Merge pull request #3908 from PhilipRosedale/master

Orbiting sound example, ability to set injector position, better butterflies
This commit is contained in:
Brad Hefta-Gaub 2014-12-05 12:37:42 -08:00
commit 1de7db390e
4 changed files with 98 additions and 148 deletions

View file

@ -13,18 +13,13 @@
//
var numButterflies = 20;
var numButterflies = 25;
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;
}
// Create a random vector with individual lengths between a,b
function randVector(a, b) {
@ -32,50 +27,36 @@ function randVector(a, b) {
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 NATURAL_SIZE_OF_BUTTERFLY = { x: 1.76, y: 0.825, z: 0.20 };
var lifeTime = 600; // lifetime of the butterflies in seconds
var range = 3.0; // Over what distance in meters do you want the flock to fly around
var NATURAL_SIZE_OF_BUTTERFLY = { x: 1.0, y: 0.4, z: 0.2 };
var lifeTime = 3600; // One hour lifespan
var range = 5.0; // 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;
var BUTTERFLY_FLAP_SPEED = 0.5;
var BUTTERFLY_VELOCITY = 0.55;
var DISTANCE_IN_FRONT_OF_ME = 1.5;
var DISTANCE_ABOVE_ME = 1.5;
var flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
var FIXED_LOCATION = false;
if (!FIXED_LOCATION) {
var flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
} else {
var flockPosition = { x: 4999.6, y: 4986.5, z: 5003.5 };
}
// set these pitch, yaw, roll to the needed values to orient the model as you want it
var pitchInDegrees = 270.0;
var yawInDegrees = 0.0;
var rollInDegrees = 0.0;
var pitchInRadians = pitchInDegrees / 180.0 * Math.PI;
var yawInRadians = yawInDegrees / 180.0 * Math.PI;
var rollInRadians = rollInDegrees / 180.0 * Math.PI;
var rotation = Quat.fromPitchYawRollDegrees(pitchInDegrees, yawInDegrees, rollInDegrees);//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 = [];
function addButterfly() {
// Decide the size of butterfly
var color = { red: 100, green: 100, blue: 100 };
@ -88,26 +69,24 @@ function addButterfly() {
size = MINSIZE + Math.random() * RANGESIZE;
var dimensions = Vec3.multiply(NATURAL_SIZE_OF_BUTTERFLY, (size / maxSize));
flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
var GRAVITY = -0.2;
var newFrameRate = 20 + Math.random() * 30;
var properties = {
type: "Model",
lifetime: lifeTime,
position: Vec3.sum(randVector(-range, range), flockPosition),
velocity: { x: 0, y: 0.0, z: 0 },
gravity: { x: 0, y: 1.0, z: 0 },
damping: 0.1,
rotation: Quat.fromPitchYawRollDegrees(-80 + Math.random() * 20, Math.random() * 360.0, 0.0),
velocity: { x: 0, y: 0, z: 0 },
gravity: { x: 0, y: GRAVITY, z: 0 },
damping: 0.9999,
dimensions: dimensions,
color: color,
rotation: rotation,
animationURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/models/content/butterfly/butterfly.fbx",
animationIsPlaying: true,
animationSettings: "{\"firstFrame\":0,\"fps\":" + newFrameRate + ",\"frameIndex\":0,\"hold\":false,\"lastFrame\":10000,\"loop\":true,\"running\":true,\"startAutomatically\":false}",
modelURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/models/content/butterfly/butterfly.fbx"
};
butterflies.push(new defineButterfly(Entities.addEntity(properties), properties.position));
butterflies.push(Entities.addEntity(properties));
}
// Generate the butterflies
@ -116,117 +95,34 @@ for (var i = 0; i < numButterflies; i++) {
}
// 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) {
Script.stop();
return;
}
function updateButterflies(deltaTime) {
frame++;
// Only update every third frame because we don't need to do it too quickly
if ((frame % 3) == 0) {
flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
// Update all the butterflies
var CHANCE_OF_IMPULSE = 0.04;
for (var i = 0; i < numButterflies; i++) {
entityID = Entities.identifyEntity(butterflies[i].entityID);
butterflies[i].entityID = entityID;
var properties = Entities.getEntityProperties(entityID);
if (properties.position.y > flockPosition.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 < flockPosition.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), flockPosition);
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 (Math.random() < CHANCE_OF_IMPULSE) {
var properties = Entities.getEntityProperties(butterflies[i]);
if (Vec3.length(Vec3.subtract(properties.position, flockPosition)) > range) {
Entities.editEntity(butterflies[i], { position: flockPosition } );
} else if (properties.velocity.y < 0.0) {
// If falling, Create a new direction and impulse
var HORIZ_SCALE = 0.50;
var VERT_SCALE = 0.50;
var newHeading = Math.random() * 360.0;
var newVelocity = Vec3.multiply(HORIZ_SCALE, Quat.getFront(Quat.fromPitchYawRollDegrees(0.0, newHeading, 0.0)));
newVelocity.y = (Math.random() + 0.5) * VERT_SCALE;
Entities.editEntity(butterflies[i], { rotation: Quat.fromPitchYawRollDegrees(-80 + Math.random() * 20, newHeading, (Math.random() - 0.5) * 10),
velocity: newVelocity } );
}
}
// 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, 0.5);
properties.velocity.y = holding ;
// If we are near the target, we should get a new target
var halfLargestDimension = Vec3.length(properties.dimensions) / 2.0;
if (Vec3.length(Vec3.subtract(properties.position, butterflies[i].targetPosition)) < (halfLargestDimension)) {
butterflies[i].moving = false;
}
var yawRads = Math.atan2(properties.velocity.z, properties.velocity.x);
yawRads = yawRads + Math.PI / 2.0;
var newOrientation = Quat.fromPitchYawRollRadians(pitchInRadians, yawRads, rollInRadians);
properties.rotation = newOrientation;
}
// Use a cosine wave offset to make it look like its flapping.
var offset = Math.cos(nowTimeInSeconds * BUTTERFLY_FLAP_SPEED) * (halfLargestDimension);
properties.position.y = properties.position.y + (offset - butterflies[i].previousFlapOffset);
// Change position relative to previous offset.
butterflies[i].previousFlapOffset = offset;
Entities.editEntity(entityID, properties);
}
// 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) {
Script.stop();
return;
}
}
}
@ -237,6 +133,6 @@ Script.update.connect(updateButterflies);
// Delete our little friends if script is stopped
Script.scriptEnding.connect(function() {
for (var i = 0; i < numButterflies; i++) {
Entities.deleteEntity(butterflies[i].entityID);
Entities.deleteEntity(butterflies[i]);
}
});

45
examples/orbitingSound.js Normal file
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@ -0,0 +1,45 @@
//
// orbitingSound.js
// examples
//
// Created by Philip Rosedale on December 4, 2014
// Copyright 2014 High Fidelity, Inc.
//
// An object playing a sound appears and circles you, changing brightness with the audio playing.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var RADIUS = 2.0;
var orbitCenter = Vec3.sum(Camera.position, Vec3.multiply(Quat.getFront(Camera.getOrientation()), RADIUS));
var time = 0;
var SPEED = 1.0;
var currentPosition = { x: 0, y: 0, z: 0 };
var trailingLoudness = 0.0;
var soundClip = SoundCache.getSound("https://s3.amazonaws.com/hifi-public/sounds/Tabla+Loops/Tabla1.wav");
var properties = {
type: "Box",
position: orbitCenter,
dimensions: { x: 0.25, y: 0.25, z: 0.25 },
color: { red: 100, green: 0, blue : 0 }
};
var objectId = Entities.addEntity(properties);
var sound = Audio.playSound(soundClip, { position: orbitCenter, loop: true, volume: 0.5 });
function update(deltaTime) {
time += deltaTime;
currentPosition = { x: orbitCenter.x + Math.cos(time * SPEED) * RADIUS, y: orbitCenter.y, z: orbitCenter.z + Math.sin(time * SPEED) * RADIUS };
trailingLoudness = 0.9 * trailingLoudness + 0.1 * Audio.getLoudness(sound);
Entities.editEntity( objectId, { position: currentPosition, color: { red: Math.min(trailingLoudness * 2000, 255), green: 0, blue: 0 } } );
Audio.setInjectorOptions(sound, { position: currentPosition });
}
Script.scriptEnding.connect(function() {
Entities.deleteEntity(objectId);
Audio.stopInjector(sound);
});
Script.update.connect(update);

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@ -85,6 +85,13 @@ bool AudioScriptingInterface::isInjectorPlaying(AudioInjector* injector) {
return (injector != NULL);
}
void AudioScriptingInterface::setInjectorOptions(AudioInjector* injector, const AudioInjectorOptions& injectorOptions) {
AudioInjectorOptions optionsCopy = injectorOptions;
if (injector) {
injector->setOptions(optionsCopy);
}
}
float AudioScriptingInterface::getLoudness(AudioInjector* injector) {
if (injector) {
return injector->getLoudness();

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@ -35,6 +35,8 @@ public slots:
void stopInjector(AudioInjector* injector);
bool isInjectorPlaying(AudioInjector* injector);
void setInjectorOptions(AudioInjector* injector, const AudioInjectorOptions& injectorOptions);
void injectorStopped();
signals: