From fb7943efae6b77f521a278a80b777e8b5e0d4745 Mon Sep 17 00:00:00 2001 From: "James B. Pollack" Date: Tue, 23 Feb 2016 12:24:10 -0800 Subject: [PATCH] new start --- .../DomainContent/Home/fishTank/flock.js | 182 ++++++++++++++++++ .../DomainContent/Home/fishTank/tank.js | 72 +++++++ 2 files changed, 254 insertions(+) create mode 100644 unpublishedScripts/DomainContent/Home/fishTank/flock.js create mode 100644 unpublishedScripts/DomainContent/Home/fishTank/tank.js diff --git a/unpublishedScripts/DomainContent/Home/fishTank/flock.js b/unpublishedScripts/DomainContent/Home/fishTank/flock.js new file mode 100644 index 0000000000..b6f5789aff --- /dev/null +++ b/unpublishedScripts/DomainContent/Home/fishTank/flock.js @@ -0,0 +1,182 @@ +// +// flockOfFish.js +// examples +// +// Philip Rosedale +// Copyright 2016 High Fidelity, Inc. +// Fish smimming around in a space in front of you +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html + + +var LIFETIME = 300; // Fish live for 5 minutes +var NUM_FISH = 20; +var TANK_WIDTH = 3.0; +var TANK_HEIGHT = 1.0; +var FISH_WIDTH = 0.03; +var FISH_LENGTH = 0.15; +var MAX_SIGHT_DISTANCE = 0.8; +var MIN_SEPARATION = 0.15; +var AVOIDANCE_FORCE = 0.2; +var COHESION_FORCE = 0.05; +var ALIGNMENT_FORCE = 0.05; +var SWIMMING_FORCE = 0.05; +var SWIMMING_SPEED = 1.5; + +var fishLoaded = false; +var fish = []; + +var lowerCorner = { x: 0, y: 0, z: 0 }; +var upperCorner = { x: 0, y: 0, z: 0 }; + +function randomVector(scale) { + return { x: Math.random() * scale - scale / 2.0, y: Math.random() * scale - scale / 2.0, z: Math.random() * scale - scale / 2.0 }; +} + +function updateFish(deltaTime) { + if (!Entities.serversExist() || !Entities.canRez()) { + return; + } + if (!fishLoaded) { + loadFish(NUM_FISH); + fishLoaded = true; + return; + } + + var averageVelocity = { x: 0, y: 0, z: 0 }; + var averagePosition = { x: 0, y: 0, z: 0 }; + var birdPositionsCounted = 0; + var birdVelocitiesCounted = 0; + + // First pre-load an array with properties on all the other fish so our per-fish loop + // isn't doing it. + var flockProperties = []; + for (var i = 0; i < fish.length; i++) { + var otherProps = Entities.getEntityProperties(fish[i].entityId, ["position", "velocity", "rotation"]); + flockProperties.push(otherProps); + } + + for (var i = 0; i < fish.length; i++) { + if (fish[i].entityId) { + // Get only the properties we need, because that is faster + var properties = flockProperties[i]; + // If fish has been deleted, bail + if (properties.id != fish[i].entityId) { + fish[i].entityId = false; + return; + } + + // Store old values so we can check if they have changed enough to update + var velocity = { x: properties.velocity.x, y: properties.velocity.y, z: properties.velocity.z }; + var position = { x: properties.position.x, y: properties.position.y, z: properties.position.z }; + averageVelocity = { x: 0, y: 0, z: 0 }; + averagePosition = { x: 0, y: 0, z: 0 }; + + var othersCounted = 0; + for (var j = 0; j < fish.length; j++) { + if (i != j) { + // Get only the properties we need, because that is faster + var otherProps = flockProperties[j]; + var separation = Vec3.distance(properties.position, otherProps.position); + if (separation < MAX_SIGHT_DISTANCE) { + averageVelocity = Vec3.sum(averageVelocity, otherProps.velocity); + averagePosition = Vec3.sum(averagePosition, otherProps.position); + othersCounted++; + } + if (separation < MIN_SEPARATION) { + var pushAway = Vec3.multiply(Vec3.normalize(Vec3.subtract(properties.position, otherProps.position)), AVOIDANCE_FORCE); + velocity = Vec3.sum(velocity, pushAway); + } + } + } + + if (othersCounted > 0) { + averageVelocity = Vec3.multiply(averageVelocity, 1.0 / othersCounted); + averagePosition = Vec3.multiply(averagePosition, 1.0 / othersCounted); + // Alignment: Follow group's direction and speed + velocity = Vec3.mix(velocity, Vec3.multiply(Vec3.normalize(averageVelocity), Vec3.length(velocity)), ALIGNMENT_FORCE); + // Cohesion: Steer towards center of flock + var towardCenter = Vec3.subtract(averagePosition, position); + velocity = Vec3.mix(velocity, Vec3.multiply(Vec3.normalize(towardCenter), Vec3.length(velocity)), COHESION_FORCE); + } + + // Try to swim at a constant speed + velocity = Vec3.mix(velocity, Vec3.multiply(Vec3.normalize(velocity), SWIMMING_SPEED), SWIMMING_FORCE); + + // Keep fish in their 'tank' + if (position.x < lowerCorner.x) { + position.x = lowerCorner.x; + velocity.x *= -1.0; + } else if (position.x > upperCorner.x) { + position.x = upperCorner.x; + velocity.x *= -1.0; + } + if (position.y < lowerCorner.y) { + position.y = lowerCorner.y; + velocity.y *= -1.0; + } else if (position.y > upperCorner.y) { + position.y = upperCorner.y; + velocity.y *= -1.0; + } + if (position.z < lowerCorner.z) { + position.z = lowerCorner.z; + velocity.z *= -1.0; + } else if (position.z > upperCorner.z) { + position.z = upperCorner.z; + velocity.z *= -1.0; + } + + // Orient in direction of velocity + var rotation = Quat.rotationBetween(Vec3.UNIT_NEG_Z, velocity); + var VELOCITY_FOLLOW_RATE = 0.30; + + // Only update properties if they have changed, to save bandwidth + var MIN_POSITION_CHANGE_FOR_UPDATE = 0.001; + if (Vec3.distance(properties.position, position) < MIN_POSITION_CHANGE_FOR_UPDATE) { + Entities.editEntity(fish[i].entityId, { velocity: velocity, rotation: Quat.mix(properties.rotation, rotation, VELOCITY_FOLLOW_RATE) }); + } else { + Entities.editEntity(fish[i].entityId, { position: position, velocity: velocity, rotation: Quat.slerp(properties.rotation, rotation, VELOCITY_FOLLOW_RATE) }); + } + } + } +} + +// Connect a call back that happens every frame +Script.update.connect(updateFish); + +// Delete our little friends if script is stopped +Script.scriptEnding.connect(function() { + for (var i = 0; i < fish.length; i++) { + Entities.deleteEntity(fish[i].entityId); + } +}); + +var STARTING_FRACTION = 0.25; +function loadFish(howMany) { + var center = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), 2 * TANK_WIDTH)); + lowerCorner = { x: center.x - TANK_WIDTH / 2, y: center.y, z: center.z - TANK_WIDTH / 2 }; + upperCorner = { x: center.x + TANK_WIDTH / 2, y: center.y + TANK_HEIGHT, z: center.z + TANK_WIDTH / 2 }; + + for (var i = 0; i < howMany; i++) { + var position = { + x: lowerCorner.x + (upperCorner.x - lowerCorner.x) / 2.0 + (Math.random() - 0.5) * (upperCorner.x - lowerCorner.x) * STARTING_FRACTION, + y: lowerCorner.y + (upperCorner.y - lowerCorner.y) / 2.0 + (Math.random() - 0.5) * (upperCorner.y - lowerCorner.y) * STARTING_FRACTION, + z: lowerCorner.z + (upperCorner.z - lowerCorner.x) / 2.0 + (Math.random() - 0.5) * (upperCorner.z - lowerCorner.z) * STARTING_FRACTION + }; + + fish.push({ + entityId: Entities.addEntity({ + type: "Box", + position: position, + rotation: { x: 0, y: 0, z: 0, w: 1 }, + dimensions: { x: FISH_WIDTH, y: FISH_WIDTH, z: FISH_LENGTH }, + velocity: { x: SWIMMING_SPEED, y: SWIMMING_SPEED, z: SWIMMING_SPEED }, + damping: 0.0, + dynamic: false, + lifetime: LIFETIME, + color: { red: 0, green: 255, blue: 255 } + }) + }); + } +} diff --git a/unpublishedScripts/DomainContent/Home/fishTank/tank.js b/unpublishedScripts/DomainContent/Home/fishTank/tank.js new file mode 100644 index 0000000000..56d892c2e9 --- /dev/null +++ b/unpublishedScripts/DomainContent/Home/fishTank/tank.js @@ -0,0 +1,72 @@ +(function() { + + function FishTank() { + _this = this; + } + + FishTank.prototype = { + + preload: function(entityID) { + print("preload"); + this.entityID = entityID; + //we only need to do this once since tank is static + _this.currentProperties = Entities.getEntityProperties(entityID); + Script.update.connect(this.update) + }, + + unload: function() { + + }, + + update: function() { + _this.updateWithoutSort(); + }, + + updateWithSort: function() { + var avatars = AvatarList.getAvatarIdentifiers(); + var distances = []; + avatars.forEach(function(avatar) { + var _avatar = AvatarList.getAvatar(avatar); + var distanceFromTank = Vec3.distance(_this.currentProperties.position, _avatar.position); + distances.push([distanceFromTank, avatar]); + }) + var sortedDistances = distances.sort(function(a, b) { + return a[0] - b[0] + }); + //only the closest person should run the update loop + if (sortedDistances[0][1] !== MyAvatar.sessionUUID) { + return; + } else { + + } + }, + + updateWithoutSort: function() { + var avatars = AvatarList.getAvatarIdentifiers(); + var minDistance = 100000; + var closest; + print('AVATARS' + avatars) + avatars.forEach(function(avatar) { + var _avatar = AvatarList.getAvatar(avatar); + var distanceFromTank = Vec3.distance(_this.currentProperties.position, _avatar.position); + if (distanceFromTank < minDistance) { + minDistance = distanceFromTank; + closest = avatar; + } + }) + //only the closest person should run the update loop + // print('closest:', closest) + // print('me', MyAvatar.sessionUUID) + if (closest !== MyAvatar.sessionUUID) { + //print('not me') + return; + } else { + print('i should run this entity because im closest:' + _this.entityID) + } + } + + + }; + + return new FishTank(); +}); \ No newline at end of file