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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 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
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*/
package com.jme3.scene.control;
import com.jme3.app.AppTask;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import java.util.concurrent.Callable;
import java.util.concurrent.ConcurrentLinkedQueue;
import java.util.concurrent.Future;
/**
* Allows for enqueueing tasks onto the update loop / rendering thread.
*
* Usage:
* mySpatial.addControl(new UpdateControl()); // add it once
* mySpatial.getControl(UpdateControl.class).enqueue(new Callable() {
* public Object call() throws Exception {
* // do stuff here
* return null;
* }
* });
*
* @author Brent Owens
*/
public class UpdateControl extends AbstractControl {
private ConcurrentLinkedQueue> taskQueue = new ConcurrentLinkedQueue<>();
/**
* Enqueues a task/callable object to execute in the jME3
* rendering thread.
*
* @param type of result returned by the Callable
* @param callable the Callable to run
* @return a new instance
*/
public Future enqueue(Callable callable) {
AppTask task = new AppTask<>(callable);
taskQueue.add(task);
return task;
}
@Override
protected void controlUpdate(float tpf) {
AppTask> task = taskQueue.poll();
toploop: do {
if (task == null) break;
while (task.isCancelled()) {
task = taskQueue.poll();
if (task == null) break toploop;
}
task.invoke();
} while (((task = taskQueue.poll()) != null));
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}
@Override
public Object jmeClone() {
UpdateControl clone = (UpdateControl)super.jmeClone();
clone.taskQueue = new ConcurrentLinkedQueue<>();
// This is kind of questionable since the tasks aren't cloned and have
// no reference to the new spatial or anything. They'll get run again
// but it's not clear to me why that would be desired. I'm doing it
// because the old cloneForSpatial() code does. FIXME? -pspeed
clone.taskQueue.addAll(taskQueue);
return clone;
}
}
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