* Initial docs for com.jme3.scene.debug, com.jme3.scene.shape, com.jme3.scene.control

* Javadocs for com.jme3.scene.mesh
 * Formatting for com.jme3.terrain classes
 * Terrain updating thread now called "jME3 Terrain Thread"

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7667 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
sha..rd 14 years ago
parent d62952a16e
commit a6300ba55b
  1. 5
      engine/src/core/com/jme3/scene/CameraNode.java
  2. 17
      engine/src/core/com/jme3/scene/control/package.html
  3. 32
      engine/src/core/com/jme3/scene/debug/Arrow.java
  4. 12
      engine/src/core/com/jme3/scene/debug/Grid.java
  5. 27
      engine/src/core/com/jme3/scene/mesh/IndexBuffer.java
  6. 3
      engine/src/core/com/jme3/scene/mesh/IndexByteBuffer.java
  7. 3
      engine/src/core/com/jme3/scene/mesh/IndexIntBuffer.java
  8. 3
      engine/src/core/com/jme3/scene/mesh/IndexShortBuffer.java
  9. 18
      engine/src/core/com/jme3/scene/mesh/VirtualIndexBuffer.java
  10. 9
      engine/src/core/com/jme3/scene/mesh/WrappedIndexBuffer.java
  11. 25
      engine/src/core/com/jme3/scene/mesh/package.html
  12. 26
      engine/src/core/com/jme3/scene/package.html
  13. 22
      engine/src/core/com/jme3/scene/shape/AbstractBox.java
  14. 16
      engine/src/core/com/jme3/scene/shape/Curve.java
  15. 23
      engine/src/core/com/jme3/scene/shape/Dome.java
  16. 1
      engine/src/core/com/jme3/scene/shape/Line.java
  17. 1
      engine/src/core/com/jme3/scene/shape/PQTorus.java
  18. 28
      engine/src/core/com/jme3/scene/shape/Quad.java
  19. 13
      engine/src/core/com/jme3/scene/shape/Sphere.java
  20. 95
      engine/src/terrain/com/jme3/terrain/MapUtils.java
  21. 1
      engine/src/terrain/com/jme3/terrain/ProgressMonitor.java
  22. 9
      engine/src/terrain/com/jme3/terrain/Terrain.java
  23. 1130
      engine/src/terrain/com/jme3/terrain/geomipmap/LODGeomap.java
  24. 3
      engine/src/terrain/com/jme3/terrain/geomipmap/TerrainGrid.java
  25. 1
      engine/src/terrain/com/jme3/terrain/geomipmap/TerrainQuad.java

@ -36,7 +36,8 @@ import com.jme3.scene.control.CameraControl;
import com.jme3.scene.control.CameraControl.ControlDirection;
/**
* This Node is a shorthand for using a CameraControl.
* <code>CameraNode</code> simply uses {@link CameraControl} to implement
* linking of camera and node data.
*
* @author Tim8Dev
*/
@ -45,7 +46,7 @@ public class CameraNode extends Node {
private CameraControl camControl;
/**
* for IO purpose
* Serialization only. Do not use.
*/
public CameraNode() {
}

@ -0,0 +1,17 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<title></title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
</head>
<body>
The <code>com.jme3.control</code> package provides
{@link com.jme3.scene.control.Control controls}.
Controls represent the "logical" programming of scene graph elements, containing
callbacks for when a {@link com.jme3.scene.Spatial} is rendered or updated
by the engine.
</body>
</html>

@ -37,9 +37,17 @@ import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer.Type;
import java.nio.FloatBuffer;
/**
* The <code>Arrow</code> debug shape represents an arrow.
* An arrow is simply a line going from the original toward an extent
* and at the tip there will be triangle-like shape.
*
* @author Kirill Vainer
*/
public class Arrow extends Mesh {
Quaternion tempQuat = new Quaternion();
Vector3f tempVec = new Vector3f();
private Quaternion tempQuat = new Quaternion();
private Vector3f tempVec = new Vector3f();
private static final float[] positions = new float[]{
0, 0, 0,
@ -50,15 +58,25 @@ public class Arrow extends Mesh {
0, -0.05f, 0.9f, // tip buttom
};
/**
* Serialization only. Do not use.
*/
public Arrow() {
}
/**
* Creates an arrow mesh with the given extent.
* The arrow will start at the origin (0,0,0) and finish
* at the given extent.
*
* @param extent Extent of the arrow from origin
*/
public Arrow(Vector3f extent) {
float len = extent.length();
Vector3f dir = extent.normalize();
tempQuat.lookAt(dir, Vector3f.UNIT_Y);
tempQuat.normalize();
tempQuat.normalizeLocal();
float[] newPositions = new float[positions.length];
for (int i = 0; i < positions.length; i += 3) {
@ -87,12 +105,18 @@ public class Arrow extends Mesh {
updateCounts();
}
/**
* Sets the arrow's extent.
* This will modify the buffers on the mesh.
*
* @param extent the arrow's extent.
*/
public void setArrowExtent(Vector3f extent) {
float len = extent.length();
// Vector3f dir = extent.normalize();
tempQuat.lookAt(extent, Vector3f.UNIT_Y);
tempQuat.normalize();
tempQuat.normalizeLocal();
FloatBuffer buffer = getFloatBuffer(Type.Position);
buffer.rewind();

@ -39,8 +39,19 @@ import com.jme3.util.BufferUtils;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
/**
* Simple grid shape.
*
* @author Kirill Vainer
*/
public class Grid extends Mesh {
/**
* Creates a grid debug shape.
* @param xLines
* @param yLines
* @param lineDist
*/
public Grid(int xLines, int yLines, float lineDist){
xLines -= 2;
yLines -= 2;
@ -90,4 +101,5 @@ public class Grid extends Mesh {
updateBound();
updateCounts();
}
}

@ -42,8 +42,35 @@ import java.nio.Buffer;
* @author lex
*/
public abstract class IndexBuffer {
/**
* Returns the vertex index for the given index in the index buffer.
*
* @param i The index inside the index buffer
* @return
*/
public abstract int get(int i);
/**
* Puts the vertex index at the index buffer's index.
* Implementations may throw an {@link UnsupportedOperationException}
* if modifying the IndexBuffer is not supported (e.g. virtual index
* buffers).
*/
public abstract void put(int i, int value);
/**
* Returns the size of the index buffer.
*
* @return the size of the index buffer.
*/
public abstract int size();
/**
* Returns the underlying data-type specific {@link Buffer}.
* Implementations may return null if there's no underlying
* buffer.
*
* @return the underlying {@link Buffer}.
*/
public abstract Buffer getBuffer();
}

@ -36,7 +36,8 @@ import java.nio.Buffer;
import java.nio.ByteBuffer;
/**
*
* IndexBuffer implementation for {@link ByteBuffer}s.
*
* @author lex
*/
public class IndexByteBuffer extends IndexBuffer {

@ -36,7 +36,8 @@ import java.nio.Buffer;
import java.nio.IntBuffer;
/**
*
* IndexBuffer implementation for {@link IntBuffer}s.
*
* @author lex
*/
public class IndexIntBuffer extends IndexBuffer {

@ -36,7 +36,8 @@ import java.nio.Buffer;
import java.nio.ShortBuffer;
/**
*
* IndexBuffer implementation for {@link ShortBuffer}s.
*
* @author lex
*/
public class IndexShortBuffer extends IndexBuffer {

@ -3,12 +3,28 @@ package com.jme3.scene.mesh;
import com.jme3.scene.Mesh.Mode;
import java.nio.Buffer;
/**
* IndexBuffer implementation that generates vertex indices sequentially
* based on a specific Mesh {@link Mode}.
* The generated indices are as if the mesh is in the given mode
* but contains no index buffer, thus this implementation will
* return the indices if the index buffer was there and contained sequential
* triangles.
* Example:
* <ul>
* <li>{@link Mode#Triangles}: 0, 1, 2 | 3, 4, 5 | 6, 7, 8 | ...</li>
* <li>{@link Mode#TriangleStrip}: 0, 1, 2 | 2, 1, 3 | 2, 3, 4 | ...</li>
* <li>{@link Mode#TriangleFan}: 0, 1, 2 | 0, 2, 3 | 0, 3, 4 | ...</li>
* </ul>
*
* @author Kirill Vainer
*/
public class VirtualIndexBuffer extends IndexBuffer {
protected int numVerts = 0;
protected int numIndices = 0;
protected Mode meshMode;
public VirtualIndexBuffer(int numVerts, Mode meshMode){
this.numVerts = numVerts;
this.meshMode = meshMode;

@ -9,9 +9,12 @@ import java.nio.IntBuffer;
import java.nio.ShortBuffer;
/**
* <code>WrappedIndexBuffer</code> converts from one representation of mesh
* data to another. For example it can be used to read TriangleStrip data
* as if it was in Triangle format.
* <code>WrappedIndexBuffer</code> converts vertex indices from a non list based
* mesh mode such as {@link Mode#TriangleStrip} or {@link Mode#LineLoop}
* into a list based mode such as {@link Mode#Triangles} or {@link Mode#Lines}.
* As it is often more convenient to read vertex data in list format
* than in a non-list format, using this class is recommended to avoid
* convoluting classes used to process mesh data from an external source.
*
* @author Kirill Vainer
*/

@ -0,0 +1,25 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<title></title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
</head>
<body>
The <code>com.jme3.scene.mesh</code> package contains utilities
for reading from {@link com.jme3.scene.mesh.IndexBuffer index buffers}.
Several implementations are provided of the {@link com.jme3.scene.mesh.IndexBuffer}
class:
<ul>
<li>{@link com.jme3.scene.mesh.IndexByteBuffer} - For reading 8-bit index buffers</li>
<li>{@link com.jme3.scene.mesh.IndexShortBuffer} - For reading 16-bit index buffers</li>
<li>{@link com.jme3.scene.mesh.IndexIntBuffer} - For reading 32-bit index buffers</li>
<li>{@link com.jme3.scene.mesh.VirtualIndexBuffer} - For reading "virtual indices", for
those meshes that do not have an index buffer</li>
<li>{@link com.jme3.scene.mesh.WrappedIndexBuffer} - For converting from
non-list based mode indices to list based</li>
</ul>
</body>
</html>

@ -0,0 +1,26 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<title></title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
</head>
<body>
The <code>com.jme3.input</code> package contains the scene graph implementation
in jMonkeyEngine.
<p>
The scene graph is the most important package in jME, as it is the API
used to manage scene elements so that they can be rendered.
The {@link com.jme3.scene.Spatial} class provides a common base class
for all scene graph elements. The {@link com.jme3.scene.Node} class provides
the "branches" in the graph, used to organize elements in a tree
hierarchy. The {@link com.jme3.scene.Geometry} is the leaf class that
will contain a {@link com.jme3.scene.Mesh} object (geometry data
such as vertex positions, normals, etc) and a {@link com.jme3.scene.Material}
object containing information on how the geometry should be shaded.
</p>
</body>
</html>

@ -48,7 +48,7 @@ import java.io.IOException;
* a way as to generate an axis-aligned box.
* <p>
* This class does not control how the geometry data is generated, see {@link Box}
* and {@link StripBox} for that.
* for that.
*
* @author <a href="mailto:ianp@ianp.org">Ian Phillips</a>
* @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $
@ -87,7 +87,7 @@ public abstract class AbstractBox extends Mesh {
}
/**
* Convert the indices into the list of vertices that define the box's tri-mesh.
* Convert the indices into the list of vertices that define the box's geometry.
*/
protected abstract void duUpdateGeometryIndices();
@ -111,22 +111,30 @@ public abstract class AbstractBox extends Mesh {
*/
protected abstract void duUpdateGeometryVertices();
/** Get the centre point of this box. */
/**
* Get the center point of this box.
*/
public final Vector3f getCenter() {
return center;
}
/** Get the x-axis size (extent) of this box. */
/**
* Get the x-axis size (extent) of this box.
*/
public final float getXExtent() {
return xExtent;
}
/** Get the y-axis size (extent) of this box. */
/**
* Get the y-axis size (extent) of this box.
*/
public final float getYExtent() {
return yExtent;
}
/** Get the z-axis size (extent) of this box. */
/**
* Get the z-axis size (extent) of this box.
*/
public final float getZExtent() {
return zExtent;
}
@ -180,6 +188,7 @@ public abstract class AbstractBox extends Mesh {
updateGeometry(center, x, y, z);
}
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);
InputCapsule capsule = e.getCapsule(this);
@ -189,6 +198,7 @@ public abstract class AbstractBox extends Mesh {
center.set((Vector3f) capsule.readSavable("center", Vector3f.ZERO.clone()));
}
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
OutputCapsule capsule = e.getCapsule(this);

@ -39,7 +39,11 @@ import java.util.Iterator;
import java.util.List;
/**
*
* A <code>Curve</code> is a visual, line-based representation of a {@link Spline}.
* The underlying Spline will be sampled N times where N is the number of
* segments as specified in the constructor. Each segment will represent
* one line in the generated mesh.
*
* @author Nehon
*/
public class Curve extends Mesh {
@ -48,8 +52,15 @@ public class Curve extends Mesh {
private Vector3f temp = new Vector3f();
/**
* Create a curve mesh
* Serialization only. Do not use.
*/
public Curve(){
}
/**
* Create a curve mesh.
* Use a CatmullRom spline model that does not cycle.
*
* @param controlPoints the control points to use to create this curve
* @param nbSubSegments the number of subsegments between the control points
*/
@ -59,6 +70,7 @@ public class Curve extends Mesh {
/**
* Create a curve mesh from a Spline
*
* @param spline the spline to use
* @param nbSubSegments the number of subsegments between the control points
*/

@ -70,7 +70,7 @@ public class Dome extends Mesh {
private boolean outsideView = true;
/**
* Constructs a dome. By default the dome has not geometry data or center.
* Serialization only. Do not use.
*/
public Dome() {
}
@ -140,25 +140,29 @@ public class Dome extends Mesh {
return center;
}
/** Get the number of planar segments along the z-axis of the dome. */
/**
* Get the number of planar segments along the z-axis of the dome.
*/
public int getPlanes() {
return planes;
}
/** Get the number of samples radially around the main axis of the dome. */
/**
* Get the number of samples radially around the main axis of the dome.
*/
public int getRadialSamples() {
return radialSamples;
}
/** Get the radius of the dome. */
/**
* Get the radius of the dome.
*/
public float getRadius() {
return radius;
}
/**
* Are the triangles connected in such a way as to present aview out from the dome or not.
*
* @return
* Are the triangles connected in such a way as to present a view out from the dome or not.
*/
public boolean isOutsideView() {
return outsideView;
@ -298,6 +302,7 @@ public class Dome extends Mesh {
updateBound();
}
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);
InputCapsule capsule = e.getCapsule(this);
@ -307,9 +312,7 @@ public class Dome extends Mesh {
center = (Vector3f) capsule.readSavable("center", Vector3f.ZERO.clone());
}
/**
* Generates the connections
*/
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
OutputCapsule capsule = e.getCapsule(this);

@ -40,7 +40,6 @@ import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.util.BufferUtils;
import java.io.IOException;
import java.nio.FloatBuffer;

@ -45,7 +45,6 @@ import static com.jme3.util.BufferUtils.*;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
/**

@ -32,24 +32,48 @@
package com.jme3.scene.shape;
import com.jme3.scene.*;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer.Type;
/**
* <code>Quad</code> represents a rectangular plane in space
* defined by 4 vertices. The quad's lower-left side is contained
* at the local space origin (0, 0, 0), while the upper-right
* side is located at the width/height coordinates (width, height, 0).
*
* @author Kirill Vainer
*/
public class Quad extends Mesh {
private float width;
private float height;
/**
* Do not use this constructor. Serialization purposes only.
* Serialization only. Do not use.
*/
public Quad(){
}
/**
* Create a quad with the given width and height. The quad
* is always created in the XY plane.
*
* @param width The X extent or width
* @param height The Y extent or width
*/
public Quad(float width, float height){
updateGeometry(width, height);
}
/**
* Create a quad with the given width and height. The quad
* is always created in the XY plane.
*
* @param width The X extent or width
* @param height The Y extent or width
* @param flipCoords If true, the texture coordinates will be flipped
* along the Y axis.
*/
public Quad(float width, float height, boolean flipCoords){
updateGeometry(width, height, flipCoords);
}

@ -58,11 +58,16 @@ import java.nio.ShortBuffer;
public class Sphere extends Mesh {
public enum TextureMode {
/** Wrap texture radially and along z-axis */
/**
* Wrap texture radially and along z-axis
*/
Original,
/** Wrap texure radially, but spherically project along z-axis */
/**
* Wrap texure radially, but spherically project along z-axis
*/
Projected,
/** Apply texture to each pole. Eliminates polar distortion,
/**
* Apply texture to each pole. Eliminates polar distortion,
* but mirrors the texture across the equator
*/
Polar
@ -86,7 +91,7 @@ public class Sphere extends Mesh {
protected TextureMode textureMode = TextureMode.Original;
/**
* Empty constructor for serialization only, do not use.
* Serialization only. Do not use.
*/
public Sphere(){
}

@ -4,6 +4,7 @@ import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
@ -12,51 +13,51 @@ import org.novyon.noise.ShaderUtils;
public class MapUtils {
public static FloatBuffer clip(FloatBuffer src, int origSize, int newSize, int offset) {
FloatBuffer result = FloatBuffer.allocate(newSize * newSize);
float[] orig = src.array();
for (int i = offset; i < offset + newSize; i++) {
result.put(orig, i * origSize + offset, newSize);
}
return result;
}
public static BufferedImage toGrayscale16Image(FloatBuffer buff, int size) {
BufferedImage retval = new BufferedImage(size, size, BufferedImage.TYPE_USHORT_GRAY);
buff.rewind();
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
short c = (short) (ShaderUtils.clamp(buff.get(), 0, 1) * 65532);
retval.getRaster().setDataElements(x, y, new short[] { c });
}
}
return retval;
}
public static BufferedImage toGrayscaleRGBImage(FloatBuffer buff, int size) {
BufferedImage retval = new BufferedImage(size, size, BufferedImage.TYPE_INT_ARGB);
buff.rewind();
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
int c = (int) (ShaderUtils.clamp(buff.get(), 0, 1) * 255);
retval.setRGB(x, y, 0xFF000000 | c << 16 | c << 8 | c);
}
}
return retval;
}
public static void saveImage(BufferedImage im, String file) {
MapUtils.saveImage(im, new File(file));
}
public static void saveImage(BufferedImage im, File file) {
try {
ImageIO.write(im, "PNG", file);
Logger.getLogger(MapUtils.class.getCanonicalName()).info("Saved image as : " + file.getAbsolutePath());
} catch (IOException e) {
e.printStackTrace();
}
}
public static FloatBuffer clip(FloatBuffer src, int origSize, int newSize, int offset) {
FloatBuffer result = FloatBuffer.allocate(newSize * newSize);
float[] orig = src.array();
for (int i = offset; i < offset + newSize; i++) {
result.put(orig, i * origSize + offset, newSize);
}
return result;
}
public static BufferedImage toGrayscale16Image(FloatBuffer buff, int size) {
BufferedImage retval = new BufferedImage(size, size, BufferedImage.TYPE_USHORT_GRAY);
buff.rewind();
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
short c = (short) (ShaderUtils.clamp(buff.get(), 0, 1) * 65532);
retval.getRaster().setDataElements(x, y, new short[]{c});
}
}
return retval;
}
public static BufferedImage toGrayscaleRGBImage(FloatBuffer buff, int size) {
BufferedImage retval = new BufferedImage(size, size, BufferedImage.TYPE_INT_ARGB);
buff.rewind();
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
int c = (int) (ShaderUtils.clamp(buff.get(), 0, 1) * 255);
retval.setRGB(x, y, 0xFF000000 | c << 16 | c << 8 | c);
}
}
return retval;
}
public static void saveImage(BufferedImage im, String file) {
MapUtils.saveImage(im, new File(file));
}
public static void saveImage(BufferedImage im, File file) {
try {
ImageIO.write(im, "PNG", file);
Logger.getLogger(MapUtils.class.getCanonicalName()).log(Level.INFO, "Saved image as : {0}", file.getAbsolutePath());
} catch (IOException e) {
e.printStackTrace();
}
}
}

@ -29,7 +29,6 @@
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.terrain;
/**

@ -29,7 +29,6 @@
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.terrain;
import com.jme3.material.Material;
@ -64,7 +63,7 @@ public interface Terrain {
* @return the height, unscaled and uninterpolated
*/
public float getHeightmapHeight(Vector2f xz);
/**
* Set the height at the specified X-Z coordinate.
* To set the height of the terrain and see it, you will have
@ -129,7 +128,7 @@ public interface Terrain {
* and the less detailed it will be.
*/
public int getMaxLod();
/**
* Called in the update (pre or post, up to you) method of your game.
* Calculates the level of detail of the terrain and adjusts its geometry.
@ -139,7 +138,7 @@ public interface Terrain {
* @param location often the Camera's location
*/
public void update(List<Vector3f> location);
/**
* Get the spatial instance of this Terrain. Right now just used in the
* terrain editor in JMP.
@ -162,7 +161,6 @@ public interface Terrain {
*/
public void generateEntropy(ProgressMonitor monitor);
/**
* Returns the material that this terrain uses.
* This does not necessarily have to guarantee the material
@ -195,5 +193,4 @@ public interface Terrain {
* texture scales.
*/
public float getTextureCoordinateScale();
}

File diff suppressed because it is too large Load Diff

@ -28,7 +28,8 @@ import com.jme3.terrain.heightmap.HeightMapGrid;
*/
public class TerrainGrid extends TerrainQuad {
private static Logger log = Logger.getLogger(TerrainGrid.class.getCanonicalName());
private static final Logger log = Logger.getLogger(TerrainGrid.class.getCanonicalName());
private Vector3f currentCell;
private int quarterSize;
private int quadSize;

@ -111,6 +111,7 @@ public class TerrainQuad extends Node implements Terrain {
protected ExecutorService executor = Executors.newSingleThreadExecutor(new ThreadFactory() {
public Thread newThread(Runnable r) {
Thread th = new Thread(r);
th.setName("jME Terrain Thread");
th.setDaemon(true);
return th;
}

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