be.yildizgames.module.physics.BasePhysicEngine Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of module-physics Show documentation
Show all versions of module-physics Show documentation
Module handling the physics engine.
The newest version!
/*
* This file is part of the Yildiz-Engine project, licenced under the MIT License (MIT)
*
* Copyright (c) 2019 Grégory Van den Borre
*
* More infos available: https://engine.yildiz-games.be
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
* documentation files (the "Software"), to deal in the Software without restriction, including without
* limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS
* OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
*/
package be.yildizgames.module.physics;
import be.yildizgames.module.physics.dummy.DummyPhysicEngineProvider;
import java.util.ArrayList;
import java.util.List;
import java.util.ServiceLoader;
/**
* Abstract physic engine, create worlds, shape objects, physic bodies, manage collisions.
*
* @author Grégory Van den Borre
*/
public abstract class BasePhysicEngine implements PhysicEngine {
/**
* List of existing worlds.
*/
private final List worlds = new ArrayList<>();
private boolean stop;
/**
* Build a new physic engine.
*/
protected BasePhysicEngine() {
super();
}
public static BasePhysicEngine getEngine() {
var provider = ServiceLoader.load(PhysicEngineProvider.class);
return provider.findFirst().orElseGet(DummyPhysicEngineProvider::new).getPhysicEngine();
}
/**
* Update the physic world to its latest state.
*/
public final void update() {
this.worlds.forEach(PhysicWorld::update);
}
/**
* Close the engine and free its resources.
*/
public final void close() {
this.stop = true;
this.worlds.forEach(PhysicWorld::delete);
this.worlds.clear();
}
/**
* Create a new thread and run the engine.
*/
public final void start() {
new Thread(this::runEngine).start();
}
/**
* Create a new world, a world is a portion of the game where entities interact each other. Entities from a world cannot interact with entities from am other world.
*
* @return The created physic world.
*/
@Override
public final PhysicWorld createWorld() {
var w = this.createPhysicWorldImpl();
this.worlds.add(w);
return w;
}
/**
* Create a new world in implementation.
*
* @return The created world.
*/
protected abstract PhysicWorld createPhysicWorldImpl();
private void runEngine() {
while(!this.stop) {
this.update();
}
}
}