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📄 wakeuponelapsedframes.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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/* * $RCSfile: WakeupOnElapsedFrames.java,v $ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Use is subject to license terms. * * $Revision: 1.4 $ * $Date: 2007/02/09 17:18:31 $ * $State: Exp $ */package javax.media.j3d;/** * Class specifying a wakeup when a specific number of frames have * elapsed.  The wakeup criterion can either be passive or * non-passive.  If any behavior uses a non-passive * WakeupOnElapsedFrames, the rendering system will run continuously. * * <p> * In general, applications cannot count on behavior execution being * synchronized with rendering.  Behaviors that use * WakeupOnElapsedFrames with a frame count of 0 are an exception to * this general rule.  Such behaviors will be executed every frame. * Further, all modifications to scene graph objects (not including * geometry by-reference or texture by-reference) made from the * <code>processStimulus</code> methods of such behaviors are * guaranteed to take effect in the same rendering frame. */public final class WakeupOnElapsedFrames extends WakeupCriterion {    // different types of WakeupIndexedList that use in BehaviorStructure    static final int COND_IN_BS_LIST = 0;    // total number of different IndexedUnorderedSet types    static final int TOTAL_INDEXED_UNORDER_SET_TYPES = 1;    // Indicates whether the wakeup condition is passive or    // non-passive.  Only behaviors using a non-passive    // WakeupOnElapsedFrames will force a continuous traversal.    boolean passive;    // Number of frames before wakeup    int frameCount;    // When this reaches 0, this criterion is met.    int countdown;    /**     * Constructs a non-passive WakeupOnElapsedFrames criterion.     *     * @param frameCount the number of frames that Java 3D should draw     * before awakening this behavior object; a value of N means     * wakeup at the end of frame N, where the current frame is zero,     * a value of zero means wakeup at the end of the current frame.     *     * @exception IllegalArgumentException if frameCount is less than zero     */    public WakeupOnElapsedFrames(int frameCount) {	this(frameCount, false);    }    /**     * Constructs a WakeupOnElapsedFrames criterion.     *     * @param frameCount the number of frames that Java 3D should draw     * before awakening this behavior object; a value of N means     * wakeup at the end of frame N, where the current frame is zero,     * a value of zero means wakeup at the end of the current frame.     *     * @param passive flag indicating whether this behavior is     * passive; a non-passive behavior will cause the rendering system     * to run continuously, while a passive behavior will only run     * when some other event causes a frame to be run.     *     * @exception IllegalArgumentException if frameCount is less than zero     *     * @since Java 3D 1.2     */    public WakeupOnElapsedFrames(int frameCount, boolean passive) {	if (frameCount < 0)	    throw new IllegalArgumentException(J3dI18N.getString("WakeupOnElapsedFrames0"));	this.frameCount = frameCount;	this.passive = passive;	WakeupIndexedList.init(this, TOTAL_INDEXED_UNORDER_SET_TYPES);    }    /**     * Retrieves the elapsed frame count that was used when     * constructing this object.     *     * @return the elapsed frame count specified when constructing     * this object     */    public int getElapsedFrameCount() {	return frameCount;    }    /**     * Retrieves the state of the passive flag that was used when     * constructing this object.     *     * @return true if this wakeup criterion is passive, false otherwise     *     * @since Java 3D 1.2     */    public boolean isPassive() {	return passive;    }    /**     * decrement the frame count, and set trigger if 0     */    void newFrame() {	if (this.countdown == 0) {	    this.setTriggered();	} else {	    this.countdown--;	}    }         /**     * This is a callback from BehaviorStructure. It is      * used to add wakeupCondition to behavior structure.     */    void addBehaviorCondition(BehaviorStructure bs) {	this.countdown = this.frameCount;	bs.wakeupOnElapsedFrames.add(this);	if (!passive && (behav != null) && behav.enable) {	    bs.activeWakeupOnFrameCount++;	}	// This is necessary to invoke this condition next time	// Otherwise jftc won't work for static scene.	VirtualUniverse.mc.sendRunMessage(bs.universe, 					  J3dThread.UPDATE_BEHAVIOR);    }    /**     * This is a callback from BehaviorStructure. It is      * used to remove wakeupCondition from behavior structure.     */    void removeBehaviorCondition(BehaviorStructure bs) {	bs.wakeupOnElapsedFrames.remove(this);	if (!passive && (behav != null) && behav.enable) {	    bs.activeWakeupOnFrameCount--;	}    }    /**     * Perform task in addBehaviorCondition() that has to be     * set every time the condition met.     */    void resetBehaviorCondition(BehaviorStructure bs) {	this.countdown = this.frameCount;    }}

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