More JME wirey uppy bits.

git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3513 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2005-04-20 23:09:38 +00:00
parent 9d2505c115
commit 3b36c61046
2 changed files with 401 additions and 30 deletions
+153 -30
View File
@@ -28,18 +28,27 @@ import com.samskivert.util.RunQueue;
import com.samskivert.util.StringUtil;
import com.jme.app.AbstractGame;
import com.jme.input.InputHandler;
import com.jme.math.Vector3f;
import com.jme.renderer.Camera;
import com.jme.renderer.ColorRGBA;
import com.jme.scene.Node;
import com.jme.system.DisplaySystem;
import com.jme.system.JmeException;
import com.jme.system.PropertiesIO;
import com.jme.system.lwjgl.LWJGLPropertiesDialog;
import com.jme.util.Timer;
import com.threerings.presents.client.Client;
import com.threerings.jme.input.GodViewHandler;
/**
* Extends the {@link AbstractGame} providing integration with the
* Defines a basic application framework providing integration with the
* <a href="../presents/package.html">Presents</a> networking system and
* targeting a fixed framerate.
*/
public abstract class JmeApp extends AbstractGame
public class JmeApp
implements RunQueue
{
/**
@@ -63,10 +72,14 @@ public abstract class JmeApp extends AbstractGame
if (framesPerSecond <= 0) {
throw new IllegalArgumentException("FPS must be > 0.");
}
_targetTicksPerFrame = _timer.getResolution() / framesPerSecond;
_targetFrameTime = (float)_timer.getResolution() / framesPerSecond;
}
// documentation inherited
/**
* Initializes this application and starts up the main rendering and
* event processing loop. This method will not return until the
* application is terminated with a call to {@link #stop}.
*/
public void start ()
{
synchronized (this) {
@@ -75,10 +88,10 @@ public abstract class JmeApp extends AbstractGame
try {
// load up our renderer configuration
properties = new PropertiesIO(getConfigPath("jme.cfg"));
if (!properties.load()) {
_properties = new PropertiesIO(getConfigPath("jme.cfg"));
if (!_properties.load()) {
LWJGLPropertiesDialog dialog =
new LWJGLPropertiesDialog(properties, (String)null);
new LWJGLPropertiesDialog(_properties, (String)null);
while (dialog.isVisible()) {
try {
Thread.sleep(5);
@@ -90,26 +103,28 @@ public abstract class JmeApp extends AbstractGame
}
// create an appropriate timer
_timer = Timer.getTimer(properties.getRenderer());
_timer = Timer.getTimer(_properties.getRenderer());
// default to 60 fps
setTargetFrameRate(60);
// initialize the AbstractGame
initSystem();
assertDisplayCreated();
// initialize the rendering system
initDisplay();
if (!_display.isCreated()) {
throw new IllegalStateException("Failed to initialize display?");
}
// initialize our derived class
initGame();
// initialize our main camera controls and user input handling
initInput();
} catch (Throwable t) {
Log.logStackTrace(t);
quit();
exit();
return;
}
// enter the main rendering and event processing loop
while (!finished && !display.isClosing()) {
while (!_finished && !_display.isClosing()) {
try {
processFrame();
_failures = 0;
@@ -118,21 +133,28 @@ public abstract class JmeApp extends AbstractGame
Log.logStackTrace(t);
// stick a fork in things if we fail too many times in a row
if (++_failures > MAX_SUCCESSIVE_FAILURES) {
finish();
stop();
}
}
}
try {
cleanup();
display.reset();
} catch (Throwable t) {
Log.logStackTrace(t);
} finally {
quit();
exit();
}
}
/**
* Instructs the application to stop the main loop, cleanup and exit.
*/
public void stop ()
{
_finished = true;
}
// documentation inherited from interface RunQueue
public void postRunnable (Runnable r)
{
@@ -145,18 +167,70 @@ public abstract class JmeApp extends AbstractGame
return Thread.currentThread() == _dispatchThread;
}
/**
* Initializes the underlying rendering system, creating a display of
* the proper resolution and depth.
*/
protected void initDisplay ()
throws JmeException
{
// create the main display system
_display = DisplaySystem.getDisplaySystem(_properties.getRenderer());
_display.createWindow(
_properties.getWidth(), _properties.getHeight(),
_properties.getDepth(), _properties.getFreq(),
_properties.getFullscreen());
// create a camera
float width = _display.getWidth(), height = _display.getHeight();
_camera = _display.getRenderer().createCamera((int)width, (int)height);
// start with a black background
_display.getRenderer().setBackgroundColor(ColorRGBA.black);
// set up the camera
_camera.setFrustumPerspective(45.0f, width / height, 1, 1000);
Vector3f loc = new Vector3f(0.0f, 0.0f, 25.0f);
Vector3f left = new Vector3f( -1.0f, 0.0f, 0.0f);
Vector3f up = new Vector3f(0.0f, 1.0f, 0.0f);
Vector3f dir = new Vector3f(0.0f, 0f, -1.0f);
_camera.setFrame(loc, left, up, dir);
_camera.update();
_display.getRenderer().setCamera(_camera);
// tell the renderer to keep track of rendering information (total
// triangles drawn, etc.)
_display.getRenderer().enableStatistics(true);
// // set our display title
// _display.setTitle("TBD");
}
/**
* Sets up a main input controller to handle the camera and deal with
* global user input.
*/
protected void initInput ()
{
_input = new GodViewHandler(this, _camera, _properties.getRenderer());
// /** Signal to all key inputs they should work Nx faster. */
// input.setKeySpeed(150f);
// input.setMouseSpeed(1f);
}
/**
* Processes a single frame.
*/
protected final void processFrame ()
{
_frameStart = _timer.getTime();
float frameStart = _timer.getTime();
// update our simulation and render a frame
update(-1f);
render(-1f);
update(frameStart);
render(frameStart);
display.getRenderer().displayBackBuffer();
_display.getRenderer().displayBackBuffer();
_frames++;
// now process events or sleep until the next frame
@@ -171,14 +245,58 @@ public abstract class JmeApp extends AbstractGame
} else {
r.run();
}
} while (_timer.getTime() - _frameStart < _targetTicksPerFrame);
} while (_timer.getTime() - frameStart < _targetFrameTime);
}
// documentation inherited
protected void quit ()
/**
* Called every frame to update whatever sort of real time business we
* have that needs updating.
*/
protected void update (float frameTime)
{
if (display != null) {
display.close();
// recalculate the frame rate
_timer.update();
// update the input system
float timePerFrame = _timer.getTimePerFrame();
_input.update(timePerFrame);
// run all of the controllers attached to nodes
_root.updateGeometricState(timePerFrame, true);
}
/**
* Called every frame to issue the rendering instructions for this frame.
*/
protected void render (float frameTime)
{
// clear out our previous information
_display.getRenderer().clearStatistics();
_display.getRenderer().clearBuffers();
// draw the root node and all of its children
_display.getRenderer().draw(_root);
// this would render bounding boxes
// _display.getRenderer().drawBounds(_root);
}
/**
* Called when the application is terminating cleanly after having
* successfully completed initialization and begun the main loop.
*/
protected void cleanup ()
{
_display.reset();
}
/**
* Closes the display and exits the JVM process.
*/
protected void exit ()
{
if (_display != null) {
_display.close();
}
System.exit(0);
}
@@ -205,14 +323,19 @@ public abstract class JmeApp extends AbstractGame
protected Timer _timer;
protected Thread _dispatchThread;
protected Queue _evqueue = new Queue();
protected boolean _finished;
protected PropertiesIO _properties;
protected DisplaySystem _display;
protected Camera _camera;
protected InputHandler _input;
protected Node _root;
protected int _failures;
protected int _frames;
protected float _lastFPSStamp;
protected long _targetTicksPerFrame;
protected long _frameStart;
protected float _targetFrameTime;
/** If we fail 100 frames in a row, stick a fork in ourselves. */
protected static final int MAX_SUCCESSIVE_FAILURES = 100;
@@ -0,0 +1,248 @@
//
// $Id$
package com.threerings.jme.input;
import com.jme.math.FastMath;
import com.jme.math.Matrix3f;
import com.jme.math.Vector3f;
import com.jme.renderer.Camera;
import com.jme.input.InputHandler;
import com.jme.input.InputSystem;
import com.jme.input.KeyBindingManager;
import com.jme.input.KeyInput;
import com.jme.input.RelativeMouse;
import com.jme.input.action.*;
import com.jme.input.action.InputActionEvent;
import com.threerings.jme.JmeApp;
/**
* Sets up camera controls for moving around from a top-down perspective,
* suitable for strategy games and their ilk. The "ground" is assumed to
* be the XY plane.
*/
public class GodViewHandler extends InputHandler
{
/**
* Creates the handler.
*
* @param app The application to be terminated on an "exit" action.
* @param cam The camera to move with this handler.
* @param api The API from which to create a KeyBindingManager.
*/
public GodViewHandler (JmeApp app, Camera cam, String api)
{
setKeyBindings(api);
setMouse(cam);
setActions(cam, app);
}
protected void setKeyBindings (String api)
{
KeyBindingManager keyboard = KeyBindingManager.getKeyBindingManager();
InputSystem.createInputSystem(api);
keyboard.setKeyInput(InputSystem.getKeyInput());
keyboard.set("forward", KeyInput.KEY_W);
keyboard.set("backward", KeyInput.KEY_S);
keyboard.set("left", KeyInput.KEY_A);
keyboard.set("right", KeyInput.KEY_D);
keyboard.set("zoomIn", KeyInput.KEY_UP);
keyboard.set("zoomOut", KeyInput.KEY_DOWN);
keyboard.set("turnRight", KeyInput.KEY_RIGHT);
keyboard.set("turnLeft", KeyInput.KEY_LEFT);
keyboard.set("screenshot", KeyInput.KEY_F12);
keyboard.set("exit", KeyInput.KEY_ESCAPE);
setKeyBindingManager(keyboard);
}
protected void setMouse (Camera cam)
{
// RelativeMouse mouse = new RelativeMouse("Mouse Input");
// mouse.setMouseInput(InputSystem.getMouseInput());
// setMouse(mouse);
// MouseLook mouseLook = new MouseLook(mouse, cam, 1.0f);
// mouseLook.setKey("mouselook");
// mouseLook.setLockAxis(
// new Vector3f(cam.getUp().x, cam.getUp().y, cam.getUp().z));
// addAction(mouseLook);
}
protected void setActions (Camera cam, final JmeApp app)
{
KeyInputAction exit = new KeyInputAction() {
public void performAction (InputActionEvent evt) {
app.stop();
}
};
exit.setKey("exit");
addAction(exit);
KeyScreenShotAction screen = new KeyScreenShotAction();
screen.setKey("screenshot");
addAction(screen);
CameraAction forward = new CameraAction(cam, 0.5f) {
public void performAction (InputActionEvent evt) {
Vector3f loc = _camera.getLocation();
loc.addLocal(_rydir.mult(speed * evt.getTime(), _temp));
_camera.setLocation(loc);
_camera.update();
}
};
forward.setKey("forward");
addAction(forward);
CameraAction backward = new CameraAction(cam, 0.5f) {
public void performAction (InputActionEvent evt) {
Vector3f loc = _camera.getLocation();
loc.subtractLocal(_rydir.mult(speed * evt.getTime(), _temp));
_camera.setLocation(loc);
_camera.update();
}
};
backward.setKey("backward");
addAction(backward);
CameraAction left = new CameraAction(cam, 0.5f) {
public void performAction (InputActionEvent evt) {
Vector3f loc = _camera.getLocation();
loc.addLocal(_rxdir.mult(speed * evt.getTime(), _temp));
_camera.setLocation(loc);
_camera.update();
}
};
left.setKey("left");
addAction(left);
CameraAction right = new CameraAction(cam, 0.5f) {
public void performAction (InputActionEvent evt) {
Vector3f loc = _camera.getLocation();
loc.subtractLocal(_rxdir.mult(speed * evt.getTime(), _temp));
_camera.setLocation(loc);
_camera.update();
}
};
right.setKey("right");
addAction(right);
KeyForwardAction zoomIn = new KeyForwardAction(cam, 0.5f);
zoomIn.setKey("zoomIn");
addAction(zoomIn);
KeyBackwardAction zoomOut = new KeyBackwardAction(cam, 0.5f);
zoomOut.setKey("zoomOut");
addAction(zoomOut);
// CameraAction lookUp = new CameraAction(cam, 0.5f) {
// public void performAction (InputActionEvent evt) {
// _incr.fromAxisAngle(_camera.getLeft(),
// -FastMath.PI * evt.getTime() / 2);
// _incr.mult(_camera.getLeft(), _camera.getLeft());
// _incr.mult(_camera.getDirection(), _camera.getDirection());
// _incr.mult(_camera.getUp(), _camera.getUp());
// _camera.update();
// }
// private Matrix3f _incr = new Matrix3f();
// };
// lookUp.setKey("lookUp");
// addAction(lookUp);
// CameraAction lookDown = new CameraAction(cam, 0.5f) {
// public void performAction (InputActionEvent evt) {
// _incr.fromAxisAngle(_camera.getLeft(),
// FastMath.PI * evt.getTime() / 2);
// _incr.mult(_camera.getLeft(), _camera.getLeft());
// _incr.mult(_camera.getDirection(), _camera.getDirection());
// _incr.mult(_camera.getUp(), _camera.getUp());
// _camera.update();
// }
// private Matrix3f _incr = new Matrix3f();
// };
// lookDown.setKey("lookDown");
// addAction(lookDown);
CameraAction orbitRight = new OrbitAction(cam, -FastMath.PI / 2);
orbitRight.setKey("turnRight");
addAction(orbitRight);
CameraAction orbitLeft = new OrbitAction(cam, FastMath.PI / 2);
orbitLeft.setKey("turnLeft");
addAction(orbitLeft);
}
protected static Vector3f groundPoint (Camera camera)
{
float dist = -1f * _groundNormal.dot(camera.getLocation()) /
_groundNormal.dot(camera.getDirection());
return camera.getLocation().add(camera.getDirection().mult(dist));
}
protected abstract class CameraAction extends KeyInputAction
{
public CameraAction (Camera camera, float speed)
{
_camera = camera;
this.speed = speed;
}
/** The camera to manipulate. */
protected Camera _camera;
/** A temporary vector. */
protected Vector3f _temp = new Vector3f();
}
protected class OrbitAction extends CameraAction
{
public OrbitAction (Camera camera, float radPerSec)
{
super(camera, 0f);
_radPerSec = radPerSec;
}
public void performAction (InputActionEvent evt)
{
// locate the point at which the camera is "pointing" on
// the ground plane
Vector3f camloc = _camera.getLocation();
Vector3f center = groundPoint(_camera);
// get a vector from the camera's position to the point
// around which we're going to orbit
Vector3f direction = camloc.subtract(center);
// compute the amount we wish to orbit
float deltaA = _radPerSec * evt.getTime();
// create a rotation matrix
_rotm.fromAxisAngle(_groundNormal, deltaA);
// rotate the center to camera vector and the camera itself
_rotm.mult(direction, direction);
_rotm.mult(_camera.getUp(), _camera.getUp());
_rotm.mult(_camera.getLeft(), _camera.getLeft());
_rotm.mult(_camera.getDirection(), _camera.getDirection());
_rotm.mult(_rxdir, _rxdir);
_rotm.mult(_rydir, _rydir);
// and move the camera to its new location
_camera.setLocation(center.add(direction));
_camera.update();
}
protected float _radPerSec;
protected Matrix3f _rotm = new Matrix3f();
}
protected static final Vector3f _xdir = new Vector3f(1, 0, 0);
protected static final Vector3f _ydir = new Vector3f(0, 1, 0);
protected static final Vector3f _rxdir = new Vector3f(1, 0, 0);
protected static final Vector3f _rydir = new Vector3f(0, 1, 0);
protected static final Vector3f _groundNormal = new Vector3f(0, 0, 1);
}