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Merge pull request #6978 from PhilipRosedale/flocking
Fish Tank flocking example - FlockOfFish.js
This commit is contained in:
commit
ffe7a0eaf1
3 changed files with 234 additions and 32 deletions
182
examples/FlockOfFish.js
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182
examples/FlockOfFish.js
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//
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// flockOfFish.js
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// examples
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//
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// Philip Rosedale
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// Copyright 2016 High Fidelity, Inc.
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// Fish smimming around in a space in front of you
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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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var LIFETIME = 300; // Fish live for 5 minutes
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var NUM_FISH = 20;
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var TANK_WIDTH = 3.0;
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var TANK_HEIGHT = 1.0;
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var FISH_WIDTH = 0.03;
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var FISH_LENGTH = 0.15;
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var MAX_SIGHT_DISTANCE = 0.8;
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var MIN_SEPARATION = 0.15;
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var AVOIDANCE_FORCE = 0.2;
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var COHESION_FORCE = 0.05;
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var ALIGNMENT_FORCE = 0.05;
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var SWIMMING_FORCE = 0.05;
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var SWIMMING_SPEED = 1.5;
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var fishLoaded = false;
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var fish = [];
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var lowerCorner = { x: 0, y: 0, z: 0 };
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var upperCorner = { x: 0, y: 0, z: 0 };
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function randomVector(scale) {
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return { x: Math.random() * scale - scale / 2.0, y: Math.random() * scale - scale / 2.0, z: Math.random() * scale - scale / 2.0 };
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}
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function updateFish(deltaTime) {
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if (!Entities.serversExist() || !Entities.canRez()) {
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return;
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}
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if (!fishLoaded) {
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loadFish(NUM_FISH);
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fishLoaded = true;
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return;
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}
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var averageVelocity = { x: 0, y: 0, z: 0 };
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var averagePosition = { x: 0, y: 0, z: 0 };
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var birdPositionsCounted = 0;
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var birdVelocitiesCounted = 0;
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// First pre-load an array with properties on all the other fish so our per-fish loop
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// isn't doing it.
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var flockProperties = [];
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for (var i = 0; i < fish.length; i++) {
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var otherProps = Entities.getEntityProperties(fish[i].entityId, ["position", "velocity", "rotation"]);
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flockProperties.push(otherProps);
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}
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for (var i = 0; i < fish.length; i++) {
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if (fish[i].entityId) {
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// Get only the properties we need, because that is faster
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var properties = flockProperties[i];
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// If fish has been deleted, bail
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if (properties.id != fish[i].entityId) {
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fish[i].entityId = false;
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return;
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}
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// Store old values so we can check if they have changed enough to update
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var velocity = { x: properties.velocity.x, y: properties.velocity.y, z: properties.velocity.z };
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var position = { x: properties.position.x, y: properties.position.y, z: properties.position.z };
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averageVelocity = { x: 0, y: 0, z: 0 };
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averagePosition = { x: 0, y: 0, z: 0 };
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var othersCounted = 0;
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for (var j = 0; j < fish.length; j++) {
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if (i != j) {
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// Get only the properties we need, because that is faster
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var otherProps = flockProperties[j];
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var separation = Vec3.distance(properties.position, otherProps.position);
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if (separation < MAX_SIGHT_DISTANCE) {
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averageVelocity = Vec3.sum(averageVelocity, otherProps.velocity);
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averagePosition = Vec3.sum(averagePosition, otherProps.position);
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othersCounted++;
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}
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if (separation < MIN_SEPARATION) {
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var pushAway = Vec3.multiply(Vec3.normalize(Vec3.subtract(properties.position, otherProps.position)), AVOIDANCE_FORCE);
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velocity = Vec3.sum(velocity, pushAway);
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}
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}
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}
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if (othersCounted > 0) {
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averageVelocity = Vec3.multiply(averageVelocity, 1.0 / othersCounted);
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averagePosition = Vec3.multiply(averagePosition, 1.0 / othersCounted);
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// Alignment: Follow group's direction and speed
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velocity = Vec3.mix(velocity, Vec3.multiply(Vec3.normalize(averageVelocity), Vec3.length(velocity)), ALIGNMENT_FORCE);
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// Cohesion: Steer towards center of flock
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var towardCenter = Vec3.subtract(averagePosition, position);
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velocity = Vec3.mix(velocity, Vec3.multiply(Vec3.normalize(towardCenter), Vec3.length(velocity)), COHESION_FORCE);
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}
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// Try to swim at a constant speed
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velocity = Vec3.mix(velocity, Vec3.multiply(Vec3.normalize(velocity), SWIMMING_SPEED), SWIMMING_FORCE);
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// Keep fish in their 'tank'
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if (position.x < lowerCorner.x) {
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position.x = lowerCorner.x;
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velocity.x *= -1.0;
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} else if (position.x > upperCorner.x) {
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position.x = upperCorner.x;
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velocity.x *= -1.0;
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}
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if (position.y < lowerCorner.y) {
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position.y = lowerCorner.y;
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velocity.y *= -1.0;
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} else if (position.y > upperCorner.y) {
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position.y = upperCorner.y;
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velocity.y *= -1.0;
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}
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if (position.z < lowerCorner.z) {
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position.z = lowerCorner.z;
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velocity.z *= -1.0;
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} else if (position.z > upperCorner.z) {
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position.z = upperCorner.z;
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velocity.z *= -1.0;
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}
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// Orient in direction of velocity
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var rotation = Quat.rotationBetween(Vec3.UNIT_NEG_Z, velocity);
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var VELOCITY_FOLLOW_RATE = 0.30;
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// Only update properties if they have changed, to save bandwidth
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var MIN_POSITION_CHANGE_FOR_UPDATE = 0.001;
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if (Vec3.distance(properties.position, position) < MIN_POSITION_CHANGE_FOR_UPDATE) {
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Entities.editEntity(fish[i].entityId, { velocity: velocity, rotation: Quat.mix(properties.rotation, rotation, VELOCITY_FOLLOW_RATE) });
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} else {
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Entities.editEntity(fish[i].entityId, { position: position, velocity: velocity, rotation: Quat.slerp(properties.rotation, rotation, VELOCITY_FOLLOW_RATE) });
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}
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}
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}
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}
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// Connect a call back that happens every frame
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Script.update.connect(updateFish);
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// Delete our little friends if script is stopped
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Script.scriptEnding.connect(function() {
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for (var i = 0; i < fish.length; i++) {
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Entities.deleteEntity(fish[i].entityId);
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}
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});
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var STARTING_FRACTION = 0.25;
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function loadFish(howMany) {
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), 2 * TANK_WIDTH));
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lowerCorner = { x: center.x - TANK_WIDTH / 2, y: center.y, z: center.z - TANK_WIDTH / 2 };
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upperCorner = { x: center.x + TANK_WIDTH / 2, y: center.y + TANK_HEIGHT, z: center.z + TANK_WIDTH / 2 };
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for (var i = 0; i < howMany; i++) {
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var position = {
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x: lowerCorner.x + (upperCorner.x - lowerCorner.x) / 2.0 + (Math.random() - 0.5) * (upperCorner.x - lowerCorner.x) * STARTING_FRACTION,
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y: lowerCorner.y + (upperCorner.y - lowerCorner.y) / 2.0 + (Math.random() - 0.5) * (upperCorner.y - lowerCorner.y) * STARTING_FRACTION,
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z: lowerCorner.z + (upperCorner.z - lowerCorner.x) / 2.0 + (Math.random() - 0.5) * (upperCorner.z - lowerCorner.z) * STARTING_FRACTION
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};
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fish.push({
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entityId: Entities.addEntity({
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type: "Box",
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position: position,
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rotation: { x: 0, y: 0, z: 0, w: 1 },
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dimensions: { x: FISH_WIDTH, y: FISH_WIDTH, z: FISH_LENGTH },
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velocity: { x: SWIMMING_SPEED, y: SWIMMING_SPEED, z: SWIMMING_SPEED },
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damping: 0.0,
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dynamic: false,
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lifetime: LIFETIME,
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color: { red: 0, green: 255, blue: 255 }
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})
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});
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}
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}
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@ -12,7 +12,7 @@
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// The rectangular area in the domain where the flock will fly
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var lowerCorner = { x: 0, y: 0, z: 0 };
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var upperCorner = { x: 10, y: 10, z: 10 };
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var upperCorner = { x: 30, y: 10, z: 30 };
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var STARTING_FRACTION = 0.25;
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var NUM_BIRDS = 50;
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var COHESION_FORCE = 1.0;
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var MAX_COHESION_VELOCITY = 0.5;
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var followBirds = true;
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var followBirds = false;
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var AVATAR_FOLLOW_RATE = 0.001;
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var AVATAR_FOLLOW_VELOCITY_TIMESCALE = 2.0;
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var AVATAR_FOLLOW_ORIENTATION_RATE = 0.005;
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@ -41,6 +41,8 @@ var PICK_WITH_HAND_RAY = true;
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var DISTANCE_HOLDING_RADIUS_FACTOR = 3.5; // multiplied by distance between hand and object
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var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position
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var DISTANCE_HOLDING_UNITY_MASS = 1200; // The mass at which the distance holding action timeframe is unmodified
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var DISTANCE_HOLDING_UNITY_DISTANCE = 6; // The distance at which the distance holding action timeframe is unmodified
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var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
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var MOVE_WITH_HEAD = true; // experimental head-control of distantly held objects
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var FAR_TO_NEAR_GRAB_PADDING_FACTOR = 1.2;
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@ -114,7 +116,9 @@ var GRABBABLE_PROPERTIES = [
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"name",
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"shapeType",
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"parentID",
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"parentJointIndex"
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"parentJointIndex",
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"density",
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"dimensions"
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];
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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@ -295,7 +299,7 @@ function MyController(hand) {
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this.rawBumperValue = 0;
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//for visualizations
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this.overlayLine = null;
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this.particleBeam = null;
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this.particleBeamObject = null;
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//for lights
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this.spotlight = null;
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this.handleDistantParticleBeam = function(handPosition, objectPosition, color) {
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var handToObject = Vec3.subtract(objectPosition, handPosition);
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var finalRotation = Quat.rotationBetween(Vec3.multiply(-1, Vec3.UP), handToObject);
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var finalRotationObject = Quat.rotationBetween(Vec3.multiply(-1, Vec3.UP), handToObject);
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var distance = Vec3.distance(handPosition, objectPosition);
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var speed = 5;
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var speed = distance * 3;
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var spread = 0;
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var lifespan = distance / speed;
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if (this.particleBeam === null) {
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this.createParticleBeam(objectPosition, finalRotation, color, speed, spread, lifespan);
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if (this.particleBeamObject === null) {
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this.createParticleBeam(objectPosition, finalRotationObject, color, speed, spread, lifespan);
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} else {
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this.updateParticleBeam(objectPosition, finalRotation, color, speed, spread, lifespan);
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this.updateParticleBeam(objectPosition, finalRotationObject, color, speed, spread, lifespan);
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}
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};
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this.createParticleBeam = function(position, orientation, color, speed, spread, lifespan) {
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this.createParticleBeam = function(positionObject, orientationObject, color, speed, spread, lifespan) {
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var particleBeamProperties = {
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var particleBeamPropertiesObject = {
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type: "ParticleEffect",
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isEmitting: true,
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position: position,
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position: positionObject,
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visible: false,
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lifetime: 60,
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"name": "Particle Beam",
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"color": color,
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"maxParticles": 2000,
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"lifespan": lifespan,
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"emitRate": 50,
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"emitRate": 1000,
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"emitSpeed": speed,
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"speedSpread": spread,
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"emitOrientation": {
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@ -544,26 +546,25 @@ function MyController(hand) {
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"additiveBlending": 0,
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"textures": "https://hifi-content.s3.amazonaws.com/alan/dev/textures/grabsprite-3.png"
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}
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this.particleBeam = Entities.addEntity(particleBeamProperties);
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this.particleBeamObject = Entities.addEntity(particleBeamPropertiesObject);
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};
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this.updateParticleBeam = function(position, orientation, color, speed, spread, lifespan) {
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Entities.editEntity(this.particleBeam, {
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rotation: orientation,
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position: position,
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this.updateParticleBeam = function(positionObject, orientationObject, color, speed, spread, lifespan) {
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Entities.editEntity(this.particleBeamObject, {
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rotation: orientationObject,
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position: positionObject,
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visible: true,
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color: color,
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emitSpeed: speed,
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speedSpread: spread,
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lifespan: lifespan
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})
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};
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this.renewParticleBeamLifetime = function() {
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var props = Entities.getEntityProperties(this.particleBeam, "age");
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Entities.editEntity(this.particleBeam, {
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var props = Entities.getEntityProperties(this.particleBeamObject, "age");
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Entities.editEntity(this.particleBeamObject, {
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lifetime: TEMPORARY_PARTICLE_BEAM_LIFETIME + props.age // renew lifetime
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})
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}
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@ -684,9 +685,9 @@ function MyController(hand) {
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};
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this.particleBeamOff = function() {
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if (this.particleBeam !== null) {
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Entities.deleteEntity(this.particleBeam);
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this.particleBeam = null;
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if (this.particleBeamObject !== null) {
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Entities.deleteEntity(this.particleBeamObject);
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this.particleBeamObject = null;
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}
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}
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@ -864,6 +865,7 @@ function MyController(hand) {
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// too far away, don't grab
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continue;
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}
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if (distance < minDistance) {
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this.grabbedEntity = candidateEntities[i];
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minDistance = distance;
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@ -932,6 +934,18 @@ function MyController(hand) {
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}
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};
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this.distanceGrabTimescale = function(mass, distance) {
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var timeScale = DISTANCE_HOLDING_ACTION_TIMEFRAME * mass / DISTANCE_HOLDING_UNITY_MASS * distance / DISTANCE_HOLDING_UNITY_DISTANCE;
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if (timeScale < DISTANCE_HOLDING_ACTION_TIMEFRAME) {
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timeScale = DISTANCE_HOLDING_ACTION_TIMEFRAME;
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}
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return timeScale;
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}
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this.getMass = function(dimensions, density) {
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return (dimensions.x * dimensions.y * dimensions.z) * density;
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}
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this.distanceHolding = function() {
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var handControllerPosition = (this.hand === RIGHT_HAND) ? MyAvatar.rightHandPosition : MyAvatar.leftHandPosition;
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var controllerHandInput = (this.hand === RIGHT_HAND) ? Controller.Standard.RightHand : Controller.Standard.LeftHand;
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@ -953,12 +967,17 @@ function MyController(hand) {
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this.radiusScalar = 1.0;
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}
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// compute the mass for the purpose of energy and how quickly to move object
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this.mass = this.getMass(grabbedProperties.dimensions, grabbedProperties.density);
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var distanceToObject = Vec3.length(Vec3.subtract(MyAvatar.position, grabbedProperties.position));
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var timeScale = this.distanceGrabTimescale(this.mass, distanceToObject);
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this.actionID = NULL_UUID;
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this.actionID = Entities.addAction("spring", this.grabbedEntity, {
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targetPosition: this.currentObjectPosition,
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linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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linearTimeScale: timeScale,
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targetRotation: this.currentObjectRotation,
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angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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angularTimeScale: timeScale,
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tag: getTag(),
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ttl: ACTION_TTL
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});
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@ -1135,11 +1154,12 @@ function MyController(hand) {
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this.handleSpotlight(this.grabbedEntity);
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}
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var distanceToObject = Vec3.length(Vec3.subtract(MyAvatar.position, this.currentObjectPosition));
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var success = Entities.updateAction(this.grabbedEntity, this.actionID, {
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targetPosition: targetPosition,
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linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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linearTimeScale: this.distanceGrabTimescale(this.mass, distanceToObject),
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targetRotation: this.currentObjectRotation,
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angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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angularTimeScale: this.distanceGrabTimescale(this.mass, distanceToObject),
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ttl: ACTION_TTL
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});
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if (success) {
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@ -1607,7 +1627,7 @@ function MyController(hand) {
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this.cleanup = function() {
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this.release();
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Entities.deleteEntity(this.particleBeam);
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Entities.deleteEntity(this.particleBeamObject);
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Entities.deleteEntity(this.spotLight);
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Entities.deleteEntity(this.pointLight);
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};
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