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📄 springsystem.java

📁 java 3d game jme 工程开发源代码
💻 JAVA
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/*
 * Copyright (c) 2003-2009 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
 *   may be used to endorse or promote products derived from this software
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package com.jme.math.spring;

import java.io.IOException;
import java.nio.FloatBuffer;
import java.util.ArrayList;

import com.jme.math.Vector3f;
import com.jme.util.export.InputCapsule;
import com.jme.util.export.JMEExporter;
import com.jme.util.export.JMEImporter;
import com.jme.util.export.OutputCapsule;
import com.jme.util.export.Savable;

/**
 * <code>SpringSystem</code> is a set of springs and nodes that
 * act and update as a cohesive unit.
 * @author Joshua Slack
 * @version $Id: SpringSystem.java,v 1.9 2007/08/02 21:47:51 nca Exp $
 */
public class SpringSystem implements Savable {
	/** Array of SpringNodes in this system. */
	protected ArrayList<SpringPoint> nodes = new ArrayList<SpringPoint>();
	/** Array of Springs in this system. */
	protected ArrayList<Spring> springs = new ArrayList<Spring>();
	/** Array of external forces to apply to this system. */
	private ArrayList<SpringPointForce> externalForces = new ArrayList<SpringPointForce>();
	/** Number of times to update the Springs per system update.  Default is 2 */
	private int relaxLoops = 2;


	/**
	 * Public constructor useful for creating custom SpringSystems.
	 */
	public SpringSystem() {
	}

	/**
	 * Grab a specific node from this system.
	 * @param index int
	 * @return SpringNode
	 */
	public SpringPoint getNode(int index) {
		return nodes.get(index);
	}

	/**
	 * Return the number of nodes in this system.
	 * @return int
	 */
	public int getNodeCount() {
		return nodes.size();
	}

	/**
	 * Add a SpringNode to this system.
	 * @param node SpringNode
	 */
	public void addNode(SpringPoint node) {
		nodes.add(node);
	}

	/**
	 * Remove a given SpringNode from this system.
	 * @param node SpringNode
	 * @return true if SpringNode is found and removed.
	 */
	public boolean removeNode(SpringPoint node) {
		return nodes.remove(node);
	}

	/**
	 * Grab a specific spring from this system.
	 * @param index int
	 * @return Spring
	 */
	public Spring getSpring(int index) {
		return springs.get(index);
	}

	/**
	 * Return the number of springs in this system.
	 * @return int
	 */
	public int getSpringCount() {
		return springs.size();
	}

	/**
	 * Create and add a Spring to this system given two nodes.
	 * @param node1 SpringNode
	 * @param node2 SpringNode
	 */
	public void addSpring(SpringPoint node1, SpringPoint node2) {
		Spring s = new Spring(node1, node2, node1.position.distance(node2.position));
		springs.add(s);
	}

	/**
	 * Add a Spring to this system.
	 * @param spring Spring
	 */
	public void addSpring(Spring spring) {
		springs.add(spring);
	}

	/**
	 * Remove a given Spring from this system.
	 * @param spring Spring
	 * @return true if Spring is found and removed.
	 */
	public boolean removeSpring(Spring spring) {
		return springs.remove(spring);
	}

	/**
	 * Set how many times the springs are updated per SpringSystem update.
	 * More updates results in tighter more accurate springs at the cost of
	 * speed.
	 * @param relaxLoops int should be at least 2 for stability.
	 */
	public void setRelaxLoops(int relaxLoops) {
		this.relaxLoops = relaxLoops;
	}

	/**
	 * Return how many times each spring is updated per SpringSystem update.
	 * @return int
	 */
	public int getRelaxLoops() {
		return relaxLoops;
	}

	/**
	 * Add an external force to this system.
	 * @param force SpringPointForce
	 */
	public void addForce(SpringPointForce force) {
		externalForces.add(force);
	}

	/**
	 * Remove a force from this system.
	 * @param force SpringPointForce
	 * @return true if found and removed.
	 */
	public boolean removeForce(SpringPointForce force) {
		return externalForces.remove(force);
	}

	/**
	 * Convienence method for creating a rectangular system of springs and nodes.
	 * This system will contain approximately 4 structural, 4 shear and 4 bend
	 * springs per node (except for edge and corner nodes)
	 * @param width number of nodes wide
	 * @param height number of nodes high
	 * @param verts a precreated array of vertices.  These should be setup
	 * from left to right, top to bottom.
	 * @param normals a precreated array to use as normals.  Should be ordered
	 * the same as the verts array.
	 * @param particleMass a mass applied to each individual node.  Total system
	 * mass would equals particleMass x width x height. (i.e. particale mass x
	 * getNodeCount())
	 * @return The newly created SpringSystem
	 */
	public static SpringSystem createRectField(int width, int height,
											   FloatBuffer verts,
											   float particleMass) {
		SpringSystem system = new SpringSystem();

		verts.rewind();
		for (int i = 0, len = verts.limit() / 3; i < len; i++) {
			SpringPoint node = new SpringPoint(new Vector3f(verts.get(), verts.get(), verts.get()));
			node.index = i;
			node.setMass(particleMass);
			system.nodes.add(node);
		}

		for (int j = 0; j < height; j++) {
			for (int i = 0; i < width; i++) {
				SpringPoint node = system.nodes.get(j * width + i);

				// attach structural springs...  one down and one right
				if (i < width - 1)
					system.addSpring(node, system.nodes.get(j * width + (i + 1)));
				if (j < height - 1)
					system.addSpring(node, system.nodes.get((j + 1) * width + i));

				// attach more structural springs...  one up and one left
				if (i > 0)
					system.addSpring(node, system.nodes.get(j * width + (i - 1)));
				if (j > 0)
					system.addSpring(node, system.nodes.get((j - 1) * width + i));

					// attach shear springs...  4 diagonals
				if (i < width - 1 && j > 0)
					system.addSpring(node, system.nodes.get((j - 1) * width + (i + 1)));
				if (i < width - 1 && j < height - 1)
					system.addSpring(node, system.nodes.get((j + 1) * width + (i + 1)));

				if (i > 0 && j > 0)
					system.addSpring(node, system.nodes.get((j - 1) * width + (i - 1)));
				if (i > 0 && j < height - 1)
					system.addSpring(node, system.nodes.get((j + 1) * width + (i - 1)));

				// attach bend springs...  two spaces in each direction.
				if (i < width - 2)
					system.addSpring(node, system.nodes.get(j * width + (i + 2)));
				if (j < height - 2)
					system.addSpring(node, system.nodes.get((j + 2) * width + i));
				if (i > 1)
					system.addSpring(node, system.nodes.get(j * width + (i - 2)));
				if (j > 1)
					system.addSpring(node, system.nodes.get((j - 2) * width + i));
			}
		}
		return system;
	}

	/**
	 * Calculate all external forces to be applied on the system nodes.
	 * This should be done before a call to update.
	 * @param dt change in time since last call to this function in ms.
	 */
	public void calcForces(float dt) {
		for (int x = 0, nSize = nodes.size(); x < nSize; x++) {
			SpringPoint node = nodes.get(x);
			node.acceleration.zero();

			// apply external forces
			for (int y = externalForces.size(); --y >= 0;) {
				SpringPointForce force = externalForces.get(y);
				if (force.isEnabled()) {
					force.apply(dt, node);
				}
			}
		}
	}

	/**
	 * Update the SpringNodes and Springs in this System.  Update the Springs
	 * multiple times as defined by setRelaxLoops() (default is 2)
	 * @param dt float
	 */
	public void update(float dt) {
		for (int x = 0, nSize = nodes.size(); x < nSize; x++) {
			SpringPoint node = nodes.get(x);
			node.update(dt);
		}
        for (int i = 0, sSize = springs.size(); i < sSize; i++) {
            Spring spring = springs.get(i);
            for (int x = 0; x < relaxLoops; x++) {
                spring.update();
            }
        }
	}

    public void write(JMEExporter e) throws IOException {
        OutputCapsule capsule = e.getCapsule(this);
        capsule.writeSavableArrayList(nodes, "nodes", new ArrayList());
        capsule.writeSavableArrayList(springs, "springs", new ArrayList());
        capsule.writeSavableArrayList(externalForces, "externalForces", new ArrayList());
        capsule.write(relaxLoops, "relaxLoops", 2);
    }

    @SuppressWarnings("unchecked")
    public void read(JMEImporter e) throws IOException {
        InputCapsule capsule = e.getCapsule(this);
        
        nodes = capsule.readSavableArrayList("nodes", new ArrayList());
        springs = capsule.readSavableArrayList("springs", new ArrayList());
        externalForces = capsule.readSavableArrayList("externalForces", new ArrayList());
        relaxLoops = capsule.readInt("relaxLoops", 2);
    }

    public Class getClassTag() {
        return this.getClass();
    }
}

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