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Fixed and tested particle birds
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1 changed files with 32 additions and 56 deletions
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@ -11,23 +11,12 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Normalizes a vector to unit length
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function vNormalize(v) {
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var length = vLength(v);
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var rval = { x: v.x / length, y: v.y / length, z: v.z / length };
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return rval;
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}
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// Multiply vector by scalar
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function vScalarMult(v, s) {
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var rval = { x: v.x * s, y: v.y * s, z: v.z * s };
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return rval;
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}
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function vLength(v) {
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return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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}
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function printVector(v) {
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print(v.x + ", " + v.y + ", " + v.z + "\n");
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}
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@ -37,23 +26,6 @@ function randVector(a, b) {
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return rval;
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}
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function vMinus(a, b) {
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var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
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return rval;
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}
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function vPlus(a, b) {
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var rval = { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
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return rval;
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}
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function vCopy(a, b) {
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a.x = b.x;
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a.y = b.y;
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a.z = b.z;
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return;
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}
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// Returns a vector which is fraction of the way between a and b
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function vInterpolate(a, b, fraction) {
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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 };
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@ -65,8 +37,6 @@ var startTimeInSeconds = new Date().getTime() / 1000;
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var birdLifetime = 20; // lifetime of the birds in seconds!
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var range = 1.0; // Over what distance in meters do you want the flock to fly around
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var frame = 0;
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var moving = false;
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var tweeting = 0;
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var CHANCE_OF_MOVING = 0.1;
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var CHANCE_OF_TWEETING = 0.05;
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@ -74,14 +44,21 @@ var BIRD_GRAVITY = -0.1;
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var BIRD_FLAP_SPEED = 10.0;
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var BIRD_VELOCITY = 0.5;
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var myPosition = MyAvatar.position;
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var targetPosition = myPosition;
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var range = 1.0; // Distance around avatar where I can move
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var particleID;
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var birdParticleIDs = [];
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var birdTweetSounds = [];
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var previousFlapOffsets = [];
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// This is our Bird object
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function Bird (particleID, tweetSound, targetPosition) {
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this.particleID = particleID;
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this.tweetSound = tweetSound;
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this.previousFlapOffset = 0;
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this.targetPosition = targetPosition;
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this.moving = false;
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this.tweeting = -1;
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}
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// Array of birds
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var birds = [];
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function addBird()
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{
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@ -111,22 +88,19 @@ function addBird()
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color = { red: 50, green: 67, blue: 144 };
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size = 0.15;
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}
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size = 10000;
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var properties = {
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lifetime: birdLifetime,
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position: randVector(-range, range),
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position: Vec3.sum(randVector(-range, range), myPosition),
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velocity: { x: 0, y: 0, z: 0 },
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gravity: { x: 0, y: BIRD_GRAVITY, z: 0 },
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radius : size,
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color: color
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};
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previousFlapOffsets.push(0.0);
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birdTweetSounds.push(tweet);
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birdParticleIDs.push(Particles.addParticle(properties));
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birds.push(new Bird(Particles.addParticle(properties), tweet, properties.position));
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}
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var numBirds = 1;
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var numBirds = 30;
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// Generate the birds
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for (var i = 0; i < numBirds; i++) {
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@ -152,26 +126,26 @@ function updateBirds(deltaTime) {
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// Update all the birds
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for (var i = 0; i < numBirds; i++) {
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particleID = birdParticleIDs[i];
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particleID = birds[i].particleID;
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var properties = Particles.getParticleProperties(particleID);
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// Tweeting behavior
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if (tweeting == 0) {
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if (birds[i].tweeting == 0) {
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if (Math.random() < CHANCE_OF_TWEETING) {
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var options = new AudioInjectionOptions();
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options.position = properties.position;
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options.volume = 0.75;
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Audio.playSound(birdTweetSounds[i], options);
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tweeting = 10;
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Audio.playSound(birds[i].tweetSound, options);
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birds[i].tweeting = 10;
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}
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} else {
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tweeting -= 1;
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birds[i].tweeting -= 1;
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}
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// Begin movement by getting a target
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if (moving == false) {
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if (birds[i].moving == false) {
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if (Math.random() < CHANCE_OF_MOVING) {
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targetPosition = vPlus(randVector(-range, range), myPosition);
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var targetPosition = Vec3.sum(randVector(-range, range), myPosition);
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if (targetPosition.x < 0) {
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targetPosition.x = 0;
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@ -192,26 +166,28 @@ function updateBirds(deltaTime) {
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targetPosition.z = TREE_SCALE;
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}
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moving = true;
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birds[i].targetPosition = targetPosition;
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birds[i].moving = true;
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}
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}
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// If we are moving, move towards the target
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if (moving) {
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var desiredVelocity = vMinus(targetPosition, properties.position);
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desiredVelocity = vScalarMult(vNormalize(desiredVelocity), BIRD_VELOCITY);
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if (birds[i].moving) {
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var desiredVelocity = Vec3.subtract(birds[i].targetPosition, properties.position);
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desiredVelocity = vScalarMult(Vec3.normalize(desiredVelocity), BIRD_VELOCITY);
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properties.velocity = vInterpolate(properties.velocity, desiredVelocity, 0.2);
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// If we are near the target, we should get a new target
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if (vLength(vMinus(properties.position, targetPosition)) < (properties.radius / 5.0)) {
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moving = false;
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if (Vec3.length(Vec3.subtract(properties.position, birds[i].targetPosition)) < (properties.radius / 5.0)) {
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birds[i].moving = false;
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}
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}
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// Use a cosine wave offset to make it look like its flapping.
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var offset = Math.cos(nowTimeInSeconds * BIRD_FLAP_SPEED) * properties.radius;
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properties.position.y = properties.position.y + (offset - previousFlapOffsets[i]);
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properties.position.y = properties.position.y + (offset - birds[i].previousFlapOffset);
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// Change position relative to previous offset.
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previousFlapOffsets[i] = offset;
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birds[i].previousFlapOffset = offset;
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// Update the particle
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Particles.editParticle(particleID, properties);
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