MaterialPreviewRenderer now loads the material in a separate thread to avoid to stall the awt thread.
This and the previous change makes the material editor a lot faster to open when the loaded material has big textures.
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@ -24,6 +24,7 @@ import com.jme3.scene.shape.Sphere;
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import com.jme3.util.MaterialDebugAppState;
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import com.jme3.util.TangentBinormalGenerator;
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import java.util.concurrent.Callable;
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import java.util.concurrent.ScheduledThreadPoolExecutor;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import javax.swing.ImageIcon;
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@ -42,6 +43,7 @@ public class MaterialPreviewRenderer implements SceneListener {
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private Material currentMaterial;
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private boolean init = false;
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private final JLabel label;
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private final ScheduledThreadPoolExecutor exec = new ScheduledThreadPoolExecutor(5);
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public enum DisplayType {
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@ -79,16 +81,22 @@ public class MaterialPreviewRenderer implements SceneListener {
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}
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@SuppressWarnings("unchecked")
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public void showMaterial(ProjectAssetManager assetManager, String materialFileName) {
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public void showMaterial(final ProjectAssetManager assetManager,final String materialFileName) {
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if (!init) {
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init();
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}
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exec.execute(new Runnable() {
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public void run() {
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MaterialKey key = new MaterialKey(assetManager.getRelativeAssetPath(materialFileName));
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assetManager.deleteFromCache(key);
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Material mat = (Material) assetManager.loadAsset(key);
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if (mat != null) {
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showMaterial(mat);
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}
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}
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});
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}
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@ -229,5 +237,6 @@ public class MaterialPreviewRenderer implements SceneListener {
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public void cleanUp() {
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SceneApplication.getApplication().removeSceneListener(this);
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exec.shutdownNow();
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}
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}
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