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/*
* 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,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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*/
package com.jme3.asset;
import com.jme3.material.Material;
import com.jme3.shader.Shader;
/**
* AssetProcessor
is used to apply processing to assets
* after they have been loaded. They are assigned to a particular
* asset type (which is represented by a {@link Class} and any assets
* loaded that are of that class will be processed by the assigned
* processor.
*
* @author Kirill Vainer
*/
public interface AssetProcessor {
/**
* Applies post processing to an asset.
* The method may return an object that is not the same
* instance as the parameter object, and it could be from a different class.
*
* @param obj The asset that was loaded from an {@link AssetLoader}.
* @return Either the same object with processing applied, or an instance
* of a new object.
*/
public Object postProcess(AssetKey key, Object obj);
/**
* Creates a clone of the given asset.
* If no clone is desired, then the same instance can be returned,
* otherwise, a clone should be created.
* For example, a clone of a {@link Material} should have its own set
* of unique parameters that can be changed just for that instance,
* but it may share certain other data if it sees fit (like the {@link Shader}).
*
* @param obj The asset to clone
* @return The cloned asset, or the same as the given argument if no
* clone is needed.
*/
public Object createClone(Object obj);
}
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