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update headMove to have optional concept of a room that we cannot escape, update and rename butterflies script
This commit is contained in:
parent
c9ed83ac14
commit
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4 changed files with 309 additions and 10 deletions
234
examples/butterflies.js
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234
examples/butterflies.js
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//
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// butterflies.js
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//
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//
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// Created by Adrian McCarlie on August 2, 2014
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// Modified by Brad Hefta-Gaub to use Entities on Sept. 3, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
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// This sample script creates a swarm of butterfly entities that fly around the avatar.
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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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function getRandomFloat(min, max) {
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return Math.random() * (max - min) + min;
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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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// Create a random vector with individual lengths between a,b
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function randVector(a, b) {
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var rval = { x: a + Math.random() * (b - a), y: a + Math.random() * (b - a), z: a + Math.random() * (b - a) };
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return rval;
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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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return rval;
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}
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var startTimeInSeconds = new Date().getTime() / 1000;
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var lifeTime = 600; // lifetime of the butterflies 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 CHANCE_OF_MOVING = 0.9;
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var BUTTERFLY_GRAVITY = 0;//-0.06;
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var BUTTERFLY_FLAP_SPEED = 1.0;
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var BUTTERFLY_VELOCITY = 0.55;
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var DISTANCE_IN_FRONT_OF_ME = 1.5;
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var DISTANCE_ABOVE_ME = 1.0;
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var flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
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Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
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Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
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// set these pitch, yaw, roll to the needed values to orient the model as you want it
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var pitchInDegrees = 270.0;
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var yawInDegrees = 0.0;
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var rollInDegrees = 0.0;
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var pitchInRadians = pitchInDegrees / 180.0 * Math.PI;
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var yawInRadians = yawInDegrees / 180.0 * Math.PI;
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var rollInRadians = rollInDegrees / 180.0 * Math.PI;
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var rotation = Quat.fromPitchYawRollDegrees(pitchInDegrees, yawInDegrees, rollInDegrees);//experimental
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// This is our butterfly object
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function defineButterfly(entityID, targetPosition) {
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this.entityID = entityID;
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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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}
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// Array of butterflies
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var butterflies = [];
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var numButterflies = 20;
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function addButterfly() {
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// Decide the size of butterfly
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var color = { red: 100, green: 100, blue: 100 };
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var size = 0;
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size = 0.06 + Math.random() * 0.2;
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flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
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Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
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Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
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var properties = {
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type: "Model",
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lifetime: lifeTime,
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position: Vec3.sum(randVector(-range, range), flockPosition),
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velocity: { x: 0, y: 0.0, z: 0 },
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gravity: { x: 0, y: 1.0, z: 0 },
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damping: 0.1,
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radius : size,
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color: color,
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rotation: rotation,
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animationURL: "http://business.ozblog.me/objects/butterfly/newButterfly2.fbx",
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animationIsPlaying: true,
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modelURL: "http://business.ozblog.me/objects/butterfly/newButterfly2.fbx"
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};
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properties.position.z = properties.position.z+1;
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butterflies.push(new defineButterfly(Entities.addEntity(properties), properties.position));
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}
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// Generate the butterflies
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for (var i = 0; i < numButterflies; i++) {
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addButterfly();
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}
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// Main update function
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function updateButterflies(deltaTime) {
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// Check to see if we've been running long enough that our butterflies are dead
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var nowTimeInSeconds = new Date().getTime() / 1000;
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if ((nowTimeInSeconds - startTimeInSeconds) >= lifeTime) {
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// print("our butterflies are dying, stop our script");
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Script.stop();
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return;
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}
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frame++;
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// Only update every third frame
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if ((frame % 3) == 0) {
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flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
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Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
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Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
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// Update all the butterflies
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for (var i = 0; i < numButterflies; i++) {
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entityID = butterflies[i].entityID;
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var properties = Entities.getEntityProperties(entityID);
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if (properties.position.y > flockPosition.y + getRandomFloat(0.0,0.3)){ //0.3 //ceiling
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properties.gravity.y = - 3.0;
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properties.damping.y = 1.0;
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properties.velocity.y = 0;
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properties.velocity.x = properties.velocity.x;
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properties.velocity.z = properties.velocity.z;
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if (properties.velocity.x < 0.5){
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butterflies[i].moving = false;
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}
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if (properties.velocity.z < 0.5){
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butterflies[i].moving = false;
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}
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}
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if (properties.velocity.y <= -0.2) {
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properties.velocity.y = 0.22;
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properties.velocity.x = properties.velocity.x;
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properties.velocity.z = properties.velocity.z;
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}
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if (properties.position.y < flockPosition.y - getRandomFloat(0.0,0.3)) { //-0.3 // floor
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properties.velocity.y = 0.9;
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properties.gravity.y = - 4.0;
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properties.velocity.x = properties.velocity.x;
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properties.velocity.z = properties.velocity.z;
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if (properties.velocity.x < 0.5){
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butterflies[i].moving = false;
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}
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if (properties.velocity.z < 0.5){
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butterflies[i].moving = false;
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}
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}
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// Begin movement by getting a target
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if (butterflies[i].moving == false) {
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if (Math.random() < CHANCE_OF_MOVING) {
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var targetPosition = Vec3.sum(randVector(-range, range), flockPosition);
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if (targetPosition.x < 0) {
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targetPosition.x = 0;
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}
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if (targetPosition.y < 0) {
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targetPosition.y = 0;
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}
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if (targetPosition.z < 0) {
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targetPosition.z = 0;
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}
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if (targetPosition.x > TREE_SCALE) {
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targetPosition.x = TREE_SCALE;
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}
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if (targetPosition.y > TREE_SCALE) {
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targetPosition.y = TREE_SCALE;
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}
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if (targetPosition.z > TREE_SCALE) {
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targetPosition.z = TREE_SCALE;
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}
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butterflies[i].targetPosition = targetPosition;
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butterflies[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 (butterflies[i].moving) {
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var holding = properties.velocity.y;
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var desiredVelocity = Vec3.subtract(butterflies[i].targetPosition, properties.position);
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desiredVelocity = vScalarMult(Vec3.normalize(desiredVelocity), BUTTERFLY_VELOCITY);
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properties.velocity = vInterpolate(properties.velocity, desiredVelocity, 0.5);
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properties.velocity.y = holding ;
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// If we are near the target, we should get a new target
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if (Vec3.length(Vec3.subtract(properties.position, butterflies[i].targetPosition)) < (properties.radius / 1.0)) {
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butterflies[i].moving = false;
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}
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var yawRads = Math.atan2(properties.velocity.z, properties.velocity.x);
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yawRads = yawRads + Math.PI / 2.0;
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var newOrientation = Quat.fromPitchYawRollRadians(pitchInRadians, yawRads, rollInRadians);
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properties.rotation = newOrientation;
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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 * BUTTERFLY_FLAP_SPEED) * (properties.radius);
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properties.position.y = properties.position.y + (offset - butterflies[i].previousFlapOffset);
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// Change position relative to previous offset.
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butterflies[i].previousFlapOffset = offset;
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Entities.editEntity(entityID, properties);
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}
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}
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}
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// register the call back so it fires before each data send
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Script.update.connect(updateButterflies);
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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 < numButterflies; i++) {
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Entities.deleteEntity(butterflies[i].entityID);
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}
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});
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@ -20,41 +20,104 @@ var HEAD_MOVE_DEAD_ZONE = 0.0;
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var HEAD_STRAFE_DEAD_ZONE = 0.0;
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var HEAD_ROTATE_DEAD_ZONE = 0.0;
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var HEAD_THRUST_FWD_SCALE = 12000.0;
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var HEAD_THRUST_STRAFE_SCALE = 1000.0;
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var HEAD_YAW_RATE = 2.0;
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var HEAD_THRUST_STRAFE_SCALE = 2000.0;
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var HEAD_YAW_RATE = 1.0;
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var HEAD_PITCH_RATE = 1.0;
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var HEAD_ROLL_THRUST_SCALE = 75.0;
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var HEAD_PITCH_LIFT_THRUST = 3.0;
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var WALL_BOUNCE = 4000.0;
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// If these values are set to something
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var maxVelocity = 1.25;
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var noFly = true;
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//var roomLimits = { xMin: 618, xMax: 635.5, zMin: 528, zMax: 552.5 };
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var roomLimits = { xMin: -1, xMax: 0, zMin: 0, zMax: 0 };
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function isInRoom(position) {
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var BUFFER = 2.0;
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if (roomLimits.xMin < 0) {
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return false;
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}
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if ((position.x > (roomLimits.xMin - BUFFER)) &&
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(position.x < (roomLimits.xMax + BUFFER)) &&
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(position.z > (roomLimits.zMin - BUFFER)) &&
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(position.z < (roomLimits.zMax + BUFFER)))
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{
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return true;
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} else {
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return false;
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}
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}
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function moveWithHead(deltaTime) {
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var thrust = { x: 0, y: 0, z: 0 };
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var position = MyAvatar.position;
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if (movingWithHead) {
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var deltaYaw = MyAvatar.getHeadFinalYaw() - headStartYaw;
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var deltaPitch = MyAvatar.getHeadDeltaPitch() - headStartDeltaPitch;
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var deltaRoll = MyAvatar.getHeadFinalRoll() - headStartRoll;
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var velocity = MyAvatar.getVelocity();
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var bodyLocalCurrentHeadVector = Vec3.subtract(MyAvatar.getHeadPosition(), MyAvatar.position);
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bodyLocalCurrentHeadVector = Vec3.multiplyQbyV(Quat.angleAxis(-deltaYaw, {x:0, y: 1, z:0}), bodyLocalCurrentHeadVector);
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var headDelta = Vec3.subtract(bodyLocalCurrentHeadVector, headStartPosition);
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headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
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headDelta.y = 0.0; // Don't respond to any of the vertical component of head motion
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var forward = Quat.getFront(Camera.getOrientation());
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var right = Quat.getRight(Camera.getOrientation());
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var up = Quat.getUp(Camera.getOrientation());
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if (noFly) {
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forward.y = 0.0;
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forward = Vec3.normalize(forward);
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right.y = 0.0;
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right = Vec3.normalize(right);
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up = { x: 0, y: 1, z: 0};
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}
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// Thrust based on leaning forward and side-to-side
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if (Math.abs(headDelta.z) > HEAD_MOVE_DEAD_ZONE) {
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MyAvatar.addThrust(Vec3.multiply(Quat.getFront(Camera.getOrientation()), -headDelta.z * HEAD_THRUST_FWD_SCALE * deltaTime));
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if (Math.abs(Vec3.dot(velocity, forward)) < maxVelocity) {
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thrust = Vec3.sum(thrust, Vec3.multiply(forward, -headDelta.z * HEAD_THRUST_FWD_SCALE * deltaTime));
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}
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}
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if (Math.abs(headDelta.x) > HEAD_STRAFE_DEAD_ZONE) {
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MyAvatar.addThrust(Vec3.multiply(Quat.getRight(Camera.getOrientation()), headDelta.x * HEAD_THRUST_STRAFE_SCALE * deltaTime));
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if (Math.abs(Vec3.dot(velocity, right)) < maxVelocity) {
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thrust = Vec3.sum(thrust, Vec3.multiply(right, headDelta.x * HEAD_THRUST_STRAFE_SCALE * deltaTime));
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}
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}
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if (Math.abs(deltaYaw) > HEAD_ROTATE_DEAD_ZONE) {
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var orientation = Quat.multiply(Quat.angleAxis(deltaYaw * HEAD_YAW_RATE * deltaTime, {x:0, y: 1, z:0}), MyAvatar.orientation);
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var orientation = Quat.multiply(Quat.angleAxis((deltaYaw + deltaRoll) * HEAD_YAW_RATE * deltaTime, {x:0, y: 1, z:0}), MyAvatar.orientation);
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MyAvatar.orientation = orientation;
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}
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// Thrust Up/Down based on head pitch
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MyAvatar.addThrust(Vec3.multiply({ x:0, y:1, z:0 }, (MyAvatar.getHeadFinalPitch() - headStartFinalPitch) * HEAD_PITCH_LIFT_THRUST * deltaTime));
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if (!noFly) {
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if ((Math.abs(Vec3.dot(velocity, up)) < maxVelocity)) {
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thrust = Vec3.sum(thrust, Vec3.multiply({ x:0, y:1, z:0 }, (MyAvatar.getHeadFinalPitch() - headStartFinalPitch) * HEAD_PITCH_LIFT_THRUST * deltaTime));
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}
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}
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// For head trackers, adjust pitch by head pitch
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MyAvatar.headPitch += deltaPitch * HEAD_PITCH_RATE * deltaTime;
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// Thrust strafe based on roll ange
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MyAvatar.addThrust(Vec3.multiply(Quat.getRight(Camera.getOrientation()), -(MyAvatar.getHeadFinalRoll() - headStartRoll) * HEAD_ROLL_THRUST_SCALE * deltaTime));
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}
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if (isInRoom(position)) {
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//print("In room!");
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// Impose constraints to keep you in the space
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if (position.x < roomLimits.xMin) {
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thrust.x += (roomLimits.xMin - position.x) * WALL_BOUNCE * deltaTime;
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} else if (position.x > roomLimits.xMax) {
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thrust.x += (roomLimits.xMax - position.x) * WALL_BOUNCE * deltaTime;
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}
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if (position.z < roomLimits.zMin) {
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thrust.z += (roomLimits.zMin - position.z) * WALL_BOUNCE * deltaTime;
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} else if (position.z > roomLimits.zMax) {
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thrust.z += (roomLimits.zMax - position.z) * WALL_BOUNCE * deltaTime;
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}
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}
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// Check against movement box limits
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MyAvatar.addThrust(thrust);
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}
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Controller.keyPressEvent.connect(function(event) {
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@ -644,6 +644,8 @@ void Audio::handleAudioInput() {
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_dcOffset = DC_OFFSET_AVERAGING * _dcOffset + (1.0f - DC_OFFSET_AVERAGING) * measuredDcOffset;
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}
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_lastInputLoudness = fabs(loudness / NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL);
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// If Noise Gate is enabled, check and turn the gate on and off
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if (!_audioSourceInjectEnabled && _noiseGateEnabled) {
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float averageOfAllSampleFrames = 0.0f;
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@ -37,7 +37,7 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
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glm::quat rotation = getRotation();
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const bool useGlutCube = false;
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const bool useGlutCube = true;
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if (useGlutCube) {
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glColor3ub(getColor()[RED_INDEX], getColor()[GREEN_INDEX], getColor()[BLUE_INDEX]);
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