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166 lines
7.3 KiB
JavaScript
166 lines
7.3 KiB
JavaScript
//
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// entityLocalFish.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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// These fish are overlays, meaning they can only be seen by you.
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// Attach this entity script to an object to create fish that stay within the
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// dimensions of the object.
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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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(function(){
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var NUM_FISH = 25;
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var FISH_SCALE = 0.45;
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var MAX_SIGHT_DISTANCE = 0.5;
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var MIN_SEPARATION = 0.08;
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var AVOIDANCE_FORCE = 0.05;
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var COHESION_FORCE = 0.025;
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var ALIGNMENT_FORCE = 0.025;
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var SWIMMING_FORCE = 0.025;
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var SWIMMING_SPEED = 0.5;
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var VELOCITY_FOLLOW_RATE = 0.25;
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var FISH_MODEL_URL = "atp:/fishTank/goodfish5.fbx";
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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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var entityID;
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function update(deltaTime) {
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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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for (var i = 0; i < fish.length; i++) {
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// Update position by velocity
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fish[i].position = Vec3.sum(fish[i].position, Vec3.multiply(deltaTime, fish[i].velocity));
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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 separation = Vec3.distance(fish[i].position, fish[j].position);
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if (separation < MAX_SIGHT_DISTANCE) {
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averageVelocity = Vec3.sum(averageVelocity, fish[j].velocity);
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averagePosition = Vec3.sum(averagePosition, fish[j].position);
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othersCounted++;
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}
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if (separation < MIN_SEPARATION) {
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// Separation: Push away if you are too close to someone else
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var pushAway = Vec3.multiply(Vec3.normalize(Vec3.subtract(fish[i].position, fish[j].position)), AVOIDANCE_FORCE);
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fish[i].velocity = Vec3.sum(fish[i].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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fish[i].velocity = Vec3.mix(fish[i].velocity, Vec3.multiply(Vec3.normalize(averageVelocity), Vec3.length(fish[i].velocity)), ALIGNMENT_FORCE);
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// Cohesion: Steer towards center of flock
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var towardCenter = Vec3.subtract(averagePosition, fish[i].position);
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fish[i].velocity = Vec3.mix(fish[i].velocity, Vec3.multiply(Vec3.normalize(towardCenter), Vec3.length(fish[i].velocity)), COHESION_FORCE);
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}
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// Try to swim at a constant speed
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fish[i].velocity = Vec3.mix(fish[i].velocity, Vec3.multiply(Vec3.normalize(fish[i].velocity), SWIMMING_SPEED), SWIMMING_FORCE);
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// Keep fish in their 'tank'
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if (fish[i].position.x < lowerCorner.x) {
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fish[i].position.x = lowerCorner.x;
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fish[i].velocity.x *= -1.0;
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} else if (fish[i].position.x > upperCorner.x) {
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fish[i].position.x = upperCorner.x;
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fish[i].velocity.x *= -1.0;
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}
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if (fish[i].position.y < lowerCorner.y) {
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fish[i].position.y = lowerCorner.y;
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fish[i].velocity.y *= -1.0;
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} else if (fish[i].position.y > upperCorner.y) {
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fish[i].position.y = upperCorner.y;
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fish[i].velocity.y *= -1.0;
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}
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if (fish[i].position.z < lowerCorner.z) {
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fish[i].position.z = lowerCorner.z;
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fish[i].velocity.z *= -1.0;
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} else if (fish[i].position.z > upperCorner.z) {
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fish[i].position.z = upperCorner.z;
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fish[i].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, fish[i].velocity);
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fish[i].rotation = Quat.slerp(fish[i].rotation, rotation, VELOCITY_FOLLOW_RATE);
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// Update the actual 3D overlay
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Overlays.editOverlay(fish[i].overlayID, { position: fish[i].position,
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velocity: fish[i].velocity,
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rotation: fish[i].rotation });
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}
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}
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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 loadFish(entityID, howMany) {
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var STARTING_FRACTION = 0.25;
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var properties = Entities.getEntityProperties(entityID);
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lowerCorner = { x: properties.position.x - properties.dimensions.x / 2,
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y: properties.position.y - properties.dimensions.y / 2,
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z: properties.position.z - properties.dimensions.z / 2 };
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upperCorner = { x: properties.position.x + properties.dimensions.x / 2,
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y: properties.position.y + properties.dimensions.y / 2,
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z: properties.position.z + properties.dimensions.z / 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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var rotation = { x: 0, y: 0, z: 0, w: 1 };
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fish.push({
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overlayID: Overlays.addOverlay("model", {
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url: FISH_MODEL_URL,
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position: position,
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rotation: rotation,
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scale: FISH_SCALE,
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visible: true }),
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position: position,
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rotation: rotation,
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velocity: randomVector(SWIMMING_SPEED)
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});
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}
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print("Fish loaded");
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}
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this.preload = function(entityID) {
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print("Fish Preload v3");
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loadFish(entityID, NUM_FISH);
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fishLoaded = true;
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Script.update.connect(update);
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};
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this.unload = function() {
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Script.update.disconnect(update);
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print("Fish Unload");
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for (var i = 0; i < fish.length; i++) {
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Overlays.deleteOverlay(fish[i].overlayID);
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}
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};
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})
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