i++) {
@ -152,26 +126,26 @@ function updateBirds(deltaTime) {
// Update all the birds
for (var i = 0; i < numBirds; i++) {
particleID = birdParticleIDs[i];
particleID = birds[i].particleID;
var properties = Particles.getParticleProperties(particleID);
// Tweeting behavior
if (tweeting == 0) {
if (birds[i].tweeting == 0) {
if (Math.random() < CHANCE_OF_TWEETING) {
var options = new AudioInjectionOptions();
options.position = properties.position;
options.volume = 0.75;
Audio.playSound(birdTweetSounds[i], options);
tweeting = 10;
Audio.playSound(birds[i].tweetSound, options);
birds[i].tweeting = 10;
}
} else {
tweeting -= 1;
birds[i].tweeting -= 1;
}
// Begin movement by getting a target
if (moving == false) {
if (birds[i].moving == false) {
if (Math.random() < CHANCE_OF_MOVING) {
targetPosition = vPlus(randVector(-range, range), myPosition);
var targetPosition = Vec3.sum(randVector(-range, range), myPosition);
if (targetPosition.x < 0) {
targetPosition.x = 0;
@ -192,26 +166,28 @@ function updateBirds(deltaTime) {
targetPosition.z = TREE_SCALE;
}
moving = true;
birds[i].targetPosition = targetPosition;
birds[i].moving = true;
}
}
// If we are moving, move towards the target
if (moving) {
var desiredVelocity = vMinus(targetPosition, properties.position);
desiredVelocity = vScalarMult(vNormalize(desiredVelocity), BIRD_VELOCITY);
if (birds[i].moving) {
var desiredVelocity = Vec3.subtract(birds[i].targetPosition, properties.position);
desiredVelocity = vScalarMult(Vec3.normalize(desiredVelocity), BIRD_VELOCITY);
properties.velocity = vInterpolate(properties.velocity, desiredVelocity, 0.2);
// If we are near the target, we should get a new target
if (vLength(vMinus(properties.position, targetPosition)) < (properties.radius / 5.0)) {
moving = false;
if (Vec3.length(Vec3.subtract(properties.position, birds[i].targetPosition)) < (properties.radius / 5.0)) {
birds[i].moving = false;
}
}
// Use a cosine wave offset to make it look like its flapping.
var offset = Math.cos(nowTimeInSeconds * BIRD_FLAP_SPEED) * properties.radius;
properties.position.y = properties.position.y + (offset - previousFlapOffsets[i]);
properties.position.y = properties.position.y + (offset - birds[i].previousFlapOffset);
// Change position relative to previous offset.
previousFlapOffsets[i] = offset;
birds[i].previousFlapOffset = offset;
// Update the particle
Particles.editParticle(particleID, properties);