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package tesseract;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.List;
import java.util.Observable;
import java.util.Observer;
import javax.media.j3d.BoundingBox;
import javax.media.j3d.BoundingLeaf;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.IndexedLineArray;
import javax.media.j3d.Light;
import javax.media.j3d.Node;
import javax.media.j3d.Shape3D;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3f;
import tesseract.forces.Force;
import tesseract.objects.HalfSpace;
import tesseract.objects.PhysicalObject;
import alden.CollidableObject;
import alden.Peer;
/**
* Model of the 3D world.
*
* @author Jesse Morgan
*/
public class World implements Observer {
/**
* Root element of the world.
*/
private BranchGroup myScene;
/**
* Bounding box of the world.
*/
private BoundingBox myVirtualWorldBounds;
/**
* A list of the objects in the world.
*/
private List<CollidableObject> myObjects;
/**
* A list of the forces in the world.
*/
private List<Force> myForces;
/**
* The peer object for this world.
*/
private Peer myPeer;
/**
* Update rate for the world.
*/
private static final int UPDATE_RATE = 30;
/**
* Create a new world.
*
* @param bounds The bounding box of the world.
*/
public World(final BoundingBox bounds, final Peer peer) {
myVirtualWorldBounds = bounds;
myPeer = peer;
myPeer.addObserver(this);
myForces = new LinkedList<Force>();
myObjects = new LinkedList<CollidableObject>();
// TODO: Should this go here?
myScene = new BranchGroup();
myScene.setCapability(BranchGroup.ALLOW_CHILDREN_EXTEND);
myScene.setCapability(BranchGroup.ALLOW_CHILDREN_WRITE);
BoundingLeaf originLeaf = new BoundingLeaf(new BoundingSphere());
myScene.addChild(originLeaf);
myScene.addChild(createVirtualWorldBoundsShape());
addLights();
addHalfspaces();
myScene.compile();
}
/**
* Create the visual bounding box around the world.
*
* @return A shape of the bounding box.
*/
private Node createVirtualWorldBoundsShape() {
Point3d lower = new Point3d();
Point3d upper = new Point3d();
myVirtualWorldBounds.getLower(lower);
myVirtualWorldBounds.getUpper(upper);
double[] coordinates = { lower.x, lower.y, lower.z, upper.x, lower.y,
lower.z, upper.x, lower.y, upper.z, lower.x, lower.y, upper.z,
lower.x, upper.y, lower.z, upper.x, upper.y, lower.z, upper.x,
upper.y, upper.z, lower.x, upper.y, upper.z };
int[] coordinateIndices = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7,
7, 4, 0, 4, 1, 5, 2, 6, 3, 7 };
IndexedLineArray geometry = new IndexedLineArray(
coordinates.length / 3, IndexedLineArray.COORDINATES,
coordinateIndices.length);
geometry.setCoordinates(0, coordinates);
geometry.setCoordinateIndices(0, coordinateIndices);
return new Shape3D(geometry);
}
private void addHalfspaces() {
Point3d lower = new Point3d();
Point3d upper = new Point3d();
myVirtualWorldBounds.getLower(lower);
myVirtualWorldBounds.getUpper(upper);
// Bottom
myObjects.add(new HalfSpace(new Vector3f(lower), new Vector3f(0, 1, 0)));
// Top
myObjects.add(new HalfSpace(new Vector3f(upper), new Vector3f(0, -1, 0)));
// Sides
myObjects.add(new HalfSpace(new Vector3f(upper), new Vector3f(0, 0, -1)));
myObjects.add(new HalfSpace(new Vector3f(upper), new Vector3f(-1, 0, 0)));
myObjects.add(new HalfSpace(new Vector3f(lower), new Vector3f(0, 0, 1)));
myObjects.add(new HalfSpace(new Vector3f(lower), new Vector3f(1, 0, 0)));
}
/**
* Add some standard lights to the world.
*/
private void addLights() {
Light light = new DirectionalLight(
new Color3f(1f, 1f, 1f), new Vector3f(-1f, -1f, -1f));
light.setInfluencingBounds(
new BoundingSphere(new Point3d(0, 0, 0), 10));
myScene.addChild(light);
light = new DirectionalLight(
new Color3f(0.3f, 0.1f, 0.1f), new Vector3f(1f, 0f, 0f));
light.setInfluencingBounds(
new BoundingSphere(new Point3d(0, 0, 0), 10));
myScene.addChild(light);
}
/**
* Update the state of the world.
*/
public void tick() {
// Iterate over objects in the world.
Iterator<CollidableObject> itr = myObjects.iterator();
List<PhysicalObject> children = new LinkedList<PhysicalObject>();
while (itr.hasNext()) {
CollidableObject obj = itr.next();
// Apply forces
if (obj instanceof PhysicalObject) {
for (Force force : myForces) {
force.applyForceTo((PhysicalObject) obj);
}
}
// Update the object's state.
obj.updateState(1f / UPDATE_RATE);
// Spawn new objects?
if (obj instanceof PhysicalObject) {
List<PhysicalObject> newChildren =
((PhysicalObject) obj).spawnChildren(1f / UPDATE_RATE);
if (newChildren != null) {
children.addAll(newChildren);
}
}
// If it leaves the bounds of the world, DESTROY IT
/*if (!obj.isExisting()
|| !myVirtualWorldBounds.intersect(
new Point3d(obj.getPosition()))
) {
obj.detach();
itr.remove();
}*/
}
// Collision Detection
for (int i = 0; i < myObjects.size() - 1; i++) {
for (int j = i + 1; j < myObjects.size(); j++) {
myObjects.get(i).resolveCollisions(myObjects.get(j));
}
}
// Add new children to the world.
for (PhysicalObject obj : children) {
myScene.addChild(obj.getGroup());
}
myObjects.addAll(children);
}
/**
* @return the root BG of the scene.
*/
public BranchGroup getScene() {
return myScene;
}
/**
* Add a new object to the world.
*
* @param obj The object to add
*/
public void addObject(final CollidableObject obj) {
myScene.addChild(obj.getGroup());
myObjects.add(obj);
}
/**
* Add a new force to the world.
*
* @param force the force to add.
*/
public void addForce(final Force force) {
myForces.add(force);
}
/**
* Remove a force from the world.
*
* @param force The force to remove.
*/
public void removeForce(final Force force) {
myForces.remove(force);
}
/**
* Remove all forces and objects from the world.
*/
public void resetWorld() {
myForces.clear();
for (CollidableObject obj : myObjects) {
obj.detach();
}
myObjects.clear();
addHalfspaces();
}
/**
* Observer Callback.
* Called when a PAYLOAD or EXTRA peer message is recieved.
*
* @param peer The network peer.
* @param obj The object from the network.
*/
public void update(final Observable peer, final Object obj) {
if (obj != null) {
if (obj instanceof PhysicalObject) {
addObject((PhysicalObject) obj);
} else if (obj instanceof CollidableObject) {
addObject((CollidableObject) obj);
}
}
}
}
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