diff --git a/examples/dropStuffNearMe.js b/examples/dropStuffNearMe.js new file mode 100644 index 0000000000..1c7c1f4f48 --- /dev/null +++ b/examples/dropStuffNearMe.js @@ -0,0 +1,87 @@ +// +// Created by Philip Rosedale on January 9, 2016 +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// +// Puts a bunch of entities in front of you, with various adjustable properties for testing. +// +// Note that when creating things quickly, the entity server will ignore data if we send updates too quickly. +// like Internet MTU, these rates are set by th domain operator, so in this script there is a RATE_PER_SECOND +// variable letting you set this speed. If entities are missing from the grid after a relog, this number +// being too high may be the reason. + +var SIZE = 0.5; +var TYPE = "Box"; // Right now this can be "Box" or "Model" or "Sphere" +var MODEL_URL = "http://s3.amazonaws.com/hifi-public/models/content/basketball2.fbx"; +var MODEL_DIMENSION = { x: 0.3, y: 0.3, z: 0.3 }; + +var RATE_PER_SECOND = 1000; // The entity server will drop data if we create things too fast. +var SCRIPT_INTERVAL = 100; +var LIFETIME = 90; + +var NUMBER_TO_CREATE = 300; + +var GRAVITY = { x: 0, y: -9.8, z: 0 }; +var VELOCITY = { x: 0.0, y: 0, z: 0 }; +var ANGULAR_VELOCITY = { x: 1, y: 1, z: 1 }; + +var DAMPING = 0.5; +var ANGULAR_DAMPING = 0.5; + +var collidable = true; +var gravity = true; + + +var x = 0; +var z = 0; +var totalCreated = 0; + +var RANGE = 10; +var HOW_FAR_IN_FRONT_OF_ME = 3 * RANGE; + + +var center = Vec3.sum(MyAvatar.position, Vec3.multiply(HOW_FAR_IN_FRONT_OF_ME, Quat.getFront(Camera.orientation))); + + +function randomVector(range) { + return { + x: (Math.random() - 0.5) * range.x, + y: (Math.random() - 0.5) * range.y, + z: (Math.random() - 0.5) * range.z + } +} + +Vec3.print("Center: ", center); + +Script.setInterval(function () { + if (!Entities.serversExist() || !Entities.canRez() || (totalCreated > NUMBER_TO_CREATE)) { + return; + } + + var numToCreate = RATE_PER_SECOND * (SCRIPT_INTERVAL / 1000.0); + for (var i = 0; (i < numToCreate) && (totalCreated < NUMBER_TO_CREATE); i++) { + var position = Vec3.sum(center, randomVector({ x: RANGE, y: RANGE, z: RANGE })); + + Vec3.print("Position: ", position); + Entities.addEntity({ + type: TYPE, + modelURL: MODEL_URL, + name: "gridTest", + position: position, + dimensions: (TYPE == "Model") ? MODEL_DIMENSION : { x: SIZE, y: SIZE, z: SIZE }, + color: { red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255 }, + velocity: VELOCITY, + angularVelocity: Vec3.multiply(Math.random(), ANGULAR_VELOCITY), + damping: DAMPING, + angularDamping: ANGULAR_DAMPING, + gravity: (gravity ? GRAVITY : { x: 0, y: 0, z: 0}), + collisionsWillMove: collidable, + lifetime: LIFETIME + }); + + totalCreated++; + } +}, SCRIPT_INTERVAL); + diff --git a/examples/example/ui/energyBar.js b/examples/example/ui/energyBar.js new file mode 100644 index 0000000000..a45b09f6d4 --- /dev/null +++ b/examples/example/ui/energyBar.js @@ -0,0 +1,102 @@ +// energyBar.js +// examples/ui +// +// Created by Eric Levin on 1/4/15 +// Copyright 2015 High Fidelity, Inc. +// +// This script adds an energy bar overlay which displays the amount of energy a user has left for grabbing and moving objects +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +Script.include("../../libraries/utils.js"); +var energyColor = {red: 0, green: 200, blue: 0}; +var lowEnergyColor = {red: 255, green: 0, blue: 0}; +var totalWidth = 200; +var paddingRight = 50; +var xPosition = Window.innerWidth - totalWidth - paddingRight; +var lowEnergyThreshold = 0.3; +var currentEnergy = 1.0; +var energyLossRate = 0.003; +var energyChargeRate = 0.003; +var isGrabbing = false; +var refractoryPeriod = 2000; + +var lastAvatarVelocity = MyAvatar.getVelocity(); +var lastAvatarPosition = MyAvatar.position; + +var background = Overlays.addOverlay("text", { + x: xPosition, + y: 20, + width: totalWidth, + height: 10, + backgroundColor: {red: 184, green: 181, blue: 178} +}) + +var bar = Overlays.addOverlay("text", { + x: xPosition, + y: 20, + width: totalWidth, + height: 10, + backgroundColor: energyColor +}); + + +// Takes an energy value between 0 and 1 and sets energy bar width appropriately +function setEnergy(energy) { + energy = clamp(energy, 0, 1); + var barWidth = totalWidth * energy; + var color = energy <= lowEnergyThreshold ? lowEnergyColor: energyColor; + Overlays.editOverlay(bar, { width: barWidth, backgroundColor: color}); +} + +function avatarAccelerationEnergy() { + var AVATAR_MOVEMENT_ENERGY_CONSTANT = 0.001; + var velocity = MyAvatar.getVelocity(); + var dV = Math.abs(Vec3.length(velocity) - Vec3.length(lastAvatarVelocity)); + var dE = Vec3.length(lastAvatarVelocity) * dV * AVATAR_MOVEMENT_ENERGY_CONSTANT; + lastAvatarVelocity = velocity; + return dE; +} + +function teleported() { + var MAX_AVATAR_MOVEMENT_PER_FRAME = 30.0; + var position = MyAvatar.position; + var dP = Vec3.length(Vec3.subtract(position, lastAvatarPosition)); + lastAvatarPosition = position; + return (dP > MAX_AVATAR_MOVEMENT_PER_FRAME); +} + +function audioEnergy() { + var AUDIO_ENERGY_CONSTANT = 0.000001; + return MyAvatar.audioLoudness * AUDIO_ENERGY_CONSTANT; +} + +function update() { + // refill energy + currentEnergy += energyChargeRate; + + // Avatar acceleration + currentEnergy -= avatarAccelerationEnergy(); + + // Teleport cost + if (teleported()) { + currentEnergy = 0; + } + + // Making sounds + currentEnergy -= audioEnergy(); + + + currentEnergy = clamp(currentEnergy, 0, 1); + setEnergy(currentEnergy); +} + +function cleanup() { + Overlays.deleteOverlay(background); + Overlays.deleteOverlay(bar); +} + +Script.update.connect(update); +Script.scriptEnding.connect(cleanup); diff --git a/examples/libraries/utils.js b/examples/libraries/utils.js index 115c1bcb65..b2b2902cb0 100644 --- a/examples/libraries/utils.js +++ b/examples/libraries/utils.js @@ -297,3 +297,8 @@ calculateHandSizeRatio = function() { var handSizeRatio = centerHandPoint/standardCenterHandPoint; return handSizeRatio; } + +clamp = function(val, min, max){ + return Math.max(min, Math.min(max, val)) + } +