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123 lines
5.2 KiB
JavaScript
123 lines
5.2 KiB
JavaScript
//
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// planets.js
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//
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// Created by Philip Rosedale on January 26, 2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Some planets are created in front of you. A physical object shot or thrown between them will move
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// correctly.
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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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//
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var MAX_RANGE = 75.0;
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var MAX_TRANSLATION = MAX_RANGE / 20.0;
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var LIFETIME = 600;
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var DAMPING = 0.0;
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var G = 3.0;
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// In this section, setup where you want your 'Planets' that will exert gravity on the
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// smaller test particles. Use the first one for the simplest 'planets around sun' simulation.
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// Add additional planets to make things a lot more complicated!
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var planetTypes = [];
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planetTypes.push({ radius: 15, red: 0, green: 0, blue: 255, x: 0.0, y:0, z: 0.0 });
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//planetTypes.push({ radius: 10, red: 0, green: 255, blue: 0, x: 0.60, y:0, z: 0.60 });
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//planetTypes.push({ radius: 10, red: 0, green: 0, blue: 255, x: 0.75, y:0, z: 0.75 });
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//planetTypes.push({ radius: 5, red: 255, green: 0, blue: 0, x: 0.25, y:0, z: 0.25 });
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//planetTypes.push({ radius: 5, red: 0, green: 255, blue: 255, x: 0, y:0, z: 0 });
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(MAX_RANGE, Quat.getFront(Camera.getOrientation())));
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var NUM_INITIAL_PARTICLES = 200;
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var PARTICLE_MIN_SIZE = 0.50;
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var PARTICLE_MAX_SIZE = 1.50;
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var INITIAL_VELOCITY = 5.0;
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var DEGREES_TO_RADIANS = Math.PI / 180.0;
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var planets = [];
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var particles = [];
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// Create planets that will extert gravity on test particles
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for (var i = 0; i < planetTypes.length; i++) {
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// NOTE: rotationalVelocity is in radians/sec
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var rotationalVelocity = (10 + Math.random() * 60) * DEGREES_TO_RADIANS;
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var position = { x: planetTypes[i].x, y: planetTypes[i].y, z: planetTypes[i].z };
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position = Vec3.multiply(MAX_RANGE / 2, position);
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position = Vec3.sum(center, position);
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planets.push(Entities.addEntity(
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{ type: "Sphere",
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position: position,
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dimensions: { x: planetTypes[i].radius, y: planetTypes[i].radius, z: planetTypes[i].radius },
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color: { red: planetTypes[i].red, green: planetTypes[i].green, blue: planetTypes[i].blue },
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gravity: { x: 0, y: 0, z: 0 },
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angularVelocity: { x: 0, y: rotationalVelocity, z: 0 },
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angularDamping: 0.0,
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ignoreCollisions: false,
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lifetime: LIFETIME,
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dynamic: false }));
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}
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Script.setTimeout(createParticles, 1000);
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function createParticles() {
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// Create initial test particles that will move according to gravity from the planets
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for (var i = 0; i < NUM_INITIAL_PARTICLES; i++) {
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var radius = PARTICLE_MIN_SIZE + Math.random() * PARTICLE_MAX_SIZE;
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var gray = Math.random() * 155;
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var whichPlanet = Math.floor(Math.random() * planets.length);
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var position = { x: (Math.random() - 0.5) * MAX_RANGE, y: (Math.random() - 0.5) * MAX_TRANSLATION, z: (Math.random() - 0.5) * MAX_RANGE };
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var separation = Vec3.length(position);
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particles.push(Entities.addEntity(
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{ type: "Sphere",
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position: Vec3.sum(center, position),
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dimensions: { x: radius, y: radius, z: radius },
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color: { red: 100 + gray, green: 100 + gray, blue: 100 + gray },
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gravity: { x: 0, y: 0, z: 0 },
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angularVelocity: { x: 0, y: 0, z: 0 },
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velocity: Vec3.multiply(INITIAL_VELOCITY * Math.sqrt(separation), Vec3.normalize(Vec3.cross(position, { x: 0, y: 1, z: 0 }))),
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ignoreCollisions: false,
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damping: DAMPING,
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lifetime: LIFETIME,
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dynamic: true }));
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}
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Script.update.connect(update);
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}
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function scriptEnding() {
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for (var i = 0; i < planetTypes.length; i++) {
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Entities.deleteEntity(planets[i]);
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}
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for (var i = 0; i < particles.length; i++) {
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Entities.deleteEntity(particles[i]);
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}
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}
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function update(deltaTime) {
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// Apply gravitational force from planets
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for (var t = 0; t < particles.length; t++) {
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var properties1 = Entities.getEntityProperties(particles[t]);
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var velocity = properties1.velocity;
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var vColor = Vec3.length(velocity) / 50 * 255;
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var dV = { x:0, y:0, z:0 };
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var mass1 = Math.pow(properties1.dimensions.x / 2.0, 3.0);
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for (var p = 0; p < planets.length; p++) {
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var properties2 = Entities.getEntityProperties(planets[p]);
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var mass2 = Math.pow(properties2.dimensions.x / 2.0, 3.0);
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var between = Vec3.subtract(properties1.position, properties2.position);
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var separation = Vec3.length(between);
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dV = Vec3.sum(dV, Vec3.multiply(-G * mass1 * mass2 / separation, Vec3.normalize(between)));
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}
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if (Math.random() < 0.1) {
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Entities.editEntity(particles[t], { color: { red: vColor, green: 100, blue: (255 - vColor) }, velocity: Vec3.sum(velocity, Vec3.multiply(deltaTime, dV))});
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} else {
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Entities.editEntity(particles[t], { velocity: Vec3.sum(velocity, Vec3.multiply(deltaTime, dV))});
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}
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}
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}
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Script.scriptEnding.connect(scriptEnding);
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