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package com.jme3.bullet;
import com.jme3.app.Application;
import com.jme3.app.state.AppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.bullet.PhysicsSpace.BroadphaseType;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import java.util.concurrent.*;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* BulletAppState
allows using bullet physics in an Application.
* @author normenhansen
*/
public class BulletAppState implements AppState, PhysicsTickListener {
protected boolean initialized = false;
protected Application app;
protected AppStateManager stateManager;
protected ScheduledThreadPoolExecutor executor;
protected PhysicsSpace pSpace;
protected ThreadingType threadingType = ThreadingType.SEQUENTIAL;
protected BroadphaseType broadphaseType = BroadphaseType.DBVT;
protected Vector3f worldMin = new Vector3f(-10000f, -10000f, -10000f);
protected Vector3f worldMax = new Vector3f(10000f, 10000f, 10000f);
private float speed = 1;
protected boolean active = true;
protected float tpf;
protected Future physicsFuture;
/**
* Creates a new BulletAppState running a PhysicsSpace for physics simulation,
* use getStateManager().addState(bulletAppState) to enable physics for an Application.
*/
public BulletAppState() {
}
/**
* Creates a new BulletAppState running a PhysicsSpace for physics simulation,
* use getStateManager().addState(bulletAppState) to enable physics for an Application.
* @param broadphaseType The type of broadphase collision detection, BroadphaseType.DVBT is the default
*/
public BulletAppState(BroadphaseType broadphaseType) {
this(new Vector3f(-10000f, -10000f, -10000f), new Vector3f(10000f, 10000f, 10000f), broadphaseType);
}
/**
* Creates a new BulletAppState running a PhysicsSpace for physics simulation,
* use getStateManager().addState(bulletAppState) to enable physics for an Application.
* An AxisSweep broadphase is used.
* @param worldMin The minimum world extent
* @param worldMax The maximum world extent
*/
public BulletAppState(Vector3f worldMin, Vector3f worldMax) {
this(worldMin, worldMax, BroadphaseType.AXIS_SWEEP_3);
}
public BulletAppState(Vector3f worldMin, Vector3f worldMax, BroadphaseType broadphaseType) {
this.worldMin.set(worldMin);
this.worldMax.set(worldMax);
this.broadphaseType = broadphaseType;
}
private boolean startPhysicsOnExecutor() {
if (executor != null) {
executor.shutdown();
}
executor = new ScheduledThreadPoolExecutor(1);
final BulletAppState app = this;
Callable call = new Callable() {
public Boolean call() throws Exception {
detachedPhysicsLastUpdate = System.currentTimeMillis();
pSpace = new PhysicsSpace(worldMin, worldMax, broadphaseType);
pSpace.addTickListener(app);
return true;
}
};
try {
return executor.submit(call).get();
} catch (InterruptedException ex) {
Logger.getLogger(BulletAppState.class.getName()).log(Level.SEVERE, null, ex);
return false;
} catch (ExecutionException ex) {
Logger.getLogger(BulletAppState.class.getName()).log(Level.SEVERE, null, ex);
return false;
}
}
private Callable parallelPhysicsUpdate = new Callable() {
public Boolean call() throws Exception {
pSpace.update(tpf * getSpeed());
return true;
}
};
long detachedPhysicsLastUpdate = 0;
private Callable detachedPhysicsUpdate = new Callable() {
public Boolean call() throws Exception {
pSpace.update(getPhysicsSpace().getAccuracy() * getSpeed());
pSpace.distributeEvents();
long update = System.currentTimeMillis() - detachedPhysicsLastUpdate;
detachedPhysicsLastUpdate = System.currentTimeMillis();
executor.schedule(detachedPhysicsUpdate, Math.round(getPhysicsSpace().getAccuracy() * 1000000.0f) - (update * 1000), TimeUnit.MICROSECONDS);
return true;
}
};
public PhysicsSpace getPhysicsSpace() {
return pSpace;
}
/**
* The physics system is started automatically on attaching, if you want to start it
* before for some reason, you can use this method.
*/
public void startPhysics() {
//start physics thread(pool)
if (threadingType == ThreadingType.PARALLEL) {
startPhysicsOnExecutor();
// } else if (threadingType == ThreadingType.DETACHED) {
// startPhysicsOnExecutor();
// executor.submit(detachedPhysicsUpdate);
} else {
pSpace = new PhysicsSpace(worldMin, worldMax, broadphaseType);
}
pSpace.addTickListener(this);
initialized = true;
}
public void initialize(AppStateManager stateManager, Application app) {
if (!initialized) {
startPhysics();
}
initialized = true;
}
public boolean isInitialized() {
return initialized;
}
public void setEnabled(boolean enabled) {
this.active = enabled;
}
public boolean isEnabled() {
return active;
}
public void stateAttached(AppStateManager stateManager) {
if (!initialized) {
startPhysics();
}
if (threadingType == ThreadingType.PARALLEL) {
PhysicsSpace.setLocalThreadPhysicsSpace(pSpace);
}
}
public void stateDetached(AppStateManager stateManager) {
}
public void update(float tpf) {
if (!active) {
return;
}
// if (threadingType != ThreadingType.DETACHED) {
pSpace.distributeEvents();
// }
this.tpf = tpf;
}
public void render(RenderManager rm) {
if (!active) {
return;
}
if (threadingType == ThreadingType.PARALLEL) {
physicsFuture = executor.submit(parallelPhysicsUpdate);
} else if (threadingType == ThreadingType.SEQUENTIAL) {
pSpace.update(active ? tpf * speed : 0);
} else {
}
}
public void postRender() {
if (physicsFuture != null) {
try {
physicsFuture.get();
physicsFuture = null;
} catch (InterruptedException ex) {
Logger.getLogger(BulletAppState.class.getName()).log(Level.SEVERE, null, ex);
} catch (ExecutionException ex) {
Logger.getLogger(BulletAppState.class.getName()).log(Level.SEVERE, null, ex);
}
}
}
public void cleanup() {
if (executor != null) {
executor.shutdown();
executor = null;
}
pSpace.removeTickListener(this);
pSpace.destroy();
}
/**
* @return the threadingType
*/
public ThreadingType getThreadingType() {
return threadingType;
}
/**
* Use before attaching state
* @param threadingType the threadingType to set
*/
public void setThreadingType(ThreadingType threadingType) {
this.threadingType = threadingType;
}
/**
* Use before attaching state
*/
public void setBroadphaseType(BroadphaseType broadphaseType) {
this.broadphaseType = broadphaseType;
}
/**
* Use before attaching state
*/
public void setWorldMin(Vector3f worldMin) {
this.worldMin = worldMin;
}
/**
* Use before attaching state
*/
public void setWorldMax(Vector3f worldMax) {
this.worldMax = worldMax;
}
public float getSpeed() {
return speed;
}
public void setSpeed(float speed) {
this.speed = speed;
}
public void prePhysicsTick(PhysicsSpace space, float f) {
}
public void physicsTick(PhysicsSpace space, float f) {
}
public enum ThreadingType {
/**
* Default mode; user update, physics update and rendering happen sequentially (single threaded)
*/
SEQUENTIAL,
/**
* Parallel threaded mode; physics update and rendering are executed in parallel, update order is kept.
* Multiple BulletAppStates will execute in parallel in this mode.
*/
PARALLEL,
}
}