flock of butterflies as entities

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ZappoMan 2014-09-03 19:41:53 -07:00
parent 31716697c0
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//
// butterflyFlockTest1.js
//
//
// Created by Adrian McCarlie on August 2, 2014
// Copyright 2014 High Fidelity, Inc.
//
// This sample script creates a swarm of butterfly Entities that fly around the avatar.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
// 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 printVector(v) {
print(v.x + ", " + v.y + ", " + v.z + "\n");
}
// Create a random vector with individual lengths between a,b
function randVector(a, b) {
var rval = { x: a + Math.random() * (b - a), y: a + Math.random() * (b - a), z: a + Math.random() * (b - a) };
return rval;
}
// 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 };
return rval;
}
var startTimeInSeconds = new Date().getTime() / 1000;
var lifeTime = 60; // lifetime of the butterflies in seconds!
var range = 1.0; // Over what distance in meters do you want the flock to fly around
var frame = 0;
var CHANCE_OF_MOVING = 0.9;
var BUTTERFLY_GRAVITY = 0;//-0.06;
var BUTTERFLY_FLAP_SPEED = 1.0;
var BUTTERFLY_VELOCITY = 0.55;
var myPosition = MyAvatar.position;
var pitch = 0.0;//experimental
var yaw = 0.0;//experimental
var roll = 0.0; //experimental
var rotation = Quat.fromPitchYawRollDegrees(pitch, yaw, roll);//experimental
// This is our butterfly object
function defineButterfly (entityID, targetPosition ) {
this.entityID = entityID;
this.previousFlapOffset = 0;
this.targetPosition = targetPosition;
this.moving = false;
}
// Array of butterflies
var butterflies = [];
var numButterflies = 20;
function addButterfly( ){
// Decide the size of butterfly
var color = { red: 100, green: 100, blue: 100 };
var size = 0;
var which = Math.random();
if (which < 0.2) {
size = 0.08;
} else if (which < 0.4) {
size = 0.09;
} else if (which < 0.6) {
size = 0.8;
} else if (which < 0.8) {
size = 0.8;
} else {
size = 0.8;
}
myPosition = MyAvatar.position;
// if ( frame < numButterflies){
// myPosition = {x: myPosition.x, y: myPosition.y, z: myPosition.z };
// }
var properties = {
type: "Model",
lifetime: lifeTime,
position: Vec3.sum(randVector(-range, range), myPosition),
velocity: { x: 0, y: 0.0, z: 0 },
gravity: { x: 0, y: 1.0, z: 0 },
damping: 0.1,
radius : size,
color: color,
rotation: rotation,
//animationURL: "http://business.ozblog.me/objects/butterfly/newButterfly6.fbx",
//animationIsPlaying: true,
modelURL: "http://business.ozblog.me/objects/butterfly/newButterfly6.fbx"
};
properties.position.z = properties.position.z+1;
butterflies.push(new defineButterfly(Entities.addEntity(properties), properties.position));
}
// Generate the butterflies
for (var i = 0; i < numButterflies; i++) {
addButterfly();
}
// Main update function
function updateButterflies(deltaTime) {
// Check to see if we've been running long enough that our butterflies are dead
var nowTimeInSeconds = new Date().getTime() / 1000;
if ((nowTimeInSeconds - startTimeInSeconds) >= lifeTime) {
// print("our butterflies are dying, stop our script");
Script.stop();
return;
}
frame++;
// Only update every third frame
if ((frame % 3) == 0) {
myPosition = MyAvatar.position;
// Update all the butterflies
for (var i = 0; i < numButterflies; i++) {
entityID = butterflies[i].entityID;
var properties = Entities.getEntityProperties(entityID);
if (properties.position.y > myPosition.y + getRandomFloat(0.0,0.3)){ //0.3 //ceiling
properties.gravity.y = - 3.0;
properties.damping.y = 1.0;
properties.velocity.y = 0;
properties.velocity.x = properties.velocity.x;
properties.velocity.z = properties.velocity.z;
if (properties.velocity.x < 0.5){
butterflies[i].moving = false;
}
if (properties.velocity.z < 0.5){
butterflies[i].moving = false;
}
}
if (properties.velocity.y <= -0.2) {
properties.velocity.y = 0.22;
properties.velocity.x = properties.velocity.x;
properties.velocity.z = properties.velocity.z;
}
if (properties.position.y < myPosition.y - getRandomFloat(0.0,0.3)) { //-0.3 // floor
properties.velocity.y = 0.9;
properties.gravity.y = - 4.0;
properties.velocity.x = properties.velocity.x;
properties.velocity.z = properties.velocity.z;
if (properties.velocity.x < 0.5){
butterflies[i].moving = false;
}
if (properties.velocity.z < 0.5){
butterflies[i].moving = false;
}
}
// Begin movement by getting a target
if (butterflies[i].moving == false) {
if (Math.random() < CHANCE_OF_MOVING) {
var targetPosition = Vec3.sum(randVector(-range, range), myPosition);
if (targetPosition.x < 0) {
targetPosition.x = 0;
}
if (targetPosition.y < 0) {
targetPosition.y = 0;
}
if (targetPosition.z < 0) {
targetPosition.z = 0;
}
if (targetPosition.x > TREE_SCALE) {
targetPosition.x = TREE_SCALE;
}
if (targetPosition.y > TREE_SCALE) {
targetPosition.y = TREE_SCALE;
}
if (targetPosition.z > TREE_SCALE) {
targetPosition.z = TREE_SCALE;
}
butterflies[i].targetPosition = targetPosition;
butterflies[i].moving = true;
}
}
// If we are moving, move towards the target
if (butterflies[i].moving) {
var holding = properties.velocity.y;
var desiredVelocity = Vec3.subtract(butterflies[i].targetPosition, properties.position);
desiredVelocity = vScalarMult(Vec3.normalize(desiredVelocity), BUTTERFLY_VELOCITY);
properties.velocity = vInterpolate(properties.velocity, desiredVelocity, 0.2);
properties.velocity.y = holding ;
// If we are near the target, we should get a new target
if (Vec3.length(Vec3.subtract(properties.position, butterflies[i].targetPosition)) < (properties.radius / 1.0)) {
butterflies[i].moving = false;
}
var yawRads = Math.atan2(properties.velocity.z, properties.velocity.x);
yawRads = yawRads + Math.PI / 2.0;
var newOrientation = Quat.fromPitchYawRollRadians(0.0, yawRads, 0.0);
properties.rotation = newOrientation;
}
// Use a cosine wave offset to make it look like its flapping.
var offset = Math.cos(nowTimeInSeconds * BUTTERFLY_FLAP_SPEED) * (properties.radius);
properties.position.y = properties.position.y + (offset - butterflies[i].previousFlapOffset);
// Change position relative to previous offset.
butterflies[i].previousFlapOffset = offset;
Entities.editEntity(entityID, properties);
}
}
}
// register the call back so it fires before each data send
Script.update.connect(updateButterflies);