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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,
* CA 95054 USA or visit www.sun.com if you need additional information or
* have any questions.
*
*/
package org.scijava.java3d;
import org.scijava.vecmath.Point2f;
import org.scijava.vecmath.Point3f;
import org.scijava.vecmath.Vector3f;
/**
* A ConeSoundRetained node defines a point sound source located at some
* location
* in space whose amplitude is constrained not only by maximum and minimum
* amplitude
* spheres but by two concentric cone volumes directed down an vector radiating
* from the sound's location.
*/
class ConeSoundRetained extends PointSoundRetained {
/**
* The Cone Sound's direction vector. This is the cone axis.
*/
Vector3f direction = new Vector3f(0.0f, 0.0f, 1.0f);
// The transformed direction of this sound
Vector3f xformDirection = new Vector3f(0.0f, 0.0f, 1.0f);
// Sound's gain is attenuated for listener locations off-angle from
// the source source direction.
// This can be set of three numbers:
// angular distance in radians
// gain scale factor
// filtering (currently the only filtering supported is lowpass)
// For now the only supported filterType will be LOW_PASS frequency cutoff.
// At some time full FIR filtering will be supported.
static final int NO_FILTERING = -1;
static final int LOW_PASS = 1;
// Pairs of distances and gain scale factors that define piecewise linear
// gain BACK attenuation between each pair.
// These are used for defining elliptical attenuation regions.
float[] backAttenuationDistance = null;
float[] backAttenuationGain = null;
float[] angularDistance = {0.0f, ((float)(Math.PI) * 0.5f)};
float[] angularGain = {1.0f, 0.0f};
int filterType = NO_FILTERING;
float[] frequencyCutoff = {Sound.NO_FILTER, Sound.NO_FILTER};
ConeSoundRetained() {
this.nodeType = NodeRetained.CONESOUND;
}
// *********************
//
// Distance Gain 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
*/
void setDistanceGain(Point2f[] frontAttenuation,
Point2f[] backAttenuation ) {
this.setDistanceGain(frontAttenuation);
this.setBackDistanceGain(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
*/
void setDistanceGain(float[] frontDistance, float[] frontGain,
float[] backDistance, float[] backGain) {
this.setDistanceGain(frontDistance, frontGain);
this.setBackDistanceGain(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
*/
void setBackDistanceGain(Point2f[] attenuation)
{
// if attenuation array null set both attenuation components to null
if (attenuation == null) {
this.backAttenuationDistance = null;
this.backAttenuationGain = null;
}
else {
int attenuationLength = attenuation.length;
if (attenuationLength == 0) {
this.backAttenuationDistance = null;
this.backAttenuationGain = null;
}
else {
this.backAttenuationDistance = new float[attenuationLength];
this.backAttenuationGain = new float[attenuationLength];
for (int i = 0; i < attenuationLength; i++) {
this.backAttenuationDistance[i] = attenuation[i].x;
this.backAttenuationGain[i] = attenuation[i].y;
}
}
}
dispatchAttribChange(BACK_DISTANCE_GAIN_DIRTY_BIT, attenuation);
if (source != null && source.isLive()) {
notifySceneGraphChanged(false);
}
}
/**
* Sets this sound's back distance gain attenuation as an array of Point2fs.
* @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
*/
void setBackDistanceGain(float[] distance, float[] gain)
{
int distanceLength = 0;
// if distance or gain arrays are null then treat both as null
if (distance == null || gain == null) {
this.backAttenuationDistance = null;
this.backAttenuationGain = null;
}
else {
// now process the back attenuation values
int gainLength = gain.length;
distanceLength = distance.length;
if (distanceLength == 0 || gainLength == 0) {
this.backAttenuationDistance = null;
this.backAttenuationGain = null;
}
else {
this.backAttenuationDistance = new float[distanceLength];
this.backAttenuationGain = new float[distanceLength];
// Copy the distance array into nodes field
System.arraycopy(distance, 0, this.backAttenuationDistance,
0, distanceLength);
// Copy the gain array an array of same length as the distance array
if (distanceLength <= gainLength) {
System.arraycopy(gain, 0, this.backAttenuationGain,
0, distanceLength);
}
else {
System.arraycopy(gain, 0, this.backAttenuationGain, 0, gainLength);
// Extend gain array to length of distance array
// replicate last gain values.
for (int i=gainLength; i< distanceLength; i++) {
this.backAttenuationGain[i] = gain[gainLength - 1];
}
}
}
}
Point2f [] attenuation = new Point2f[distanceLength];
for (int i=0; i distanceLength)
attenuationLength = distanceLength;
System.arraycopy(this.backAttenuationDistance, 0, distance, 0, attenuationLength);
attenuationLength = this.backAttenuationGain.length;
int gainLength = gain.length;
if (attenuationLength > gainLength)
attenuationLength = gainLength;
System.arraycopy(this.backAttenuationGain, 0, gain, 0, attenuationLength);
}
// *********************
//
// Direction Methods
//
// *********************
/**
* Sets this sound's direction from the vector provided.
* @param direction the new direction
*/
void setDirection(Vector3f direction) {
if (staticTransform != null) {
staticTransform.transform.transform(direction, this.direction);
} else {
this.direction.set(direction);
}
dispatchAttribChange(DIRECTION_DIRTY_BIT,
(new Vector3f(this.direction)));
if (source != null && source.isLive()) {
notifySceneGraphChanged(false);
}
}
/**
* 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
*/
void setDirection(float x, float y, float z) {
direction.x = x;
direction.y = y;
direction.z = z;
if (staticTransform != null) {
staticTransform.transform.transform(direction);
}
dispatchAttribChange(DIRECTION_DIRTY_BIT, (new Vector3f(direction)));
if (source != null && source.isLive()) {
notifySceneGraphChanged(false);
}
}
/**
* Retrieves this sound's direction and places it in the
* vector provided.
* @return direction vector (axis of cones)
*/
void getDirection(Vector3f direction)
{
if (staticTransform != null) {
Transform3D invTransform = staticTransform.getInvTransform();
invTransform.transform(this.direction, direction);
} else {
direction.set(this.direction);
}
}
void getXformDirection(Vector3f direction)
{
direction.set(this.xformDirection);
}
// ***************************
//
// Angular Attenuation
//
// ***************************
/**
* Sets this sound's angular gain attenuation (not including filter)
* @param attenuation array containing angular distance and gain
*/
void setAngularAttenuation(Point2f[] attenuation) {
int attenuationLength = 0;
this.filterType = NO_FILTERING;
if (attenuation == null) {
this.angularDistance = null;
this.angularGain = null;
}
else {
attenuationLength = attenuation.length;
if (attenuationLength == 0) {
this.angularDistance = null;
this.angularGain = null;
}
else {
this.angularDistance = new float[attenuationLength];
this.angularGain = new float[attenuationLength];
for (int i = 0; i < attenuationLength; i++) {
this.angularDistance[i] = attenuation[i].x;
this.angularGain[i] = attenuation[i].y;
}
} // lengths not zero
} // arrays not null
Point3f [] attenuation3f = new Point3f[attenuationLength];
for (int i=0; i