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