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com.ardor3d.util
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How to use com.ardor3d.util

Best Java code snippets using com.ardor3d.util (Showing top 20 results out of 315)

origin: com.ardor3d/ardor3d-core

  /**
   * This method adds <code>callable</code> to the queue to be invoked in the render() method in the OpenGL thread.
   * The Future returned may be utilized to cancel the task or wait for the return object.
   * 
   * @param callable
   * @return Future<V>
   */

  public <V> Future<V> render(final Callable<V> callable) {
    return getQueue(GameTaskQueue.RENDER).enqueue(callable);
  }
}
origin: Renanse/Ardor3D

private GameTaskQueueManager() {
  addQueue(GameTaskQueue.RENDER, new GameTaskQueue());
  addQueue(GameTaskQueue.UPDATE, new GameTaskQueue());
}
origin: com.ardor3d/ardor3d-core

@Override
public String toString() {
  final String x = "tkey: src:" + _source + " flip: " + _flipped + " code: " + hashCode() + " imageType: "
      + _format + " id: " + _id;
  return x;
}
origin: Renanse/Ardor3D

  @Override
  public boolean apply(final TwoInputStates arg0) {
    final double now = timer.getTimeInSeconds();
    if (now - lastPass >= throttleTime) {
      lastPass = now;
      return true;
    }
    return false;
  }
};
origin: Renanse/Ardor3D

/**
 * Execute the tasks from this queue. Note that depending on the queue type, tasks may expect to be run in a certain
 * context (for example, the Render queue expects to be run from the Thread owning a GL context.)
 */
public void execute() {
  execute(null);
}
origin: com.ardor3d/ardor3d-core

/**
 * @param glContext
 *            the object representing the OpenGL context this texture belongs to. See
 *            {@link RenderContext#getGlContextRep()}
 * @return the texture id of this texture in the given context. If the texture is not found in the given context, 0
 *         is returned.
 */
public int getTextureIdForContext(final Object glContext) {
  return _key.getTextureIdForContext(glContext);
}
origin: com.ardor3d/ardor3d-core

/**
 * Update should be called once per frame to correctly update "time per frame" and "frame rate (fps)"
 */
public void update() {
  final long time = getTime();
  _tpf = (time - _previousTime) * INVERSE_TIMER_RESOLUTION;
  _fps = 1.0 / _tpf;
  _previousTime = time;
}
origin: com.ardor3d/ardor3d-core

/**
 * Instantiates a new PSSM camera.
 * 
 * @param width
 *            the width
 * @param height
 *            the height
 */
public ExtendedCamera(final int width, final int height) {
  super(width, height);
  init();
}
origin: com.ardor3d/ardor3d-animation

/**
 * @return the "local time", in seconds reported by our global timer.
 */
public double getCurrentGlobalTime() {
  return _globalTimer.getTimeInSeconds();
}
origin: Renanse/Ardor3D

public final long readLong() throws IOException {
  return ((readByte() & 0xff) | ((long) (readByte() & 0xff) << 8) | ((long) (readByte() & 0xff) << 16)
      | ((long) (readByte() & 0xff) << 24) | ((long) (readByte() & 0xff) << 32)
      | ((long) (readByte() & 0xff) << 40) | ((long) (readByte() & 0xff) << 48) | ((long) (readByte() & 0xff) << 56));
}
origin: com.ardor3d/ardor3d-core

/**
 * @return a Set of context objects that currently reference this texture.
 */
public Set<Object> getContextObjects() {
  return _idCache.getContextObjects();
}
origin: com.ardor3d/ardor3d-core

/**
 * This method adds <code>callable</code> to the queue to be invoked in the update() method in the OpenGL thread.
 * The Future returned may be utilized to cancel the task or wait for the return object.
 * 
 * @param callable
 * @return Future<V>
 */
public <V> Future<V> update(final Callable<V> callable) {
  return getQueue(GameTaskQueue.UPDATE).enqueue(callable);
}
origin: com.ardor3d/ardor3d-core

private GameTaskQueueManager() {
  addQueue(GameTaskQueue.RENDER, new GameTaskQueue());
  addQueue(GameTaskQueue.UPDATE, new GameTaskQueue());
}
origin: Renanse/Ardor3D

@Override
public String toString() {
  final String x = "tkey: src:" + _source + " flip: " + _flipped + " code: " + hashCode() + " imageType: "
      + _format + " id: " + _id;
  return x;
}
origin: com.ardor3d/ardor3d-core

/**
 * @param glContext
 *            the object representing the OpenGL context this texture belongs to. See
 *            {@link RenderContext#getGlContextRep()}
 * @return the texture id of this texture in the given context as an Integer object. If the texture is not found in
 *         the given context, a 0 integer is returned.
 */
public Integer getTextureIdForContextAsInteger(final Object glContext) {
  return _key.getTextureIdForContext(glContext);
}
origin: Renanse/Ardor3D

/**
 * Update should be called once per frame to correctly update "time per frame" and "frame rate (fps)"
 */
public void update() {
  final long time = getTime();
  _tpf = (time - _previousTime) * INVERSE_TIMER_RESOLUTION;
  _fps = 1.0 / _tpf;
  _previousTime = time;
}
origin: Renanse/Ardor3D

/**
 * Instantiates a new PSSM camera.
 * 
 * @param width
 *            the width
 * @param height
 *            the height
 */
public ExtendedCamera(final int width, final int height) {
  super(width, height);
  init();
}
origin: Renanse/Ardor3D

/**
 * This method adds <code>callable</code> to the queue to be invoked in the update() method in the OpenGL thread.
 * The Future returned may be utilized to cancel the task or wait for the return object.
 * 
 * @param callable
 * @return Future<V>
 */
public <V> Future<V> update(final Callable<V> callable) {
  return getQueue(GameTaskQueue.UPDATE).enqueue(callable);
}
origin: Renanse/Ardor3D

/**
 * @param context
 *            the OpenGL context this texture belongs to.
 * @return the texture id of this texture in the given context. If the texture is not found in the given context, 0
 *         is returned.
 */
public int getTextureIdForContext(final RenderContext context) {
  return _key.getTextureIdForContext(context);
}
origin: Renanse/Ardor3D

  /**
   * This method adds <code>callable</code> to the queue to be invoked in the render() method in the OpenGL thread.
   * The Future returned may be utilized to cancel the task or wait for the return object.
   * 
   * @param callable
   * @return Future<V>
   */

  public <V> Future<V> render(final Callable<V> callable) {
    return getQueue(GameTaskQueue.RENDER).enqueue(callable);
  }
}
com.ardor3d.util

Most used classes

  • BufferUtils
    BufferUtils is a helper class for generating nio buffers from ardor3d data classes such as Vectors a
  • TextureManager
    TextureManager provides static methods for building or retrieving a Texture object from cache.
  • TextureKey
    TextureKey provides a way for the TextureManager to cache and retrieve Texture objects.
  • ResourceLocatorTool
    Manager class for locator utility classes used to find various assets. (XXX: Needs more documentatio
  • InputCapsule
  • Ardor3dException,
  • ResourceSource,
  • StatCollector,
  • GameTaskQueueManager,
  • LittleEndianDataInput,
  • BinaryImporter,
  • SimpleResourceLocator,
  • URLResourceSource,
  • ExtendedCamera,
  • LittleEndianRandomAccessDataInput,
  • ReadOnlyTimer,
  • Timer,
  • ByteUtils,
  • CapsuleUtils
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