// // particleBirds.js // examples // // Created by Benjamin Arnold on May 29, 2014 // Copyright 2014 High Fidelity, Inc. // // This sample script creates a swarm of tweeting bird entities that fly around the avatar. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // Script.include("libraries/globals.js"); // Multiply vector by scalar function vScalarMult(v, s) { var rval = { x: v.x * s, y: v.y * s, z: v.z * s }; return rval; } 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; } // 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 startTimeInSeconds = new Date().getTime() / 1000; var birdLifetime = 20; // lifetime of the birds in seconds! var range = 1.0; // Over what distance in meters do you want the flock to fly around var frame = 0; var CHANCE_OF_MOVING = 0.1; var CHANCE_OF_TWEETING = 0.05; var BIRD_GRAVITY = -0.1; var BIRD_FLAP_SPEED = 10.0; var BIRD_VELOCITY = 0.5; var myPosition = MyAvatar.position; var range = 1.0; // Distance around avatar where I can move // This is our Bird object function Bird (particleID, tweetSound, targetPosition) { this.particleID = particleID; this.tweetSound = tweetSound; this.previousFlapOffset = 0; this.targetPosition = targetPosition; this.moving = false; this.tweeting = -1; } // Array of birds var birds = []; function addBird() { // Decide what kind of bird we are var tweet; var color; var size; var which = Math.random(); if (which < 0.2) { tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/bushtit_1.raw"); color = { red: 100, green: 50, blue: 120 }; size = 0.08; } else if (which < 0.4) { tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/rosyfacedlovebird.raw"); color = { red: 100, green: 150, blue: 75 }; size = 0.09; } else if (which < 0.6) { tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/saysphoebe.raw"); color = { red: 84, green: 121, blue: 36 }; size = 0.05; } else if (which < 0.8) { tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/mexicanWhipoorwill.raw"); color = { red: 23, green: 197, blue: 230 }; size = 0.12; } else { tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/westernscreechowl.raw"); color = { red: 50, green: 67, blue: 144 }; size = 0.15; } var properties = { type: "Sphere", lifetime: birdLifetime, position: Vec3.sum(randVector(-range, range), myPosition), velocity: { x: 0, y: 0, z: 0 }, gravity: { x: 0, y: BIRD_GRAVITY, z: 0 }, dimensions: { x: size * 2, y: size * 2, z: size * 2 }, color: color }; birds.push(new Bird(Entities.addEntity(properties), tweet, properties.position)); } var numBirds = 30; // Generate the birds for (var i = 0; i < numBirds; i++) { addBird(); } // Main update function function updateBirds(deltaTime) { // Check to see if we've been running long enough that our birds are dead var nowTimeInSeconds = new Date().getTime() / 1000; if ((nowTimeInSeconds - startTimeInSeconds) >= birdLifetime) { print("our birds are dying, stop our script"); Script.stop(); return; } frame++; // Only update every third frame if ((frame % 3) == 0) { myPosition = MyAvatar.position; // Update all the birds for (var i = 0; i < numBirds; i++) { particleID = birds[i].particleID; var properties = Entities.getEntityProperties(particleID); // Tweeting behavior if (birds[i].tweeting == 0) { if (Math.random() < CHANCE_OF_TWEETING) { Audio.playSound(birds[i].tweetSound, { position: properties.position, volume: 0.75 }); birds[i].tweeting = 10; } } else { birds[i].tweeting -= 1; } // Begin movement by getting a target if (birds[i].moving == false) { if (Math.random() < CHANCE_OF_MOVING) { var targetPosition = Vec3.sum(randVector(-range, range), myPosition); if (targetPosition.x < 0) { targetPosition.x = 0; } if (targetPosition.y < 0) { targetPosition.y = 0; } if (targetPosition.z < 0) { targetPosition.z = 0; } if (targetPosition.x > TREE_SCALE) { targetPosition.x = TREE_SCALE; } if (targetPosition.y > TREE_SCALE) { targetPosition.y = TREE_SCALE; } if (targetPosition.z > TREE_SCALE) { targetPosition.z = TREE_SCALE; } birds[i].targetPosition = targetPosition; birds[i].moving = true; } } // If we are moving, move towards the target if (birds[i].moving) { var desiredVelocity = Vec3.subtract(birds[i].targetPosition, properties.position); desiredVelocity = vScalarMult(Vec3.normalize(desiredVelocity), BIRD_VELOCITY); properties.velocity = vInterpolate(properties.velocity, desiredVelocity, 0.2); // If we are near the target, we should get a new target if (Vec3.length(Vec3.subtract(properties.position, birds[i].targetPosition)) < (properties.dimensions.x / 5.0)) { birds[i].moving = false; } } // Use a cosine wave offset to make it look like its flapping. var offset = Math.cos(nowTimeInSeconds * BIRD_FLAP_SPEED) * properties.dimensions.x; properties.position.y = properties.position.y + (offset - birds[i].previousFlapOffset); // Change position relative to previous offset. birds[i].previousFlapOffset = offset; // Update the particle Entities.editEntity(particleID, properties); } } } // register the call back so it fires before each data send Script.update.connect(updateBirds);