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/*
 * Copyright 1997-2008 Sun Microsystems, Inc.  All Rights Reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 * 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,
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package org.scijava.java3d;

/**
 * The Soundscape Leaf Node defines the attributes that characterize the
 * listener's environment as it pertains to sound. This node defines an
 * application region and an associated aural attribute component object
 * that controls reverberation and atmospheric properties that affect sound
 * source rendering. Multiple Soundscape nodes can be included in a single
 * scene graph.
 *  

* The Soundscape application region, different from a Sound node's scheduling * region, is used to select which Soundscape (and thus which aural attribute * object) is to be applied to the sounds being rendered. This selection is * based on the position of the ViewPlatform (i.e., the listener), not the * position of the sound. *

* It will be common that multiple Soundscape regions are contained within a * scene graph. For example, two Soundscape regions within a single space the * listener can move about: a region with a large open area on the right, and * a smaller more constricted, less reverberant area on the left. The rever- * beration attributes for these two regions could be set to approximate their * physical differences so that active sounds are rendered differently depending * on which region the listener is in. */ public class Soundscape extends Leaf { // Constants // // These flags, when enabled using the setCapability method, allow an // application to invoke methods that respectively read and write the // application region and the aural attributes. These capability flags // are enforced only when the node is part of a live or compiled scene // graph. /** * For Soundscape component objects, specifies that this object * allows read access to its application bounds */ public static final int ALLOW_APPLICATION_BOUNDS_READ = CapabilityBits.SOUNDSCAPE_ALLOW_APPLICATION_BOUNDS_READ; /** * For Soundscape component objects, specifies that this object * allows write access to its application bounds */ public static final int ALLOW_APPLICATION_BOUNDS_WRITE = CapabilityBits.SOUNDSCAPE_ALLOW_APPLICATION_BOUNDS_WRITE; /** * For Soundscape component objects, specifies that this object * allows the reading of it's aural attributes information */ public static final int ALLOW_ATTRIBUTES_READ = CapabilityBits.SOUNDSCAPE_ALLOW_ATTRIBUTES_READ; /** * For Soundscape component objects, specifies that this object * allows the writing of it's aural attribute information */ public static final int ALLOW_ATTRIBUTES_WRITE = CapabilityBits.SOUNDSCAPE_ALLOW_ATTRIBUTES_WRITE; // Array for setting default read capabilities private static final int[] readCapabilities = { ALLOW_APPLICATION_BOUNDS_READ, ALLOW_ATTRIBUTES_READ }; /** * Constructs and initializes a new Sound node using following * defaults: *

    application region: null (no active region)
*
    aural attributes: null (uses default aural attributes)
*/ public Soundscape() { // Just use default values // set default read capabilities setDefaultReadCapabilities(readCapabilities); } /** * Constructs and initializes a new Sound node using specified * parameters * @param region application region * @param attributes array of aural attribute component objects */ public Soundscape(Bounds region, AuralAttributes attributes) { // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((SoundscapeRetained)this.retained).setApplicationBounds(region); ((SoundscapeRetained)this.retained).setAuralAttributes(attributes); } /** * Creates the retained mode SoundscapeRetained object that this * component object will point to. */ @Override void createRetained() { this.retained = new SoundscapeRetained(); this.retained.setSource(this); } /** * Set the Soundscape's application region to the specified bounds * specified in local coordinates of this leaf node. The aural * attributes associated with this Soundscape are used to render * the active sounds when this application region intersects the * ViewPlatform's activation volume. The getApplicationBounds method * returns a new Bounds object. * This region is used when the application bounding leaf is null. * @param region the bounds that contains the Soundscape's new application * region. * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setApplicationBounds(Bounds region) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_APPLICATION_BOUNDS_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Soundscape0")); ((SoundscapeRetained)this.retained).setApplicationBounds(region); } /** * Retrieves the Soundscape node's application bounds. * @return this Soundscape's application bounds information * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public Bounds getApplicationBounds() { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_APPLICATION_BOUNDS_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Soundscape1")); return ((SoundscapeRetained)this.retained).getApplicationBounds(); } /** * Set the Soundscape's application region to the specified bounding leaf. * When set to a value other than null, this overrides the application * bounds object. * @param region the bounding leaf node used to specify the Soundscape * node's new application region. * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setApplicationBoundingLeaf(BoundingLeaf region) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_APPLICATION_BOUNDS_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Soundscape0")); ((SoundscapeRetained)this.retained).setApplicationBoundingLeaf(region); } /** * Retrieves the Soundscape node's application bounding leaf. * @return this Soundscape's application bounding leaf information * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public BoundingLeaf getApplicationBoundingLeaf() { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_APPLICATION_BOUNDS_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Soundscape1")); return ((SoundscapeRetained)this.retained).getApplicationBoundingLeaf(); } /** * Set a set of aural attributes for this Soundscape * @param attributes aural attributes * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setAuralAttributes(AuralAttributes attributes) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_ATTRIBUTES_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Soundscape4")); ((SoundscapeRetained)this.retained).setAuralAttributes(attributes); } /** * Retrieve reference of Aural Attributes * @return reference to aural attributes * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public AuralAttributes getAuralAttributes() { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_ATTRIBUTES_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Soundscape5")); return ((SoundscapeRetained)this.retained).getAuralAttributes(); } /** * 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) { Soundscape s = new Soundscape(); s.duplicateNode(this, forceDuplicate); return s; } /** * 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 * Soundscape * * @see Node#cloneTree * @see Node#cloneNode * @see NodeComponent#setDuplicateOnCloneTree */ @Override public void duplicateNode(Node originalNode, boolean forceDuplicate) { checkDuplicateNode(originalNode, forceDuplicate); } /** * Copies all Soundscape 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); SoundscapeRetained attr = (SoundscapeRetained) originalNode.retained; SoundscapeRetained rt = (SoundscapeRetained) retained; rt.setApplicationBounds(attr.getApplicationBounds()); rt.setAuralAttributes((AuralAttributes) getNodeComponent( attr.getAuralAttributes(), forceDuplicate, originalNode.nodeHashtable)); // the following reference will set correctly in updateNodeReferences rt.setApplicationBoundingLeaf(attr.getApplicationBoundingLeaf()); } /** * Callback used to allow a node to check if any scene graph objects * referenced * by that node have been duplicated via a call to cloneTree. * This method is called by cloneTree after all nodes in * the sub-graph have been duplicated. The cloned Leaf node's method * will be called and the Leaf node can then look up any object references * by using the getNewObjectReference method found in the * NodeReferenceTable object. If a match is found, a * reference to the corresponding object in the newly cloned sub-graph * is returned. If no corresponding reference is found, either a * DanglingReferenceException is thrown or a reference to the original * object is returned depending on the value of the * allowDanglingReferences parameter passed in the * cloneTree call. *

* NOTE: Applications should not call this method directly. * It should only be called by the cloneTree method. * * @param referenceTable a NodeReferenceTableObject that contains the * getNewObjectReference method needed to search for * new object instances. * @see NodeReferenceTable * @see Node#cloneTree * @see DanglingReferenceException */ @Override public void updateNodeReferences(NodeReferenceTable referenceTable) { SoundscapeRetained rt = (SoundscapeRetained) retained; BoundingLeaf bl = rt.getApplicationBoundingLeaf(); if (bl != null) { Object o = referenceTable.getNewObjectReference(bl); rt.setApplicationBoundingLeaf((BoundingLeaf) o); } } }





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