- fix deprecation message and javadoc cleanups in PhysicsSpace
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10345 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -60,10 +60,11 @@ import java.util.logging.Logger;
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/**
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* <p>PhysicsSpace - The central jbullet-jme physics space</p>
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*
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* @author normenhansen
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*/
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public class PhysicsSpace {
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private static final Logger logger = Logger.getLogger(PhysicsSpace.class.getName());
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public static final int AXIS_X = 0;
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public static final int AXIS_Y = 1;
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@ -71,7 +72,6 @@ public class PhysicsSpace {
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private long physicsSpaceId = 0;
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private static ThreadLocal<ConcurrentLinkedQueue<AppTask<?>>> pQueueTL =
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new ThreadLocal<ConcurrentLinkedQueue<AppTask<?>>>() {
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@Override
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protected ConcurrentLinkedQueue<AppTask<?>> initialValue() {
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return new ConcurrentLinkedQueue<AppTask<?>>();
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@ -86,13 +86,11 @@ public class PhysicsSpace {
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// private ConstraintSolver solver;
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// private DefaultCollisionConfiguration collisionConfiguration;
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// private Map<GhostObject, PhysicsGhostObject> physicsGhostNodes = new ConcurrentHashMap<GhostObject, PhysicsGhostObject>();
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private Map<Long, PhysicsGhostObject> physicsGhostObjects = new ConcurrentHashMap<Long, PhysicsGhostObject>();
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private Map<Long, PhysicsCharacter> physicsCharacters = new ConcurrentHashMap<Long, PhysicsCharacter>();
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private Map<Long, PhysicsRigidBody> physicsBodies = new ConcurrentHashMap<Long, PhysicsRigidBody>();
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private Map<Long, PhysicsGhostObject> physicsGhostObjects = new ConcurrentHashMap<Long, PhysicsGhostObject>();
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private Map<Long, PhysicsCharacter> physicsCharacters = new ConcurrentHashMap<Long, PhysicsCharacter>();
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private Map<Long, PhysicsRigidBody> physicsBodies = new ConcurrentHashMap<Long, PhysicsRigidBody>();
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private Map<Long, PhysicsJoint> physicsJoints = new ConcurrentHashMap<Long, PhysicsJoint>();
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private Map<Long, PhysicsVehicle> physicsVehicles = new ConcurrentHashMap<Long, PhysicsVehicle>();
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private List<PhysicsCollisionListener> collisionListeners = new LinkedList<PhysicsCollisionListener>();
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private List<PhysicsCollisionEvent> collisionEvents = new LinkedList<PhysicsCollisionEvent>();
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private Map<Integer, PhysicsCollisionGroupListener> collisionGroupListeners = new ConcurrentHashMap<Integer, PhysicsCollisionGroupListener>();
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@ -110,8 +108,10 @@ public class PhysicsSpace {
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}
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/**
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* Get the current PhysicsSpace <b>running on this thread</b><br/>
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* For parallel physics, this can also be called from the OpenGL thread to receive the PhysicsSpace
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* Get the current PhysicsSpace <b>running on this thread</b><br/> For
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* parallel physics, this can also be called from the OpenGL thread to
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* receive the PhysicsSpace
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*
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* @return the PhysicsSpace running on this thread
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*/
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public static PhysicsSpace getPhysicsSpace() {
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@ -120,6 +120,7 @@ public class PhysicsSpace {
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/**
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* Used internally
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*
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* @param space
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*/
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public static void setLocalThreadPhysicsSpace(PhysicsSpace space) {
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@ -336,6 +337,7 @@ public class PhysicsSpace {
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/**
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* updates the physics space
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*
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* @param time the current time value
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*/
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public void update(float time) {
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@ -344,6 +346,7 @@ public class PhysicsSpace {
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/**
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* updates the physics space, uses maxSteps<br>
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*
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* @param time the current time value
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* @param maxSteps
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*/
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@ -360,15 +363,15 @@ public class PhysicsSpace {
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public void distributeEvents() {
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//add collision callbacks
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// synchronized (collisionEvents) {
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for (Iterator<PhysicsCollisionEvent> it = collisionEvents.iterator(); it.hasNext();) {
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PhysicsCollisionEvent physicsCollisionEvent = it.next();
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for (PhysicsCollisionListener listener : collisionListeners) {
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listener.collision(physicsCollisionEvent);
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}
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//recycle events
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eventFactory.recycle(physicsCollisionEvent);
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it.remove();
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for (Iterator<PhysicsCollisionEvent> it = collisionEvents.iterator(); it.hasNext();) {
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PhysicsCollisionEvent physicsCollisionEvent = it.next();
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for (PhysicsCollisionListener listener : collisionListeners) {
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listener.collision(physicsCollisionEvent);
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}
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//recycle events
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eventFactory.recycle(physicsCollisionEvent);
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it.remove();
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}
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// }
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}
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@ -380,7 +383,9 @@ public class PhysicsSpace {
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}
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/**
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* calls the callable on the next physics tick (ensuring e.g. force applying)
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* calls the callable on the next physics tick (ensuring e.g. force
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* applying)
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*
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* @param <V>
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* @param callable
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* @return Future object
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@ -393,6 +398,7 @@ public class PhysicsSpace {
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/**
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* adds an object to the physics space
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*
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* @param obj the PhysicsControl or Spatial with PhysicsControl to add
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*/
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public void add(Object obj) {
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@ -425,6 +431,7 @@ public class PhysicsSpace {
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/**
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* removes an object from the physics space
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*
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* @param obj the PhysicsControl or Spatial with PhysicsControl to remove
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*/
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public void remove(Object obj) {
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@ -454,8 +461,9 @@ public class PhysicsSpace {
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}
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/**
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* adds all physics controls and joints in the given spatial node to the physics space
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* (e.g. after loading from disk) - recursive if node
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* adds all physics controls and joints in the given spatial node to the
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* physics space (e.g. after loading from disk) - recursive if node
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*
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* @param spatial the rootnode containing the physics objects
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*/
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public void addAll(Spatial spatial) {
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@ -493,8 +501,9 @@ public class PhysicsSpace {
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}
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/**
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* Removes all physics controls and joints in the given spatial from the physics space
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* (e.g. before saving to disk) - recursive if node
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* Removes all physics controls and joints in the given spatial from the
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* physics space (e.g. before saving to disk) - recursive if node
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*
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* @param spatial the rootnode containing the physics objects
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*/
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public void removeAll(Spatial spatial) {
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@ -552,13 +561,13 @@ public class PhysicsSpace {
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private native void removeVehicle(long space, long id);
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private native void addConstraint(long space, long id);
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private native void addConstraintC(long space, long id, boolean collision);
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private native void removeConstraint(long space, long id);
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private void addGhostObject(PhysicsGhostObject node) {
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if(physicsGhostObjects.containsKey(node.getObjectId())){
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if (physicsGhostObjects.containsKey(node.getObjectId())) {
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logger.log(Level.WARNING, "GhostObject {0} already exists in PhysicsSpace, cannot add.", node);
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return;
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}
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@ -568,7 +577,7 @@ public class PhysicsSpace {
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}
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private void removeGhostObject(PhysicsGhostObject node) {
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if(!physicsGhostObjects.containsKey(node.getObjectId())){
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if (!physicsGhostObjects.containsKey(node.getObjectId())) {
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logger.log(Level.WARNING, "GhostObject {0} does not exist in PhysicsSpace, cannot remove.", node);
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return;
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}
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@ -578,7 +587,7 @@ public class PhysicsSpace {
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}
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private void addCharacter(PhysicsCharacter node) {
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if(physicsCharacters.containsKey(node.getObjectId())){
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if (physicsCharacters.containsKey(node.getObjectId())) {
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logger.log(Level.WARNING, "Character {0} already exists in PhysicsSpace, cannot add.", node);
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return;
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}
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@ -591,7 +600,7 @@ public class PhysicsSpace {
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}
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private void removeCharacter(PhysicsCharacter node) {
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if(!physicsCharacters.containsKey(node.getObjectId())){
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if (!physicsCharacters.containsKey(node.getObjectId())) {
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logger.log(Level.WARNING, "Character {0} does not exist in PhysicsSpace, cannot remove.", node);
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return;
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}
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@ -604,7 +613,7 @@ public class PhysicsSpace {
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}
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private void addRigidBody(PhysicsRigidBody node) {
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if(physicsBodies.containsKey(node.getObjectId())){
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if (physicsBodies.containsKey(node.getObjectId())) {
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logger.log(Level.WARNING, "RigidBody {0} already exists in PhysicsSpace, cannot add.", node);
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return;
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}
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@ -626,13 +635,13 @@ public class PhysicsSpace {
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logger.log(Level.FINE, "Adding RigidBody {0} to physics space.", node.getObjectId());
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if (node instanceof PhysicsVehicle) {
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logger.log(Level.FINE, "Adding vehicle constraint {0} to physics space.", Long.toHexString(((PhysicsVehicle) node).getVehicleId()));
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physicsVehicles.put(((PhysicsVehicle) node).getVehicleId(), (PhysicsVehicle)node);
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physicsVehicles.put(((PhysicsVehicle) node).getVehicleId(), (PhysicsVehicle) node);
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addVehicle(physicsSpaceId, ((PhysicsVehicle) node).getVehicleId());
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}
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}
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private void removeRigidBody(PhysicsRigidBody node) {
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if(!physicsBodies.containsKey(node.getObjectId())){
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if (!physicsBodies.containsKey(node.getObjectId())) {
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logger.log(Level.WARNING, "RigidBody {0} does not exist in PhysicsSpace, cannot remove.", node);
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return;
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}
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@ -647,7 +656,7 @@ public class PhysicsSpace {
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}
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private void addJoint(PhysicsJoint joint) {
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if(physicsJoints.containsKey(joint.getObjectId())){
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if (physicsJoints.containsKey(joint.getObjectId())) {
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logger.log(Level.WARNING, "Joint {0} already exists in PhysicsSpace, cannot add.", joint);
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return;
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}
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@ -658,7 +667,7 @@ public class PhysicsSpace {
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}
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private void removeJoint(PhysicsJoint joint) {
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if(!physicsJoints.containsKey(joint.getObjectId())){
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if (!physicsJoints.containsKey(joint.getObjectId())) {
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logger.log(Level.WARNING, "Joint {0} does not exist in PhysicsSpace, cannot remove.", joint);
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return;
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}
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@ -668,28 +677,29 @@ public class PhysicsSpace {
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// dynamicsWorld.removeConstraint(joint.getObjectId());
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}
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public Collection<PhysicsRigidBody> getRigidBodyList(){
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public Collection<PhysicsRigidBody> getRigidBodyList() {
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return new LinkedList<PhysicsRigidBody>(physicsBodies.values());
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}
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public Collection<PhysicsGhostObject> getGhostObjectList(){
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public Collection<PhysicsGhostObject> getGhostObjectList() {
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return new LinkedList<PhysicsGhostObject>(physicsGhostObjects.values());
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}
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public Collection<PhysicsCharacter> getCharacterList(){
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public Collection<PhysicsCharacter> getCharacterList() {
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return new LinkedList<PhysicsCharacter>(physicsCharacters.values());
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}
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public Collection<PhysicsJoint> getJointList(){
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public Collection<PhysicsJoint> getJointList() {
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return new LinkedList<PhysicsJoint>(physicsJoints.values());
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}
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public Collection<PhysicsVehicle> getVehicleList(){
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public Collection<PhysicsVehicle> getVehicleList() {
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return new LinkedList<PhysicsVehicle>(physicsVehicles.values());
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}
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/**
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* Sets the gravity of the PhysicsSpace, set before adding physics objects!
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*
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* @param gravity
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*/
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public void setGravity(Vector3f gravity) {
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@ -714,9 +724,10 @@ public class PhysicsSpace {
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// }
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//
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/**
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* Adds the specified listener to the physics tick listeners.
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* The listeners are called on each physics step, which is not necessarily
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* each frame but is determined by the accuracy of the physics space.
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* Adds the specified listener to the physics tick listeners. The listeners
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* are called on each physics step, which is not necessarily each frame but
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* is determined by the accuracy of the physics space.
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*
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* @param listener
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*/
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public void addTickListener(PhysicsTickListener listener) {
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@ -729,6 +740,7 @@ public class PhysicsSpace {
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/**
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* Adds a CollisionListener that will be informed about collision events
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*
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* @param listener the CollisionListener to add
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*/
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public void addCollisionListener(PhysicsCollisionListener listener) {
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@ -737,6 +749,7 @@ public class PhysicsSpace {
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/**
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* Removes a CollisionListener from the list
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*
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* @param listener the CollisionListener to remove
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*/
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public void removeCollisionListener(PhysicsCollisionListener listener) {
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@ -744,8 +757,10 @@ public class PhysicsSpace {
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}
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/**
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* Adds a listener for a specific collision group, such a listener can disable collisions when they happen.<br>
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* There can be only one listener per collision group.
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* Adds a listener for a specific collision group, such a listener can
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* disable collisions when they happen.<br> There can be only one listener
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* per collision group.
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*
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* @param listener
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* @param collisionGroup
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*/
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@ -758,7 +773,8 @@ public class PhysicsSpace {
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}
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/**
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* Performs a ray collision test and returns the results as a list of PhysicsRayTestResults
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* Performs a ray collision test and returns the results as a list of
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* PhysicsRayTestResults
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*/
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public List rayTest(Vector3f from, Vector3f to) {
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List results = new LinkedList();
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@ -767,7 +783,8 @@ public class PhysicsSpace {
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}
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/**
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* Performs a ray collision test and returns the results as a list of PhysicsRayTestResults
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* Performs a ray collision test and returns the results as a list of
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* PhysicsRayTestResults
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*/
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public List<PhysicsRayTestResult> rayTest(Vector3f from, Vector3f to, List<PhysicsRayTestResult> results) {
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results.clear();
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@ -793,9 +810,11 @@ public class PhysicsSpace {
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// }
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// }
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/**
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* Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
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* You have to use different Transforms for start and end (at least distance > 0.4f).
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* SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
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* Performs a sweep collision test and returns the results as a list of
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* PhysicsSweepTestResults<br/> You have to use different Transforms for
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* start and end (at least distance > 0.4f). SweepTest will not see a
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* collision if it starts INSIDE an object and is moving AWAY from its
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* center.
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*/
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public List<PhysicsSweepTestResult> sweepTest(CollisionShape shape, Transform start, Transform end) {
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List<PhysicsSweepTestResult> results = new LinkedList<PhysicsSweepTestResult>();
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@ -809,9 +828,11 @@ public class PhysicsSpace {
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}
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/**
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* Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
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* You have to use different Transforms for start and end (at least distance > 0.4f).
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* SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
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* Performs a sweep collision test and returns the results as a list of
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* PhysicsSweepTestResults<br/> You have to use different Transforms for
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* start and end (at least distance > 0.4f). SweepTest will not see a
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* collision if it starts INSIDE an object and is moving AWAY from its
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* center.
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*/
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public List<PhysicsSweepTestResult> sweepTest(CollisionShape shape, Transform start, Transform end, List<PhysicsSweepTestResult> results) {
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results.clear();
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@ -850,9 +871,10 @@ public class PhysicsSpace {
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}
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/**
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// * used internally
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// * @return the dynamicsWorld
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// */
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* // * used internally //
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*
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* @return the dynamicsWorld //
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*/
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public long getSpaceId() {
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return physicsSpaceId;
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}
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@ -866,11 +888,13 @@ public class PhysicsSpace {
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}
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/**
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* Sets the maximum amount of extra steps that will be used to step the physics
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* when the fps is below the physics fps. Doing this maintains determinism in physics.
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* For example a maximum number of 2 can compensate for framerates as low as 30fps
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* when the physics has the default accuracy of 60 fps. Note that setting this
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* value too high can make the physics drive down its own fps in case its overloaded.
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* Sets the maximum amount of extra steps that will be used to step the
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* physics when the fps is below the physics fps. Doing this maintains
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* determinism in physics. For example a maximum number of 2 can compensate
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* for framerates as low as 30fps when the physics has the default accuracy
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* of 60 fps. Note that setting this value too high can make the physics
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* drive down its own fps in case its overloaded.
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*
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* @param steps The maximum number of extra steps, default is 4.
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*/
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public void setMaxSubSteps(int steps) {
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@ -879,6 +903,7 @@ public class PhysicsSpace {
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/**
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* get the current accuracy of the physics computation
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*
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* @return the current accuracy
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*/
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public float getAccuracy() {
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@ -887,6 +912,7 @@ public class PhysicsSpace {
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/**
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* sets the accuracy of the physics computation, default=1/60s<br>
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*
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* @param accuracy
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*/
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public void setAccuracy(float accuracy) {
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@ -899,6 +925,7 @@ public class PhysicsSpace {
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/**
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* only applies for AXIS_SWEEP broadphase
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*
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* @param worldMin
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*/
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public void setWorldMin(Vector3f worldMin) {
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@ -911,6 +938,7 @@ public class PhysicsSpace {
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/**
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* only applies for AXIS_SWEEP broadphase
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*
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* @param worldMax
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*/
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public void setWorldMax(Vector3f worldMax) {
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@ -918,9 +946,11 @@ public class PhysicsSpace {
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}
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/**
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* Enable debug display for physics
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* Enable debug display for physics.
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*
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* @deprecated in favor of BulletDebugAppState, use
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* <code>BulletAppState.setDebugEnabled(boolean)</code> to add automatically
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* @param manager AssetManager to use to create debug materials
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* @Deprecated in favor of BulletDebugAppState, use BulletAppState.setDebugEnabled(boolean) to add automatically
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*/
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@Deprecated
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public void enableDebug(AssetManager manager) {
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@ -857,9 +857,11 @@ public class PhysicsSpace {
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}
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|
||||
/**
|
||||
* Enable debug display for physics
|
||||
* Enable debug display for physics.
|
||||
*
|
||||
* @deprecated in favor of BulletDebugAppState, use
|
||||
* <code>BulletAppState.setDebugEnabled(boolean)</code> to add automatically
|
||||
* @param manager AssetManager to use to create debug materials
|
||||
* @Deprecated in favor of BulletDebugAppState, use BulletAppState.setDebugEnabled(boolean) to add automatically
|
||||
*/
|
||||
@Deprecated
|
||||
public void enableDebug(AssetManager manager) {
|
||||
|
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Reference in New Issue
Block a user