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/*
 * Copyright 1997-2008 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,
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package javax.media.j3d;

import javax.vecmath.Point2f;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3f;


/**
 * The ConeSound node object defines a PointSound node whose sound source is
 * directed along a specific vector in space. A ConeSound source is attenuated
 * by gain scale factors and filters based on the angle between the vector from
 * the source to the listener, and the ConeSound's direction vector. This
 * attenuation is either a single spherical distance gain attenuation (as for
 * a general PointSound source) or dual front and back distance gain
 * attenuations defining elliptical attenuation areas. The angular filter and the
 * active AuralAttribute component filter define what filtering is applied to
 * the sound source. (See AuralAtttribute class for more details on filtering.)
 * This node has the same attributes as a PointSound node with the addition of a
 * direction vector and an array of points each containing: angular distance (in
 * radians), gain scale factor, and filter (which for now consists of a lowpass
 * filter cutoff frequency). Similar to the definition of the back distance gain
 * array for PointSounds, a piece-wise linear curve (defined in terms of
 * radians from the axis) specifies the slope of these additional attenuation
 * values.
 *   

* Distance Gain attuation *

    * A cone sound node can have one or two distance attenuation arrays. * If none are set, no distance gain attenuation is performed (equivalent * to using a distance gain of 1.0 for all distances). If only one distance * attenuation array is set, sphere attenuation is assumed. If both a front * and back distance attenuation are set, elliptical attenuation regions * are defined. *

    * Use PointSound setDistanceGain() method to set the front distance * attenuation array separate from the back distance attenuation array. * A front distance attenuation array defines monotonically-increasing * distances from the sound source origin along the position direction * vector. A back distance attenuation array (if given) defines * monotonically-increasing distances from the sound source origin along the * negative direction vector. The two arrays must be of the same length. * The backDistance[i] gain values must be less than or equal to * the frontDistance[i] gain values. *

    * Gain scale factors are associated with distances from the listener to * the sound source via an array of (distance, gain-scale-factor) pairs. * The gain scale factor applied to the sound source is the linear * interpolated gain value between the distance value range that includes * the current distance from the listener to the sound source. *

    * The getDistanceGainLength method defined for PointSound returns the length * of the all distance gain attenuation arrays, including the back distance * gain arrays. Arrays passed into getDistanceGain methods should all * be at least this size. *

* Direction Methods *

    * This value is the sound source's direction vector. It is the axis from * which angular distance is measured. *

* Angular Attenuation *

    * Besides sound (linear) distance attenuation a ConeSound can optionally * define angular gain and filter attenuation. *

    * This attenuation is defined * as a triple of (angular distance, gain-scale-factor, filter). The * distance is measured as the angle in radians between the ConeSound's * direction vector and the vector from the sound source position to the * listener. Both the gain scale factor and filter applied to the sound * source is the linear interpolation of values between the distance value * range that includes the angular distance from the sound source axis. *

    * If this is not set, no angular gain attenuation or filtering is performed * (equivalent to using an angular gain scale factor of 1.0 and an angular * filter of Sound.NO_FILTER for all distances). *

    * If angular distance from the listener-sound-position vector and a sound's * direction vector is less than the first distance in the array, only the first * gain scale factor and first filter are applied to the sound source. * This creates a conical region around the listener within which the sound * is uniformly attenuated by first gain and first filter in the array. *

    * If the distance from the listener-sound-position vector and the sound's * direction vector is greater than the last distance in the array, the last gain * scale factor and last filter are applied to the sound source. *

    * Distance elements in this array of points is a monotonically-increasing * set of floating point numbers measured from 0 to p radians. Gain scale * factors elements in this list of points can be any positive floating * point numbers. While for most applications this list of gain scale * factors will usually be monotonically-decreasing, they do not have to be. * The filter (for now) is a single simple frequency cutoff value. *

    * The getAngularAttenuationArrayLength method returns the length of the angular * attenuation arrays. Arrays passed into getAngularAttenuation methods * should all be at least this size. *

*/ public class ConeSound extends PointSound { // Constants // // These flags, when enabled using the setCapability method, allow an // application to invoke methods that respectively read and write direction // and angular attenuation array. These capability flags are enforced only // when the node is part of a live or compiled scene graph. /** * Specifies that this ConeSound allows access to its object's direction * information. */ public static final int ALLOW_DIRECTION_READ = CapabilityBits.CONE_SOUND_ALLOW_DIRECTION_READ; /** * Specifies that this ConeSound allows writing to its object's direction * information. */ public static final int ALLOW_DIRECTION_WRITE = CapabilityBits.CONE_SOUND_ALLOW_DIRECTION_WRITE; /** * Specifies that this ConeSound allows access to its object's cone params * information. */ public static final int ALLOW_ANGULAR_ATTENUATION_READ = CapabilityBits.CONE_SOUND_ALLOW_ANGULAR_ATTENUATION_READ; /** * Specifies that this ConeSound allows writing to its object's cone params * information. */ public static final int ALLOW_ANGULAR_ATTENUATION_WRITE = CapabilityBits.CONE_SOUND_ALLOW_ANGULAR_ATTENUATION_WRITE; // Array for setting default read capabilities private static final int[] readCapabilities = { ALLOW_DIRECTION_READ, ALLOW_ANGULAR_ATTENUATION_READ }; /** * Constructs and initializes a new ConeSound node using default * parameters. The following default values are used: *
    * Direction vector: (0.0, 0.0, 1.0)
    * Angular attenuation: * ((0.0, 1.0, Sound.NO_FILTER),(p/2, 0.0, Sound.NO_FILTER))
    *
*/ public ConeSound() { // Uses default values defined in ConeSoundRetained.java super(); // set default read capabilities setDefaultReadCapabilities(readCapabilities); } /** * Constructs a ConeSound node object using only the provided parameter * values for sound, overall initial gain, position, and direction. The * remaining fields are set to the default values above. This form uses * Point3f as input for its position and Vector3f for direction. * @param soundData sound source data associated with this node * @param initialGain amplitude scale factor applied to sound * @param position 3D location of source * @param direction 3D vector defining cone's axis */ public ConeSound(MediaContainer soundData, float initialGain, Point3f position, Vector3f direction) { super(soundData, initialGain, position ); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ConeSoundRetained)this.retained).setDirection(direction); } /** * Constructs a ConeSound node object using only the provided parameter * values for sound, overall initial gain, position, and direction. The * remaining fields are set to the default values above. This form uses * individual float parameters for the elements of the position and * direction vectors. * @param soundData sound source data * @param initialGain amplitude scale factor applied to sound * @param posX x coordinate of location of source * @param posY y coordinate of location of source * @param posZ z coordinate of location of source * @param dirX x coordinate cones' axii vector * @param dirY y coordinate cones' axii vector * @param dirZ z coordinate cones' axii vector */ public ConeSound(MediaContainer soundData, float initialGain, float posX, float posY, float posZ, float dirX, float dirY, float dirZ) { super(soundData, initialGain, posX, posY, posZ ); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ConeSoundRetained)this.retained).setDirection(dirX, dirY, dirZ); } /** * Constructs a ConeSound node object using all the provided PointSound * parameter values. This form uses points or vectors as input for its * position, direction, and front/back distance attenuation arrays. *

* Unlike the single distance gain attenuation array for PointSounds which * define spherical areas about the sound source between which gains are * linearly interpolated, this directed ConeSound can have two distance gain * attenuation arrays that define ellipsoidal attenuation areas. See the * setDistanceGain PointSound method for details on how the separate distance * and distanceGain arrays are interpreted. *

* The ConeSound's direction vector and angular measurements are defined in * the local coordinate system of the node. * @param soundData sound source data associated with this node * @param initialGain amplitude scale factor applied to sound * @param loopCount number of times sound is looped * @param release flag denoting playing sound to end * @param continuous denotes that sound silently plays when disabled * @param enable sound switched on/off * @param region scheduling bounds * @param priority playback ranking value * @param position 3D location of source * @param frontDistanceAttenuation array of (distance,gain) pairs controlling * attenuation values along the positive direction axis * @param backDistanceAttenuation array of (distance,gain) pairs controlling * attenuation values along the negative direction axis * @param direction vector defining cones' axii */ public ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, Point3f position, Point2f[] frontDistanceAttenuation, Point2f[] backDistanceAttenuation, Vector3f direction) { super(soundData, initialGain, loopCount, release, continuous, enable, region, priority, position, frontDistanceAttenuation ); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ConeSoundRetained)this.retained).setBackDistanceGain( backDistanceAttenuation); ((ConeSoundRetained)this.retained).setDirection(direction); } /** * Constructs a ConeSound node object using the provided parameter values. * This form uses individual float parameters for the elements of the * position, direction, and two distance attenuation arrays. * Unlike the single distance gain attenuation array for PointSounds, which * define spherical areas about the sound source between which gains are * linearly interpolated, this directed ConeSound can have two distance * gain attenuation arrays that define ellipsoidal attenuation areas. * See the setDistanceGain PointSound method for details on how the * separate distance and distanceGain arrays are interpreted. * The ConeSound's direction vector and angular measurements are defined * in the local coordinate system of the node. * @param soundData sound source data associated with this node * @param initialGain amplitude scale factor applied to sound * @param loopCount number of times sound is looped * @param release flag denoting playing sound to end * @param continuous denotes that sound silently plays when disabled * @param enable sound switched on/off * @param region scheduling bounds * @param priority playback ranking value * @param posX x coordinate of location of source * @param posY y coordinate of location of source * @param posZ z coordinate of location of source * @param frontDistance array of front distance values used for attenuation * @param frontDistanceGain array of front gain scale factors used for attenuation * @param backDistance array of back distance values used for attenuation * @param backDistanceGain array of back gain scale factors used for attenuation * @param dirX x coordinate cones' axii vector * @param dirY y coordinate cones' axii vector * @param dirZ z coordinate cones' axii vector */ public ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, float posX, float posY, float posZ, float[] frontDistance, float[] frontDistanceGain, float[] backDistance, float[] backDistanceGain, float dirX, float dirY, float dirZ ) { super(soundData, initialGain, loopCount, release, continuous, enable, region, priority, posX, posY, posZ, frontDistance, frontDistanceGain ); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ConeSoundRetained)this.retained).setDirection(dirX, dirY, dirZ); ((ConeSoundRetained)this.retained).setBackDistanceGain( backDistance, backDistanceGain ); } /** * Constructs a ConeSound node object using all the provided PointSound * parameter values, which include a single spherical distance attenuation * array, but includes an angular attenuation array. * This form uses points and vectors as input for its position, direction, * single spherical distanceAttenuation array, and angularAttenuation array. * It also accepts arrays of points for the distance attenuation and angular * values. Each Point2f in the distanceAttenuation array contains a distance * and a gain scale factor. Each Point3f in the angularAttenuation array * contains an angular distance, a gain scale factor, and a filtering value * (which is currently defined as a simple cutoff frequency). * @param soundData sound source data associated with this node * @param initialGain amplitude scale factor applied to sound * @param loopCount number of times sound is looped * @param release flag denoting playing sound to end * @param continuous denotes that sound silently plays when disabled * @param enable sound switched on/off * @param region scheduling bounds * @param priority playback ranking value * @param position 3D location of source * @param distanceAttenuation array of (distance,gain) pairs controlling * attenuation values along the positive direction axis * @param direction vector defining cones' axii * @param angularAttenuation array of tuples defining angular gain/filtering */ public ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, Point3f position, Point2f[] distanceAttenuation, Vector3f direction, Point3f[] angularAttenuation ) { super(soundData, initialGain, loopCount, release, continuous, enable, region, priority, position, distanceAttenuation ); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ConeSoundRetained)this.retained).setDirection(direction); ((ConeSoundRetained)this.retained).setAngularAttenuation( angularAttenuation); } /** * Constructs a ConeSound node object using all the provided PointSound * parameter values, which include a single spherical distance attenuation * array, but includes an angular attenuation array. * This form uses individual float parameters for elements of position, * direction, distanceAttenuation array, and angularAttenuation array. * It also accepts separate arrays for the distance and gain scale factors * components of distance attenuation, and separate arrays for the angular * distance, angular gain, and filtering components of angular attenuation. * See the setDistanceGain ConeSound method for details on how the separate * distance and distanceGain arrays are interpreted. See the * setAngularAttenuation ConeSound method for details on how the separate * angularDistance, angularGain, and filter arrays are interpreted. * @param soundData sound source data associated with this node * @param initialGain amplitude scale factor applied to sound * @param loopCount number of times sound is looped * @param release flag denoting playing sound to end * @param continuous denotes that sound silently plays when disabled * @param enable sound switched on/off * @param region scheduling bounds * @param priority playback ranking value * @param posX x coordinate of location of source * @param posY y coordinate of location of source * @param posZ z coordinate of location of source * @param distance array of front distance values used for attenuation * @param distanceGain array of front gain scale factors used for attenuation * @param dirX x coordinate cones' axii vector * @param dirY y coordinate cones' axii vector * @param dirZ z coordinate cones' axii vector * @param angle array of angle radians for angularAttenuation * @param angularGain array of gain scale factors for angularAttenuation * @param frequencyCutoff array of lowpass filter values in Hertz */ public ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, float posX, float posY, float posZ, float[] distance, float[] distanceGain, float dirX, float dirY, float dirZ, float[] angle, float[] angularGain, float[] frequencyCutoff) { super(soundData, initialGain, loopCount, release, continuous, enable, region, priority, posX, posY, posZ, distance, distanceGain ); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ConeSoundRetained)this.retained).setDirection(dirX, dirY, dirZ); ((ConeSoundRetained)this.retained).setAngularAttenuation(angle, angularGain, frequencyCutoff); } /** * Constructs and initializes a new Cone Sound node explicitly setting all * PointSound and ConeSound fields as arguments: the PointSound position, * front and back distance attenuation Point2f array, and ConeSound * direction vector and Point3f angular attenuation. * @param soundData sound source data associated with this node * @param initialGain amplitude scale factor applied to sound * @param loopCount number of times sound is looped * @param release flag denoting playing sound to end * @param continuous denotes that sound silently plays when disabled * @param enable sound switched on/off * @param region scheduling bounds * @param priority playback ranking value * @param position 3D location of source * @param frontDistanceAttenuation array of (distance,gain) pairs controlling * attenuation values along the positive direction axis * @param backDistanceAttenuation array of (distance,gain) pairs controlling * attenuation values along the negative direction axis * @param direction vector defining cones' axii * @param angularAttenuation array of tuples defining angular gain/filtering */ public ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, Point3f position, Point2f[] frontDistanceAttenuation, Point2f[] backDistanceAttenuation, Vector3f direction, Point3f[] angularAttenuation ) { super(soundData, initialGain, loopCount, release, continuous, enable, region, priority, position, frontDistanceAttenuation ); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ConeSoundRetained)this.retained).setBackDistanceGain( backDistanceAttenuation); ((ConeSoundRetained)this.retained).setDirection(direction); ((ConeSoundRetained)this.retained).setAngularAttenuation( angularAttenuation); } /** * Constructs and initializes a new Cone Sound node explicitly setting all * PointSound and ConeSound fields as arguments but all the vector and point * arguments are broken into individual float array components. * @param soundData sound source data associated with this node * @param initialGain amplitude scale factor applied to sound * @param loopCount number of times sound is looped * @param release flag denoting playing sound to end * @param continuous denotes that sound silently plays when disabled * @param enable sound switched on/off * @param region scheduling bounds * @param priority playback ranking value * @param posX x coordinate of location of source * @param posY y coordinate of location of source * @param posZ z coordinate of location of source * @param frontDistance array of front distance values used for attenuation * @param frontDistanceGain array of front gain scale factors used for attenuation * @param backDistance array of back distance values used for attenuation * @param backDistanceGain array of back gain scale factors used for attenuation * @param dirX x coordinate cones' axii vector * @param dirY y coordinate cones' axii vector * @param dirZ z coordinate cones' axii vector * @param angle array of angle radians for angularAttenuation * @param angularGain array of gain scale factors for angularAttenuation * @param frequencyCutoff array of lowpass filter values in Hertz */ public ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, float posX, float posY, float posZ, float[] frontDistance, float[] frontDistanceGain, float[] backDistance, float[] backDistanceGain, float dirX, float dirY, float dirZ, float[] angle, float[] angularGain, float[] frequencyCutoff) { super(soundData, initialGain, loopCount, release, continuous, enable, region, priority, posX, posY, posZ, frontDistance, frontDistanceGain ); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ConeSoundRetained)this.retained).setBackDistanceGain( backDistance, backDistanceGain ); ((ConeSoundRetained)this.retained).setDirection(dirX, dirY, dirZ); ((ConeSoundRetained)this.retained).setAngularAttenuation(angle, angularGain, frequencyCutoff); } /** * Creates the retained mode ConeSoundRetained object that this * ConeSound object will point to. */ @Override void createRetained() { this.retained = new ConeSoundRetained(); this.retained.setSource(this); } // // OVERLOADED Sound methods // /** * Sets this sound's distance gain elliptical attenuation - * where gain scale factor is applied to sound based on distance listener * is from sound source. * @param frontAttenuation defined by pairs of (distance,gain-scale-factor) * @param backAttenuation defined by pairs of (distance,gain-scale-factor) * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setDistanceGain(Point2f[] frontAttenuation, Point2f[] backAttenuation ) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DISTANCE_GAIN_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound0")); ((ConeSoundRetained)this.retained).setDistanceGain(frontAttenuation, backAttenuation); } /** * Sets this sound's distance gain attenuation as an array of Point2fs. * @param frontDistance array of monotonically-increasing floats * @param frontGain array of non-negative scale factors * @param backDistance array of monotonically-increasing floats * @param backGain array of non-negative scale factors * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setDistanceGain(float[] frontDistance, float[] frontGain, float[] backDistance, float[] backGain) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DISTANCE_GAIN_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound0")); ((ConeSoundRetained)this.retained).setDistanceGain( frontDistance, frontGain, backDistance, backGain); } /** * Sets this sound's back distance gain attenuation - where gain scale * factor is applied to sound based on distance listener along the negative * sound direction axis from sound source. * @param attenuation defined by pairs of (distance,gain-scale-factor) * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setBackDistanceGain(Point2f[] attenuation) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DISTANCE_GAIN_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound0")); ((ConeSoundRetained)this.retained).setBackDistanceGain(attenuation); } /** * Sets this sound's back distance gain attenuation as separate arrays. * @param distance array of monotonically-increasing floats * @param gain array of non-negative scale factors * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setBackDistanceGain(float[] distance, float[] gain) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DISTANCE_GAIN_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound0")); ((ConeSoundRetained)this.retained).setBackDistanceGain(distance, gain); } /** * Gets this sound's elliptical distance attenuation. The * attenuation values are copied into the specified arrays. * The arrays must be large enough to hold all of the * forward distances and backward distances attenuation values. * The individual array elements must be allocated by the * caller. The Point2f x,y values are defined as follows: * x is the distance, y is the gain. * @param frontAttenuation arrays containing forward distances * attenuation pairs * @param backAttenuation arrays containing backward distances * attenuation pairs * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getDistanceGain(Point2f[] frontAttenuation, Point2f[] backAttenuation) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DISTANCE_GAIN_READ)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound2")); ((ConeSoundRetained)this.retained).getDistanceGain( frontAttenuation, backAttenuation); } /** * Gets this sound's elliptical distance gain attenuation values in * separate arrays. The arrays must be large enough to hold all * of the values. * @param frontDistance array of float distances along the sound axis * @param frontGain array of non-negative scale factors associated with * front distances * @param backDistance array of float negative distances along the sound * axis * @param backGain array of non-negative scale factors associated with * back distances * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getDistanceGain(float[] frontDistance, float[] frontGain, float[] backDistance, float[] backGain) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DISTANCE_GAIN_READ)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound10")); ((ConeSoundRetained)this.retained).getDistanceGain( frontDistance, frontGain, backDistance, backGain); } /** * Sets this sound's direction from the vector provided. * @param direction the new direction * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setDirection(Vector3f direction) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DIRECTION_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound3")); ((ConeSoundRetained)this.retained).setDirection(direction); } /** * Sets this sound's direction from the three values provided. * @param x the new x direction * @param y the new y direction * @param z the new z direction * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setDirection(float x, float y, float z) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DIRECTION_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound3")); ((ConeSoundRetained)this.retained).setDirection(x,y,z); } /** * Retrieves this sound's direction and places it in the * vector provided. * @param direction axis of cones; 'direction' of sound * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getDirection(Vector3f direction) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DIRECTION_READ)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound5")); ((ConeSoundRetained)this.retained).getDirection(direction); } /** * Sets this sound's angular gain attenuation (not including filter). * In this form of setAngularAttenuation, only the angular distances * and angular gain scale factors pairs are given. The filter values for * these tuples are implicitly set to Sound.NO_FILTER. * @param attenuation array containing angular distance and gain * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setAngularAttenuation(Point2f[] attenuation) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_ANGULAR_ATTENUATION_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound6")); ((ConeSoundRetained)this.retained).setAngularAttenuation(attenuation); } /** * In the second form of setAngularAttenuation, an array of all three values * is supplied. * @param attenuation array containing angular distance, gain, and filter * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setAngularAttenuation(Point3f[] attenuation) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_ANGULAR_ATTENUATION_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound6")); ((ConeSoundRetained)this.retained).setAngularAttenuation(attenuation); } /** * Sets angular attenuation including gain and filter using separate arrays. * The third form of setAngularAttenuation accepts three separate arrays for * these angular attenuation values. These arrays should be of the same * length. If the angularGain or filtering array length is greater than * angularDistance array length, the array elements beyond the length of * the angularDistance array are ignored. If the angularGain or filtering * array is shorter than the angularDistance array, the last value of the * short array is repeated to fill an array of length equal to * angularDistance array. * @param distance array containing angular distance * @param gain array containing angular gain attenuation * @param filter array containing angular low-pass frequency cutoff values * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setAngularAttenuation(float[] distance, float[] gain, float[] filter) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_ANGULAR_ATTENUATION_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound6")); ((ConeSoundRetained)this.retained).setAngularAttenuation(distance, gain, filter); } /** * Retrieves angular attenuation array length. * All arrays are forced to same size. * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public int getAngularAttenuationLength() { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_ANGULAR_ATTENUATION_READ)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound9")); return (((ConeSoundRetained)this.retained).getAngularAttenuationLength()); } /** * Copies the array of attenuation values from this sound, including * gain and filter, into the specified array. The array must be * large enough to hold all of the points. The individual array * elements must be allocated by the caller. The Point3f x,y,z values * are defined as follows: x is the angular distance, y is * the angular gain attenuation, and z is the frequency * cutoff. * @param attenuation the array to receive the attenuation values * applied to gain when listener is between cones * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getAngularAttenuation(Point3f[] attenuation) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_ANGULAR_ATTENUATION_READ)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound9")); ((ConeSoundRetained)this.retained).getAngularAttenuation(attenuation); } /** * Copies the array of attenuation values from this sound, * including gain and filter, into the separate arrays. * The arrays must be large enough to hold all of the values. * @param distance array containing angular distance * @param gain array containing angular gain attenuation * @param filter array containing angular low-pass frequency cutoff values * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getAngularAttenuation(float[] distance, float[] gain, float[] filter) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_ANGULAR_ATTENUATION_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ConeSound9")); ((ConeSoundRetained)this.retained).getAngularAttenuation(distance, gain, filter); } /** * Creates a new instance of the node. This routine is called * by cloneTree to duplicate the current node. * @param forceDuplicate when set to true, causes the * duplicateOnCloneTree flag to be ignored. When * false, the value of each node's * duplicateOnCloneTree variable determines whether * NodeComponent data is duplicated or copied. * * @see Node#cloneTree * @see Node#cloneNode * @see Node#duplicateNode * @see NodeComponent#setDuplicateOnCloneTree */ @Override public Node cloneNode(boolean forceDuplicate) { ConeSound c = new ConeSound(); c.duplicateNode(this, forceDuplicate); return c; } /** * Copies all node information from originalNode into * the current node. This method is called from the * cloneNode method which is, in turn, called by the * cloneTree method. *

* For any NodeComponent objects * contained by the object being duplicated, each NodeComponent * object's duplicateOnCloneTree value is used to determine * whether the NodeComponent should be duplicated in the new node * or if just a reference to the current node should be placed in the * new node. This flag can be overridden by setting the * forceDuplicate parameter in the cloneTree * method to true. * *
* NOTE: Applications should not call this method directly. * It should only be called by the cloneNode method. * * @param originalNode the original node to duplicate. * @param forceDuplicate when set to true, causes the * duplicateOnCloneTree flag to be ignored. When * false, the value of each node's * duplicateOnCloneTree variable determines whether * NodeComponent data is duplicated or copied. * @exception ClassCastException if originalNode is not an instance of * ConeSound * * @see Node#cloneTree * @see Node#cloneNode * @see NodeComponent#setDuplicateOnCloneTree */ @Override public void duplicateNode(Node originalNode, boolean forceDuplicate) { checkDuplicateNode(originalNode, forceDuplicate); } /** * Copies all ConeSound information from * originalNode into * the current node. This method is called from the * cloneNode method which is, in turn, called by the * cloneTree method.

* * @param originalNode the original node to duplicate. * @param forceDuplicate when set to true, causes the * duplicateOnCloneTree flag to be ignored. When * false, the value of each node's * duplicateOnCloneTree variable determines whether * NodeComponent data is duplicated or copied. * * @exception RestrictedAccessException if this object is part of a live * or compiled scenegraph. * * @see Node#duplicateNode * @see Node#cloneTree * @see NodeComponent#setDuplicateOnCloneTree */ @Override void duplicateAttributes(Node originalNode, boolean forceDuplicate) { super.duplicateAttributes(originalNode, forceDuplicate); ConeSoundRetained orgRetained = (ConeSoundRetained)originalNode.retained; ConeSoundRetained thisRetained = (ConeSoundRetained)this.retained; // front distance gain & attenuation is set in super // set back distance gain only int len = orgRetained.getDistanceGainLength(); float distance[] = new float[len]; float gain[] = new float[len]; orgRetained.getDistanceGain(null, null,distance, gain); thisRetained.setBackDistanceGain(distance, gain); Vector3f v = new Vector3f(); orgRetained.getDirection(v); thisRetained.setDirection(v); len = orgRetained.getAngularAttenuationLength(); distance = gain = null; float angle[] = new float[len]; float angularGain[] = new float[len]; float frequencyCutoff[] = new float[len]; orgRetained.getAngularAttenuation(angle, angularGain, frequencyCutoff); thisRetained.setAngularAttenuation(angle, angularGain, frequencyCutoff); } }





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