diff --git a/examples/FlockOfFish.js b/examples/FlockOfFish.js new file mode 100644 index 0000000000..b6f5789aff --- /dev/null +++ b/examples/FlockOfFish.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/examples/FlockOfbirds.js b/examples/FlockOfbirds.js index 514e8a5fab..f466fa2909 100644 --- a/examples/FlockOfbirds.js +++ b/examples/FlockOfbirds.js @@ -12,7 +12,7 @@ // The rectangular area in the domain where the flock will fly var lowerCorner = { x: 0, y: 0, z: 0 }; -var upperCorner = { x: 10, y: 10, z: 10 }; +var upperCorner = { x: 30, y: 10, z: 30 }; var STARTING_FRACTION = 0.25; var NUM_BIRDS = 50; @@ -36,7 +36,7 @@ var ALIGNMENT_FORCE = 1.5; var COHESION_FORCE = 1.0; var MAX_COHESION_VELOCITY = 0.5; -var followBirds = true; +var followBirds = false; var AVATAR_FOLLOW_RATE = 0.001; var AVATAR_FOLLOW_VELOCITY_TIMESCALE = 2.0; var AVATAR_FOLLOW_ORIENTATION_RATE = 0.005; diff --git a/examples/controllers/handControllerGrab.js b/examples/controllers/handControllerGrab.js index 9dade9191f..d6fd4bce27 100644 --- a/examples/controllers/handControllerGrab.js +++ b/examples/controllers/handControllerGrab.js @@ -41,6 +41,8 @@ var PICK_WITH_HAND_RAY = true; var DISTANCE_HOLDING_RADIUS_FACTOR = 3.5; // multiplied by distance between hand and object var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position +var DISTANCE_HOLDING_UNITY_MASS = 1200; // The mass at which the distance holding action timeframe is unmodified +var DISTANCE_HOLDING_UNITY_DISTANCE = 6; // The distance at which the distance holding action timeframe is unmodified var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did var MOVE_WITH_HEAD = true; // experimental head-control of distantly held objects var FAR_TO_NEAR_GRAB_PADDING_FACTOR = 1.2; @@ -114,7 +116,9 @@ var GRABBABLE_PROPERTIES = [ "name", "shapeType", "parentID", - "parentJointIndex" + "parentJointIndex", + "density", + "dimensions" ]; var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js @@ -295,7 +299,7 @@ function MyController(hand) { this.rawBumperValue = 0; //for visualizations this.overlayLine = null; - this.particleBeam = null; + this.particleBeamObject = null; //for lights this.spotlight = null; @@ -479,34 +483,32 @@ function MyController(hand) { this.handleDistantParticleBeam = function(handPosition, objectPosition, color) { var handToObject = Vec3.subtract(objectPosition, handPosition); - var finalRotation = Quat.rotationBetween(Vec3.multiply(-1, Vec3.UP), handToObject); - + var finalRotationObject = Quat.rotationBetween(Vec3.multiply(-1, Vec3.UP), handToObject); var distance = Vec3.distance(handPosition, objectPosition); - var speed = 5; + var speed = distance * 3; var spread = 0; - var lifespan = distance / speed; - if (this.particleBeam === null) { - this.createParticleBeam(objectPosition, finalRotation, color, speed, spread, lifespan); + if (this.particleBeamObject === null) { + this.createParticleBeam(objectPosition, finalRotationObject, color, speed, spread, lifespan); } else { - this.updateParticleBeam(objectPosition, finalRotation, color, speed, spread, lifespan); + this.updateParticleBeam(objectPosition, finalRotationObject, color, speed, spread, lifespan); } }; - this.createParticleBeam = function(position, orientation, color, speed, spread, lifespan) { + this.createParticleBeam = function(positionObject, orientationObject, color, speed, spread, lifespan) { - var particleBeamProperties = { + var particleBeamPropertiesObject = { type: "ParticleEffect", isEmitting: true, - position: position, + position: positionObject, visible: false, lifetime: 60, "name": "Particle Beam", "color": color, "maxParticles": 2000, "lifespan": lifespan, - "emitRate": 50, + "emitRate": 1000, "emitSpeed": speed, "speedSpread": spread, "emitOrientation": { @@ -544,26 +546,25 @@ function MyController(hand) { "additiveBlending": 0, "textures": "https://hifi-content.s3.amazonaws.com/alan/dev/textures/grabsprite-3.png" } - - this.particleBeam = Entities.addEntity(particleBeamProperties); + + this.particleBeamObject = Entities.addEntity(particleBeamPropertiesObject); }; - this.updateParticleBeam = function(position, orientation, color, speed, spread, lifespan) { - Entities.editEntity(this.particleBeam, { - rotation: orientation, - position: position, + this.updateParticleBeam = function(positionObject, orientationObject, color, speed, spread, lifespan) { + Entities.editEntity(this.particleBeamObject, { + rotation: orientationObject, + position: positionObject, visible: true, color: color, emitSpeed: speed, speedSpread: spread, lifespan: lifespan }) - }; this.renewParticleBeamLifetime = function() { - var props = Entities.getEntityProperties(this.particleBeam, "age"); - Entities.editEntity(this.particleBeam, { + var props = Entities.getEntityProperties(this.particleBeamObject, "age"); + Entities.editEntity(this.particleBeamObject, { lifetime: TEMPORARY_PARTICLE_BEAM_LIFETIME + props.age // renew lifetime }) } @@ -684,9 +685,9 @@ function MyController(hand) { }; this.particleBeamOff = function() { - if (this.particleBeam !== null) { - Entities.deleteEntity(this.particleBeam); - this.particleBeam = null; + if (this.particleBeamObject !== null) { + Entities.deleteEntity(this.particleBeamObject); + this.particleBeamObject = null; } } @@ -864,6 +865,7 @@ function MyController(hand) { // too far away, don't grab continue; } + if (distance < minDistance) { this.grabbedEntity = candidateEntities[i]; minDistance = distance; @@ -932,6 +934,18 @@ function MyController(hand) { } }; + this.distanceGrabTimescale = function(mass, distance) { + var timeScale = DISTANCE_HOLDING_ACTION_TIMEFRAME * mass / DISTANCE_HOLDING_UNITY_MASS * distance / DISTANCE_HOLDING_UNITY_DISTANCE; + if (timeScale < DISTANCE_HOLDING_ACTION_TIMEFRAME) { + timeScale = DISTANCE_HOLDING_ACTION_TIMEFRAME; + } + return timeScale; + } + + this.getMass = function(dimensions, density) { + return (dimensions.x * dimensions.y * dimensions.z) * density; + } + this.distanceHolding = function() { var handControllerPosition = (this.hand === RIGHT_HAND) ? MyAvatar.rightHandPosition : MyAvatar.leftHandPosition; var controllerHandInput = (this.hand === RIGHT_HAND) ? Controller.Standard.RightHand : Controller.Standard.LeftHand; @@ -953,12 +967,17 @@ function MyController(hand) { this.radiusScalar = 1.0; } + // compute the mass for the purpose of energy and how quickly to move object + this.mass = this.getMass(grabbedProperties.dimensions, grabbedProperties.density); + var distanceToObject = Vec3.length(Vec3.subtract(MyAvatar.position, grabbedProperties.position)); + var timeScale = this.distanceGrabTimescale(this.mass, distanceToObject); + this.actionID = NULL_UUID; this.actionID = Entities.addAction("spring", this.grabbedEntity, { targetPosition: this.currentObjectPosition, - linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME, + linearTimeScale: timeScale, targetRotation: this.currentObjectRotation, - angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME, + angularTimeScale: timeScale, tag: getTag(), ttl: ACTION_TTL }); @@ -1135,11 +1154,12 @@ function MyController(hand) { this.handleSpotlight(this.grabbedEntity); } + var distanceToObject = Vec3.length(Vec3.subtract(MyAvatar.position, this.currentObjectPosition)); var success = Entities.updateAction(this.grabbedEntity, this.actionID, { targetPosition: targetPosition, - linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME, + linearTimeScale: this.distanceGrabTimescale(this.mass, distanceToObject), targetRotation: this.currentObjectRotation, - angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME, + angularTimeScale: this.distanceGrabTimescale(this.mass, distanceToObject), ttl: ACTION_TTL }); if (success) { @@ -1607,7 +1627,7 @@ function MyController(hand) { this.cleanup = function() { this.release(); - Entities.deleteEntity(this.particleBeam); + Entities.deleteEntity(this.particleBeamObject); Entities.deleteEntity(this.spotLight); Entities.deleteEntity(this.pointLight); };