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;