function vLength(v) { return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z); } function printVector(v) { print(v.x + ", " + v.y + ", " + v.z + "\n"); } // Create a random vector with individual lengths between a,b function randVector(a, b) { var rval = { x: a + Math.random() * (b - a), y: a + Math.random() * (b - a), z: a + Math.random() * (b - a) }; return rval; } function vMinus(a, b) { var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z }; return rval; } function vPlus(a, b) { var rval = { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z }; return rval; } function vCopy(a, b) { a.x = b.x; a.y = b.y; a.z = b.z; return; } // 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 position = { x: 5.0 / TREE_SCALE, y: 5.0 / TREE_SCALE, z: 5.0 / TREE_SCALE }; Voxels.queueDestructiveVoxelAdd(position.x, position.y - (1.0 / TREE_SCALE), position.z, 0.5 / TREE_SCALE, 255, 255, 1); function makeFountain() { if (Math.random() < 0.06) { //print("Made particle!\n"); var size = (0.02 + (Math.random() * 0.05)) / TREE_SCALE; var velocity = { x: (Math.random() * 1.0 - 0.5) / TREE_SCALE, y: (1.0 + (Math.random() * 2.0)) / TREE_SCALE, z: (Math.random() * 1.0 - 0.5) / TREE_SCALE }; var gravity = { x: 0, y: -0.5 / TREE_SCALE, z: 0 }; // gravity has no effect on these bullets var color = { red: 0, green: 0, blue: 128 }; var damping = 0.25; // no damping var inHand = false; var script = ""; Particles.queueParticleAdd(position, size, color, velocity, gravity, damping, inHand, script); } } // register the call back so it fires before each data send Agent.willSendVisualDataCallback.connect(makeFountain);