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authorHarvey Harrison <[email protected]>2015-04-19 21:02:06 -0700
committerHarvey Harrison <[email protected]>2015-04-19 21:02:06 -0700
commit7a2e20caac9db6f789a7b3fab344b9758af45335 (patch)
treeb5236ff2570178de356eab569225108948eb4d30 /src/javax/media/j3d/J3dThread.java
parentf76ce302c4bb2a9f03bbee571ec5d05c29633023 (diff)
j3dcore: flatten the directory structure a bit
Signed-off-by: Harvey Harrison <[email protected]>
Diffstat (limited to 'src/javax/media/j3d/J3dThread.java')
-rw-r--r--src/javax/media/j3d/J3dThread.java354
1 files changed, 354 insertions, 0 deletions
diff --git a/src/javax/media/j3d/J3dThread.java b/src/javax/media/j3d/J3dThread.java
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+/*
+ * Copyright 1998-2008 Sun Microsystems, Inc. All Rights Reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation. Sun designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Sun in the LICENSE file that accompanied this code.
+ *
+ * This code is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
+ * CA 95054 USA or visit www.sun.com if you need additional information or
+ * have any questions.
+ *
+ */
+
+package javax.media.j3d;
+
+/**
+ * The J3dThread is the super class of all slave threads in Java 3D. It implements
+ * all of the common flow control constructs.
+ */
+
+abstract class J3dThread extends Thread {
+ /**
+ * These are the thread types that a message may affect
+ */
+ static final int BEHAVIOR_SCHEDULER = 0x01;
+ static final int SOUND_SCHEDULER = 0x02;
+ static final int INPUT_DEVICE_SCHEDULER = 0x04;
+ static final int RENDER_THREAD = 0x10;
+// static final int COLLISION_THREAD = 0x20;
+ static final int UPDATE_GEOMETRY = 0x40;
+ static final int UPDATE_RENDER = 0x80;
+ static final int UPDATE_BEHAVIOR = 0x100;
+ static final int UPDATE_SOUND = 0x200;
+ static final int UPDATE_RENDERING_ATTRIBUTES = 0x400;
+ static final int UPDATE_RENDERING_ENVIRONMENT = 0x1000;
+ static final int UPDATE_TRANSFORM = 0x2000;
+
+ /**
+ * The classification types.
+ */
+ static final int WORK_THREAD = 0x01;
+ static final int UPDATE_THREAD = 0x02;
+
+ /**
+ * This runMonitor action puts the thread into an initial wait state
+ */
+ static final int WAIT = 0;
+
+ /**
+ * This runMonitor action notifies MasterControl that this thread
+ * has completed and wait.
+ */
+ static final int NOTIFY_AND_WAIT = 1;
+
+ /**
+ * This is used by Canvas3D Renderer to notify user thread
+ * that swap is completed.
+ */
+ static final int NOTIFY = 2;
+
+ /**
+ * This runMonitor action tells the thread to run N number of
+ * iterations.
+ */
+ static final int RUN = 2;
+
+ /**
+ * This runMonitor action tells the thread to stop running
+ */
+ static final int STOP = 3;
+
+ /**
+ * This indicates that this thread has been activated by MC
+ */
+ boolean active = false;
+
+ /**
+ * This indicates that this thread is alive and running
+ */
+ private volatile boolean running = true;
+
+ /**
+ * This flag is set by the RUN action of runMonitor to indicate that the
+ * waiting thread has work to do.
+ */
+ private volatile boolean ready = false;
+
+ /**
+ * The thread data for this thread
+ */
+ private J3dThreadData[] data = null;
+
+ /**
+ * This indicates that this thread is started and able to accept work
+ */
+ private volatile boolean started = false;
+
+ /**
+ * The time values passed into this thread
+ */
+ long referenceTime;
+
+ /**
+ * Use to assign threadOpts WAIT_ALL_THREADS
+ */
+ long lastWaitTimestamp = 0;
+
+ /**
+ * The type of this thread. It is one of the above constants.
+ */
+ int type;
+
+ /**
+ * The classification of this thread. It is one of the above constants.
+ */
+ int classification = WORK_THREAD;
+
+ /**
+ * The arguments passed in for this thread
+ */
+ Object[] args = null;
+
+ /**
+ * Flag to indicate that user initiate a thread stop
+ */
+ volatile boolean userStop = false;
+
+ /**
+ * Flag to indicate that this thread is waiting to be notify
+ */
+ private volatile boolean waiting = false;
+
+ /**
+ * Some variables used to name threads correctly
+ */
+ private static int numInstances = 0;
+ private int instanceNum = -1;
+
+ private synchronized int newInstanceNum() {
+ return (++numInstances);
+ }
+
+ int getInstanceNum() {
+ if (instanceNum == -1)
+ instanceNum = newInstanceNum();
+ return instanceNum;
+ }
+
+ /**
+ * This method is defined by all slave threads to implement
+ * one iteration of work.
+ */
+ abstract void doWork(long referenceTime);
+
+ /**
+ * This constructor simply assigns the given id.
+ */
+ J3dThread(ThreadGroup t) {
+ super(t, "");
+ }
+
+ /**
+ * This returns the thread data for this thread.
+ */
+ synchronized J3dThreadData getThreadData(View v, Canvas3D c) {
+ J3dThreadData threadData;
+ int i, j;
+ J3dThreadData[] newData;
+
+ if (type != RENDER_THREAD) { // Regular Thread
+ if (data == null) {
+ data = new J3dThreadData[1];
+ data[0] = new J3dThreadData();
+ data[0].thread = this;
+ data[0].threadType = type;
+ data[0].view = null;
+ data[0].canvas = null;
+ }
+ threadData = data[0];
+ } else { // Render thread
+
+ // Note: each renderer has multiple thread data mappings
+ // for its render and swap threads
+
+ if (data == null) {
+ data = new J3dThreadData[1];
+ data[0] = new J3dThreadData();
+ data[0].thread = this;
+ data[0].threadType = type;
+ data[0].view = v;
+ data[0].canvas = c;
+ data[0].threadArgs = new Object[4];
+ threadData = data[0];
+ } else {
+ for (i=0; i<data.length; i++) {
+ if (data[i].view == v && data[i].canvas == c) {
+ break;
+ }
+ }
+ if (i==data.length) {
+ newData = new J3dThreadData[data.length+1];
+ for (j=0; j<data.length; j++) {
+ newData[j] = data[j];
+ }
+ data = newData;
+ data[j] = new J3dThreadData();
+ data[j].thread = this;
+ data[j].threadType = type;
+ data[j].view = v;
+ data[j].canvas = c;
+ data[j].threadArgs = new Object[4];
+ threadData = data[j];
+ } else {
+ threadData = data[i];
+ Object args[] = (Object []) threadData.threadArgs;
+ args[0] = null;
+ args[1] = null;
+ args[2] = null;
+ args[3] = null;
+ }
+ }
+
+ }
+
+ return (threadData);
+ }
+
+ /**
+ * This initializes this thread. Once this method returns, the thread is
+ * able to accept work.
+ */
+ void initialize() {
+ this.start();
+ while (!started) {
+ MasterControl.threadYield();
+ }
+ }
+
+ /**
+ * This causes the threads run method to exit.
+ */
+ void finish() {
+ // NOTE: This spin loop is probably not necessary.
+ while (!waiting) {
+ MasterControl.threadYield();
+ }
+ runMonitor(STOP, 0,null);
+ }
+
+ /**
+ * This thread controls the syncing of all the canvases attached to
+ * this view.
+ */
+ @Override
+ public void run() {
+ runMonitor(WAIT, 0, null);
+ while (running) {
+ doWork(referenceTime);
+ runMonitor(NOTIFY_AND_WAIT, 0, null);
+ }
+ // resource clean up
+ shutdown();
+ }
+
+ synchronized void runMonitor(int action, long referenceTime,
+ Object[] args) {
+ switch (action) {
+ case WAIT:
+ started = true;
+ // Issue 279 - loop until ready
+ while (!ready && running) {
+ waiting = true;
+ try {
+ wait();
+ } catch (InterruptedException e) {
+ System.err.println(e);
+ }
+ waiting = false;
+ }
+ ready = false;
+ break;
+
+ case NOTIFY_AND_WAIT:
+ VirtualUniverse.mc.runMonitor(MasterControl.THREAD_DONE, null,
+ null, null, this);
+ // Issue 279 - loop until ready
+ while (!ready && running) {
+ waiting = true;
+ try {
+ wait();
+ } catch (InterruptedException e) {
+ System.err.println(e);
+ }
+ waiting = false;
+ }
+ ready = false;
+ break;
+
+ case RUN:
+ this.referenceTime = referenceTime;
+ this.args = args;
+ ready = true;
+ if (waiting) {
+ notify();
+ }
+ break;
+
+ case STOP:
+ running = false;
+ if (waiting) {
+ notify();
+ }
+ break;
+ }
+ }
+
+ void cleanupView() {
+ // renderer will reconstruct threadData next time
+ // in getThreadData
+ data = null;
+ }
+
+ // default resource clean up method
+ void shutdown() {
+ }
+
+ void cleanup() {
+ active = false;
+ running = true;
+ ready = false;
+ data = null;
+ started = true;
+ lastWaitTimestamp = 0;
+ classification = WORK_THREAD;
+ args = null;
+ userStop = false;
+ referenceTime = 0;
+
+ }
+
+}