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338 lines
11 KiB
338 lines
11 KiB
/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.bullet;
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import com.jme3.app.Application;
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import com.jme3.app.state.AppState;
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import com.jme3.app.state.AppStateManager;
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import com.jme3.bullet.PhysicsSpace.BroadphaseType;
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import com.jme3.bullet.debug.BulletDebugAppState;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import java.util.concurrent.*;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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/**
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* <code>BulletAppState</code> allows using bullet physics in an Application.
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*
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* @author normenhansen
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*/
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public class BulletAppState implements AppState, PhysicsTickListener {
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protected boolean initialized = false;
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protected Application app;
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protected AppStateManager stateManager;
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protected ScheduledThreadPoolExecutor executor;
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protected PhysicsSpace pSpace;
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protected ThreadingType threadingType = ThreadingType.SEQUENTIAL;
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protected BroadphaseType broadphaseType = BroadphaseType.DBVT;
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protected Vector3f worldMin = new Vector3f(-10000f, -10000f, -10000f);
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protected Vector3f worldMax = new Vector3f(10000f, 10000f, 10000f);
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protected float speed = 1;
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protected boolean active = true;
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protected boolean debugEnabled = false;
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protected BulletDebugAppState debugAppState;
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protected float tpf;
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protected Future physicsFuture;
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/**
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* Creates a new BulletAppState running a PhysicsSpace for physics
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* simulation, use getStateManager().addState(bulletAppState) to enable
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* physics for an Application.
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*/
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public BulletAppState() {
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}
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/**
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* Creates a new BulletAppState running a PhysicsSpace for physics
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* simulation, use getStateManager().addState(bulletAppState) to enable
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* physics for an Application.
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*
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* @param broadphaseType The type of broadphase collision detection,
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* BroadphaseType.DVBT is the default
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*/
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public BulletAppState(BroadphaseType broadphaseType) {
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this(new Vector3f(-10000f, -10000f, -10000f), new Vector3f(10000f, 10000f, 10000f), broadphaseType);
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}
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/**
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* Creates a new BulletAppState running a PhysicsSpace for physics
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* simulation, use getStateManager().addState(bulletAppState) to enable
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* physics for an Application. An AxisSweep broadphase is used.
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*
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* @param worldMin The minimum world extent
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* @param worldMax The maximum world extent
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*/
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public BulletAppState(Vector3f worldMin, Vector3f worldMax) {
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this(worldMin, worldMax, BroadphaseType.AXIS_SWEEP_3);
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}
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public BulletAppState(Vector3f worldMin, Vector3f worldMax, BroadphaseType broadphaseType) {
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this.worldMin.set(worldMin);
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this.worldMax.set(worldMax);
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this.broadphaseType = broadphaseType;
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}
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private boolean startPhysicsOnExecutor() {
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if (executor != null) {
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executor.shutdown();
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}
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executor = new ScheduledThreadPoolExecutor(1);
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final BulletAppState app = this;
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Callable<Boolean> call = new Callable<Boolean>() {
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public Boolean call() throws Exception {
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detachedPhysicsLastUpdate = System.currentTimeMillis();
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pSpace = new PhysicsSpace(worldMin, worldMax, broadphaseType);
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pSpace.addTickListener(app);
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return true;
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}
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};
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try {
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return executor.submit(call).get();
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} catch (InterruptedException ex) {
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Logger.getLogger(BulletAppState.class.getName()).log(Level.SEVERE, null, ex);
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return false;
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} catch (ExecutionException ex) {
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Logger.getLogger(BulletAppState.class.getName()).log(Level.SEVERE, null, ex);
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return false;
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}
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}
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private Callable<Boolean> parallelPhysicsUpdate = new Callable<Boolean>() {
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public Boolean call() throws Exception {
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pSpace.update(tpf * getSpeed());
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return true;
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}
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};
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long detachedPhysicsLastUpdate = 0;
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private Callable<Boolean> detachedPhysicsUpdate = new Callable<Boolean>() {
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public Boolean call() throws Exception {
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pSpace.update(getPhysicsSpace().getAccuracy() * getSpeed());
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pSpace.distributeEvents();
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long update = System.currentTimeMillis() - detachedPhysicsLastUpdate;
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detachedPhysicsLastUpdate = System.currentTimeMillis();
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executor.schedule(detachedPhysicsUpdate, Math.round(getPhysicsSpace().getAccuracy() * 1000000.0f) - (update * 1000), TimeUnit.MICROSECONDS);
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return true;
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}
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};
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public PhysicsSpace getPhysicsSpace() {
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return pSpace;
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}
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/**
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* The physics system is started automatically on attaching, if you want to
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* start it before for some reason, you can use this method.
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*/
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public void startPhysics() {
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if (initialized) {
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return;
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}
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//start physics thread(pool)
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if (threadingType == ThreadingType.PARALLEL) {
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startPhysicsOnExecutor();
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} else {
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pSpace = new PhysicsSpace(worldMin, worldMax, broadphaseType);
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}
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pSpace.addTickListener(this);
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initialized = true;
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}
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public void stopPhysics() {
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if(!initialized){
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return;
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}
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if (executor != null) {
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executor.shutdown();
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executor = null;
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}
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pSpace.removeTickListener(this);
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pSpace.destroy();
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initialized = false;
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}
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public void initialize(AppStateManager stateManager, Application app) {
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this.app = app;
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this.stateManager = stateManager;
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startPhysics();
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}
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public boolean isInitialized() {
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return initialized;
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}
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public void setEnabled(boolean enabled) {
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this.active = enabled;
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}
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public boolean isEnabled() {
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return active;
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}
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public void setDebugEnabled(boolean debugEnabled) {
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this.debugEnabled = debugEnabled;
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}
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public boolean isDebugEnabled() {
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return debugEnabled;
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}
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public void stateAttached(AppStateManager stateManager) {
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if (!initialized) {
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startPhysics();
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}
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if (threadingType == ThreadingType.PARALLEL) {
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PhysicsSpace.setLocalThreadPhysicsSpace(pSpace);
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}
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if (debugEnabled) {
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debugAppState = new BulletDebugAppState(pSpace);
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stateManager.attach(debugAppState);
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}
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}
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public void stateDetached(AppStateManager stateManager) {
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}
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public void update(float tpf) {
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if (debugEnabled && debugAppState == null && pSpace != null) {
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debugAppState = new BulletDebugAppState(pSpace);
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stateManager.attach(debugAppState);
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} else if (!debugEnabled && debugAppState != null) {
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stateManager.detach(debugAppState);
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debugAppState = null;
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}
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if (!active) {
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return;
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}
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pSpace.distributeEvents();
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this.tpf = tpf;
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}
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public void render(RenderManager rm) {
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if (!active) {
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return;
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}
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if (threadingType == ThreadingType.PARALLEL) {
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physicsFuture = executor.submit(parallelPhysicsUpdate);
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} else if (threadingType == ThreadingType.SEQUENTIAL) {
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pSpace.update(active ? tpf * speed : 0);
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} else {
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}
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}
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public void postRender() {
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if (physicsFuture != null) {
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try {
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physicsFuture.get();
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physicsFuture = null;
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} catch (InterruptedException ex) {
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Logger.getLogger(BulletAppState.class.getName()).log(Level.SEVERE, null, ex);
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} catch (ExecutionException ex) {
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Logger.getLogger(BulletAppState.class.getName()).log(Level.SEVERE, null, ex);
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}
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}
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}
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public void cleanup() {
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if (debugAppState != null) {
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stateManager.detach(debugAppState);
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debugAppState = null;
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}
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stopPhysics();
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}
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/**
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* @return the threadingType
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*/
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public ThreadingType getThreadingType() {
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return threadingType;
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}
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/**
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* Use before attaching state
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*
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* @param threadingType the threadingType to set
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*/
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public void setThreadingType(ThreadingType threadingType) {
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this.threadingType = threadingType;
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}
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/**
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* Use before attaching state
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*/
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public void setBroadphaseType(BroadphaseType broadphaseType) {
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this.broadphaseType = broadphaseType;
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}
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/**
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* Use before attaching state
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*/
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public void setWorldMin(Vector3f worldMin) {
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this.worldMin = worldMin;
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}
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/**
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* Use before attaching state
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*/
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public void setWorldMax(Vector3f worldMax) {
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this.worldMax = worldMax;
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}
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public float getSpeed() {
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return speed;
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}
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public void setSpeed(float speed) {
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this.speed = speed;
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}
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public void prePhysicsTick(PhysicsSpace space, float f) {
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}
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public void physicsTick(PhysicsSpace space, float f) {
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}
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public enum ThreadingType {
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/**
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* Default mode; user update, physics update and rendering happen
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* sequentially (single threaded)
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*/
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SEQUENTIAL,
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/**
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* Parallel threaded mode; physics update and rendering are executed in
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* parallel, update order is kept.<br/> Multiple BulletAppStates will
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* execute in parallel in this mode.
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*/
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PARALLEL,
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}
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}
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