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package javax.media.j3d;

/**
 * An abstract class specifying a singleton wakeup Criterion. This
 * class consists of several subclasses, each of which specifies one
 * particular wakeup criterion, that criterion's associated arguments
 * (if any), and either a flag that indicates whether this criterion
 * caused a Behavior object to awaken or a return field containing the
 * information that caused the Behavior object to awaken.
 * 

* Note that a unique WakeupCriterion object must be used with each instance * of a Behavior. Sharing wakeup criteria among different instances of * a Behavior is illegal. Similarly, a unique WakeupCriterion object * must be used for each individual element in the set of arrays used * to construct WakeupOr, WakeupAnd, WakeupOrOfAnds, and * WakeupAndOfOrs objects. */ public abstract class WakeupCriterion extends WakeupCondition { /** * Flag specifying whether this criterion triggered a wakeup */ boolean triggered; /** * Returns true if this criterion triggered the wakeup. * @return true if this criterion triggered the wakeup. */ public boolean hasTriggered(){ return this.triggered; } /** * Set the Criterion's trigger flag to true. */ void setTriggered(){ this.triggered = true; if (this.parent == null) { super.setConditionMet(id, Boolean.TRUE); } else { parent.setConditionMet(id, Boolean.TRUE); } } /** * Initialize And/Or tree and add criterion to the BehaviourStructure. * */ @Override void buildTree(WakeupCondition parent, int id, BehaviorRetained b) { super.buildTree(parent, id, b); triggered = false; addBehaviorCondition(b.universe.behaviorStructure); } /** * This goes through the AndOr tree to remove the various criterion from the * BehaviorStructure. * We can't use behav.universe.behaviorStructure since behav * may reassign to another universe at this time. * */ @Override void cleanTree(BehaviorStructure bs){ conditionMet = false; removeBehaviorCondition(bs); }; /** * This goes through the AndOr tree to reset various criterion. */ @Override void resetTree() { conditionMet = false; triggered = false; resetBehaviorCondition(behav.universe.behaviorStructure); } /** * This is a callback from BehaviorStructure. It is * used to add wakeupCondition to behavior structure. */ abstract void addBehaviorCondition(BehaviorStructure bs); /** * This is a callback from BehaviorStructure. It is * used to remove wakeupCondition from behavior structure. */ abstract void removeBehaviorCondition(BehaviorStructure bs); /** * It is used reset wakeupCondition when it is reused. */ abstract void resetBehaviorCondition(BehaviorStructure bs); }





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