/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * 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.asset; import com.jme3.material.Material; import com.jme3.shader.Shader; /** * <code>AssetProcessor</code> is used to apply processing to assets * after they have been loaded. They are assigned to a particular * asset type (which is represented by a {@link Class} and any assets * loaded that are of that class will be processed by the assigned * processor. * * @author Kirill Vainer */ public interface AssetProcessor { /** * Applies post processing to an asset. * The method may return an object that is not the same * instance as the parameter object, and it could be from a different class. * * @param obj The asset that was loaded from an {@link AssetLoader}. * @return Either the same object with processing applied, or an instance * of a new object. */ public Object postProcess(AssetKey key, Object obj); /** * Creates a clone of the given asset. * If no clone is desired, then the same instance can be returned, * otherwise, a clone should be created. * For example, a clone of a {@link Material} should have its own set * of unique parameters that can be changed just for that instance, * but it may share certain other data if it sees fit (like the {@link Shader}). * * @param obj The asset to clone * @return The cloned asset, or the same as the given argument if no * clone is needed. */ public Object createClone(Object obj); }