/*
* Copyright (c) 2009-2012 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,
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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package com.jme3.terrain.geomipmap;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
import com.jme3.scene.control.Control;
import com.jme3.terrain.Terrain;
import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
import com.jme3.terrain.geomipmap.lodcalc.LodCalculator;
import java.io.IOException;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.concurrent.Callable;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.ThreadFactory;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Tells the terrain to update its Level of Detail.
* It needs the cameras to do this, and there could possibly
* be several cameras in the scene, so it accepts a list
* of cameras.
* NOTE: right now it just uses the first camera passed in,
* in the future it will use all of them to determine what
* LOD to set.
*
* This control serializes, but it does not save the Camera reference.
* This camera reference has to be manually added in when you load the
* terrain to the scene!
*
* When the control or the terrain are removed from the scene, you should call
* TerrainLodControl.detachAndCleanUpControl() to remove any threads it created
* to handle the LOD processing. If you supply your own executor service, then
* you have to handle its thread termination yourself.
*
* @author Brent Owens
*/
public class TerrainLodControl extends AbstractControl {
private Terrain terrain;
protected List<Camera> cameras;
private List<Vector3f> cameraLocations = new ArrayList<Vector3f>();
protected LodCalculator lodCalculator;
private boolean hasResetLod = false; // used when enabled is set to false
private HashMap<String,UpdatedTerrainPatch> updatedPatches;
private final Object updatePatchesLock = new Object();
protected List<Vector3f> lastCameraLocations; // used for LOD calc
private AtomicBoolean lodCalcRunning = new AtomicBoolean(false);
private int lodOffCount = 0;
protected ExecutorService executor;
protected Future<HashMap<String, UpdatedTerrainPatch>> indexer;
private boolean forceUpdate = true;
public TerrainLodControl() {
}
public TerrainLodControl(Terrain terrain, Camera camera) {
List<Camera> cams = new ArrayList<Camera>();
cams.add(camera);
this.terrain = terrain;
this.cameras = cams;
lodCalculator = new DistanceLodCalculator(65, 2.7f); // a default calculator
}
/**
* Only uses the first camera right now.
* @param terrain to act upon (must be a Spatial)
* @param cameras one or more cameras to reference for LOD calc
*/
public TerrainLodControl(Terrain terrain, List<Camera> cameras) {
this.terrain = terrain;
this.cameras = cameras;
lodCalculator = new DistanceLodCalculator(65, 2.7f); // a default calculator
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}
/**
* Set your own custom executor to be used. The control will use
* this instead of creating its own.
*/
public void setExecutor(ExecutorService executor) {
this.executor = executor;
}
protected ExecutorService createExecutorService() {
return Executors.newSingleThreadExecutor(new ThreadFactory() {
public Thread newThread(Runnable r) {
Thread th = new Thread(r);
th.setName("jME Terrain Thread");
th.setDaemon(true);
return th;
}
});
}
@Override
protected void controlUpdate(float tpf) {
//list of cameras for when terrain supports multiple cameras (ie split screen)
if (lodCalculator == null)
return;
if (!enabled) {
if (!hasResetLod) {
// this will get run once
hasResetLod = true;
lodCalculator.turnOffLod();
}
}
if (cameras != null) {
if (cameraLocations.isEmpty() && !cameras.isEmpty()) {
for (Camera c : cameras) // populate them
{
cameraLocations.add(c.getLocation());
}
}
updateLOD(cameraLocations, lodCalculator);
}
}
/**
* Call this when you remove the terrain or this control from the scene.
* It will clear up any threads it had.
*/
public void detachAndCleanUpControl() {
if (executor != null)
executor.shutdownNow();
getSpatial().removeControl(this);
}
// do all of the LOD calculations
protected void updateLOD(List<Vector3f> locations, LodCalculator lodCalculator) {
if(getSpatial() == null){
return;
}
// update any existing ones that need updating
updateQuadLODs();
if (lodCalculator.isLodOff()) {
// we want to calculate the base lod at least once
if (lodOffCount == 1)
return;
else
lodOffCount++;
} else
lodOffCount = 0;
if (lastCameraLocations != null) {
if (!forceUpdate && lastCameraLocationsTheSame(locations) && !lodCalculator.isLodOff())
return; // don't update if in same spot
else
lastCameraLocations = cloneVectorList(locations);
forceUpdate = false;
}
else {
lastCameraLocations = cloneVectorList(locations);
return;
}
if (isLodCalcRunning()) {
return;
}
setLodCalcRunning(true);
if (executor == null)
executor = createExecutorService();
prepareTerrain();
UpdateLOD updateLodThread = getLodThread(locations, lodCalculator);
indexer = executor.submit(updateLodThread);
}
/**
* Force the LOD to update instantly, does not wait for the camera to move.
* It will reset once it has updated.
*/
public void forceUpdate() {
this.forceUpdate = true;
}
protected void prepareTerrain() {
TerrainQuad terrain = (TerrainQuad)getSpatial();
terrain.cacheTerrainTransforms();// cache the terrain's world transforms so they can be accessed on the separate thread safely
}
protected UpdateLOD getLodThread(List<Vector3f> locations, LodCalculator lodCalculator) {
return new UpdateLOD(locations, lodCalculator);
}
/**
* Back on the ogl thread: update the terrain patch geometries
*/
private void updateQuadLODs() {
if (indexer != null) {
if (indexer.isDone()) {
try {
HashMap<String, UpdatedTerrainPatch> updated = indexer.get();
if (updated != null) {
// do the actual geometry update here
for (UpdatedTerrainPatch utp : updated.values()) {
utp.updateAll();
}
}
} catch (InterruptedException ex) {
Logger.getLogger(TerrainLodControl.class.getName()).log(Level.SEVERE, null, ex);
} catch (ExecutionException ex) {
Logger.getLogger(TerrainLodControl.class.getName()).log(Level.SEVERE, null, ex);
} finally {
indexer = null;
}
}
}
}
private boolean lastCameraLocationsTheSame(List<Vector3f> locations) {
boolean theSame = true;
for (Vector3f l : locations) {
for (Vector3f v : lastCameraLocations) {
if (!v.equals(l) ) {
theSame = false;
return false;
}
}
}
return theSame;
}
protected synchronized boolean isLodCalcRunning() {
return lodCalcRunning.get();
}
protected synchronized void setLodCalcRunning(boolean running) {
lodCalcRunning.set(running);
}
private List<Vector3f> cloneVectorList(List<Vector3f> locations) {
List<Vector3f> cloned = new ArrayList<Vector3f>();
for(Vector3f l : locations)
cloned.add(l.clone());
return cloned;
}
public Control cloneForSpatial(Spatial spatial) {
if (spatial instanceof Terrain) {
List<Camera> cameraClone = new ArrayList<Camera>();
if (cameras != null) {
for (Camera c : cameras) {
cameraClone.add(c);
}
}
TerrainLodControl cloned = new TerrainLodControl((Terrain) spatial, cameraClone);
cloned.setLodCalculator(lodCalculator.clone());
return cloned;
}
return null;
}
public void setCamera(Camera camera) {
List<Camera> cams = new ArrayList<Camera>();
cams.add(camera);
setCameras(cams);
}
public void setCameras(List<Camera> cameras) {
this.cameras = cameras;
cameraLocations.clear();
for (Camera c : cameras) {
cameraLocations.add(c.getLocation());
}
}
@Override
public void setSpatial(Spatial spatial) {
super.setSpatial(spatial);
if (spatial instanceof Terrain) {
this.terrain = (Terrain) spatial;
}
}
public void setTerrain(Terrain terrain) {
this.terrain = terrain;
}
public LodCalculator getLodCalculator() {
return lodCalculator;
}
public void setLodCalculator(LodCalculator lodCalculator) {
this.lodCalculator = lodCalculator;
}
@Override
public void setEnabled(boolean enabled) {
this.enabled = enabled;
if (!enabled) {
// reset the lod levels to max detail for the terrain
hasResetLod = false;
} else {
hasResetLod = true;
lodCalculator.turnOnLod();
}
}
/**
* Calculates the LOD of all child terrain patches.
*/
protected class UpdateLOD implements Callable<HashMap<String,UpdatedTerrainPatch>> {
protected List<Vector3f> camLocations;
protected LodCalculator lodCalculator;
protected UpdateLOD(List<Vector3f> camLocations, LodCalculator lodCalculator) {
this.camLocations = camLocations;
this.lodCalculator = lodCalculator;
}
public HashMap<String, UpdatedTerrainPatch> call() throws Exception {
//long start = System.currentTimeMillis();
//if (isLodCalcRunning()) {
// return null;
//}
setLodCalcRunning(true);
TerrainQuad terrainQuad = (TerrainQuad)getSpatial();
// go through each patch and calculate its LOD based on camera distance
HashMap<String,UpdatedTerrainPatch> updated = new HashMap<String,UpdatedTerrainPatch>();
boolean lodChanged = terrainQuad.calculateLod(camLocations, updated, lodCalculator); // 'updated' gets populated here
if (!lodChanged) {
// not worth updating anything else since no one's LOD changed
setLodCalcRunning(false);
return null;
}
// then calculate its neighbour LOD values for seaming in the shader
terrainQuad.findNeighboursLod(updated);
terrainQuad.fixEdges(updated); // 'updated' can get added to here
terrainQuad.reIndexPages(updated, lodCalculator.usesVariableLod());
//setUpdateQuadLODs(updated); // set back to main ogl thread
setLodCalcRunning(false);
return updated;
}
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write((Node)terrain, "terrain", null);
oc.write(lodCalculator, "lodCalculator", null);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
terrain = (Terrain) ic.readSavable("terrain", null);
lodCalculator = (LodCalculator) ic.readSavable("lodCalculator", new DistanceLodCalculator());
}
}