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182
unpublishedScripts/DomainContent/Home/fishTank/flock.js
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182
unpublishedScripts/DomainContent/Home/fishTank/flock.js
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//
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// flockOfFish.js
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// examples
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//
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// Philip Rosedale
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// Copyright 2016 High Fidelity, Inc.
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// Fish smimming around in a space in front of you
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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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var LIFETIME = 300; // Fish live for 5 minutes
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var NUM_FISH = 20;
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var TANK_WIDTH = 3.0;
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var TANK_HEIGHT = 1.0;
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var FISH_WIDTH = 0.03;
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var FISH_LENGTH = 0.15;
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var MAX_SIGHT_DISTANCE = 0.8;
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var MIN_SEPARATION = 0.15;
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var AVOIDANCE_FORCE = 0.2;
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var COHESION_FORCE = 0.05;
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var ALIGNMENT_FORCE = 0.05;
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var SWIMMING_FORCE = 0.05;
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var SWIMMING_SPEED = 1.5;
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var fishLoaded = false;
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var fish = [];
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var lowerCorner = { x: 0, y: 0, z: 0 };
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var upperCorner = { x: 0, y: 0, z: 0 };
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function randomVector(scale) {
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return { x: Math.random() * scale - scale / 2.0, y: Math.random() * scale - scale / 2.0, z: Math.random() * scale - scale / 2.0 };
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}
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function updateFish(deltaTime) {
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if (!Entities.serversExist() || !Entities.canRez()) {
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return;
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}
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if (!fishLoaded) {
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loadFish(NUM_FISH);
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fishLoaded = true;
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return;
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}
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var averageVelocity = { x: 0, y: 0, z: 0 };
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var averagePosition = { x: 0, y: 0, z: 0 };
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var birdPositionsCounted = 0;
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var birdVelocitiesCounted = 0;
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// First pre-load an array with properties on all the other fish so our per-fish loop
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// isn't doing it.
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var flockProperties = [];
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for (var i = 0; i < fish.length; i++) {
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var otherProps = Entities.getEntityProperties(fish[i].entityId, ["position", "velocity", "rotation"]);
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flockProperties.push(otherProps);
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}
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for (var i = 0; i < fish.length; i++) {
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if (fish[i].entityId) {
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// Get only the properties we need, because that is faster
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var properties = flockProperties[i];
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// If fish has been deleted, bail
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if (properties.id != fish[i].entityId) {
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fish[i].entityId = false;
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return;
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}
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// Store old values so we can check if they have changed enough to update
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var velocity = { x: properties.velocity.x, y: properties.velocity.y, z: properties.velocity.z };
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var position = { x: properties.position.x, y: properties.position.y, z: properties.position.z };
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averageVelocity = { x: 0, y: 0, z: 0 };
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averagePosition = { x: 0, y: 0, z: 0 };
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var othersCounted = 0;
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for (var j = 0; j < fish.length; j++) {
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if (i != j) {
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// Get only the properties we need, because that is faster
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var otherProps = flockProperties[j];
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var separation = Vec3.distance(properties.position, otherProps.position);
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if (separation < MAX_SIGHT_DISTANCE) {
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averageVelocity = Vec3.sum(averageVelocity, otherProps.velocity);
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averagePosition = Vec3.sum(averagePosition, otherProps.position);
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othersCounted++;
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}
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if (separation < MIN_SEPARATION) {
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var pushAway = Vec3.multiply(Vec3.normalize(Vec3.subtract(properties.position, otherProps.position)), AVOIDANCE_FORCE);
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velocity = Vec3.sum(velocity, pushAway);
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}
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}
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}
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if (othersCounted > 0) {
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averageVelocity = Vec3.multiply(averageVelocity, 1.0 / othersCounted);
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averagePosition = Vec3.multiply(averagePosition, 1.0 / othersCounted);
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// Alignment: Follow group's direction and speed
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velocity = Vec3.mix(velocity, Vec3.multiply(Vec3.normalize(averageVelocity), Vec3.length(velocity)), ALIGNMENT_FORCE);
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// Cohesion: Steer towards center of flock
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var towardCenter = Vec3.subtract(averagePosition, position);
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velocity = Vec3.mix(velocity, Vec3.multiply(Vec3.normalize(towardCenter), Vec3.length(velocity)), COHESION_FORCE);
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}
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// Try to swim at a constant speed
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velocity = Vec3.mix(velocity, Vec3.multiply(Vec3.normalize(velocity), SWIMMING_SPEED), SWIMMING_FORCE);
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// Keep fish in their 'tank'
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if (position.x < lowerCorner.x) {
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position.x = lowerCorner.x;
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velocity.x *= -1.0;
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} else if (position.x > upperCorner.x) {
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position.x = upperCorner.x;
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velocity.x *= -1.0;
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}
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if (position.y < lowerCorner.y) {
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position.y = lowerCorner.y;
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velocity.y *= -1.0;
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} else if (position.y > upperCorner.y) {
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position.y = upperCorner.y;
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velocity.y *= -1.0;
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}
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if (position.z < lowerCorner.z) {
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position.z = lowerCorner.z;
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velocity.z *= -1.0;
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} else if (position.z > upperCorner.z) {
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position.z = upperCorner.z;
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velocity.z *= -1.0;
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}
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// Orient in direction of velocity
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var rotation = Quat.rotationBetween(Vec3.UNIT_NEG_Z, velocity);
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var VELOCITY_FOLLOW_RATE = 0.30;
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// Only update properties if they have changed, to save bandwidth
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var MIN_POSITION_CHANGE_FOR_UPDATE = 0.001;
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if (Vec3.distance(properties.position, position) < MIN_POSITION_CHANGE_FOR_UPDATE) {
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Entities.editEntity(fish[i].entityId, { velocity: velocity, rotation: Quat.mix(properties.rotation, rotation, VELOCITY_FOLLOW_RATE) });
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} else {
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Entities.editEntity(fish[i].entityId, { position: position, velocity: velocity, rotation: Quat.slerp(properties.rotation, rotation, VELOCITY_FOLLOW_RATE) });
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}
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}
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}
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}
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// Connect a call back that happens every frame
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Script.update.connect(updateFish);
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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 < fish.length; i++) {
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Entities.deleteEntity(fish[i].entityId);
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}
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});
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var STARTING_FRACTION = 0.25;
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function loadFish(howMany) {
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), 2 * TANK_WIDTH));
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lowerCorner = { x: center.x - TANK_WIDTH / 2, y: center.y, z: center.z - TANK_WIDTH / 2 };
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upperCorner = { x: center.x + TANK_WIDTH / 2, y: center.y + TANK_HEIGHT, z: center.z + TANK_WIDTH / 2 };
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for (var i = 0; i < howMany; i++) {
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var position = {
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x: lowerCorner.x + (upperCorner.x - lowerCorner.x) / 2.0 + (Math.random() - 0.5) * (upperCorner.x - lowerCorner.x) * STARTING_FRACTION,
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y: lowerCorner.y + (upperCorner.y - lowerCorner.y) / 2.0 + (Math.random() - 0.5) * (upperCorner.y - lowerCorner.y) * STARTING_FRACTION,
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z: lowerCorner.z + (upperCorner.z - lowerCorner.x) / 2.0 + (Math.random() - 0.5) * (upperCorner.z - lowerCorner.z) * STARTING_FRACTION
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};
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fish.push({
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entityId: Entities.addEntity({
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type: "Box",
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position: position,
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rotation: { x: 0, y: 0, z: 0, w: 1 },
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dimensions: { x: FISH_WIDTH, y: FISH_WIDTH, z: FISH_LENGTH },
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velocity: { x: SWIMMING_SPEED, y: SWIMMING_SPEED, z: SWIMMING_SPEED },
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damping: 0.0,
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dynamic: false,
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lifetime: LIFETIME,
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color: { red: 0, green: 255, blue: 255 }
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})
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});
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}
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}
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72
unpublishedScripts/DomainContent/Home/fishTank/tank.js
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72
unpublishedScripts/DomainContent/Home/fishTank/tank.js
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(function() {
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function FishTank() {
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_this = this;
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}
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FishTank.prototype = {
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preload: function(entityID) {
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print("preload");
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this.entityID = entityID;
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//we only need to do this once since tank is static
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_this.currentProperties = Entities.getEntityProperties(entityID);
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Script.update.connect(this.update)
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},
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unload: function() {
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},
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update: function() {
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_this.updateWithoutSort();
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},
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updateWithSort: function() {
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var avatars = AvatarList.getAvatarIdentifiers();
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var distances = [];
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avatars.forEach(function(avatar) {
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var _avatar = AvatarList.getAvatar(avatar);
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var distanceFromTank = Vec3.distance(_this.currentProperties.position, _avatar.position);
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distances.push([distanceFromTank, avatar]);
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})
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var sortedDistances = distances.sort(function(a, b) {
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return a[0] - b[0]
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});
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//only the closest person should run the update loop
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if (sortedDistances[0][1] !== MyAvatar.sessionUUID) {
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return;
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} else {
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}
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},
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updateWithoutSort: function() {
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var avatars = AvatarList.getAvatarIdentifiers();
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var minDistance = 100000;
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var closest;
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print('AVATARS' + avatars)
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avatars.forEach(function(avatar) {
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var _avatar = AvatarList.getAvatar(avatar);
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var distanceFromTank = Vec3.distance(_this.currentProperties.position, _avatar.position);
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if (distanceFromTank < minDistance) {
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minDistance = distanceFromTank;
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closest = avatar;
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}
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})
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//only the closest person should run the update loop
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// print('closest:', closest)
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// print('me', MyAvatar.sessionUUID)
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if (closest !== MyAvatar.sessionUUID) {
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//print('not me')
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return;
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} else {
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print('i should run this entity because im closest:' + _this.entityID)
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}
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}
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};
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return new FishTank();
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});
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