📄 soundscape.java
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/* * $RCSfile: Soundscape.java,v $ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Use is subject to license terms. * * $Revision: 1.5 $ * $Date: 2007/02/09 17:18:24 $ * $State: Exp $ */package javax.media.j3d;/** * 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. * <P> * 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. * <P> * 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: *<UL> application region: null (no active region)</UL> *<UL> aural attributes: null (uses default aural attributes)</UL> */ 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. */ 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 <code>cloneTree</code> to duplicate the current node. * @param forceDuplicate when set to <code>true</code>, causes the * <code>duplicateOnCloneTree</code> flag to be ignored. When * <code>false</code>, the value of each node's * <code>duplicateOnCloneTree</code> variable determines whether * NodeComponent data is duplicated or copied. * * @see Node#cloneTree * @see Node#cloneNode * @see Node#duplicateNode * @see NodeComponent#setDuplicateOnCloneTree */ public Node cloneNode(boolean forceDuplicate) { Soundscape s = new Soundscape(); s.duplicateNode(this, forceDuplicate); return s; } /** * Copies all node information from <code>originalNode</code> into * the current node. This method is called from the * <code>cloneNode</code> method which is, in turn, called by the * <code>cloneTree</code> method. * <P> * For any <code>NodeComponent</code> objects * contained by the object being duplicated, each <code>NodeComponent</code> * object's <code>duplicateOnCloneTree</code> value is used to determine * whether the <code>NodeComponent</code> 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 * <code>forceDuplicate</code> parameter in the <code>cloneTree</code> * method to <code>true</code>. * <br> * NOTE: Applications should <i>not</i> 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 <code>true</code>, causes the * <code>duplicateOnCloneTree</code> flag to be ignored. When * <code>false</code>, the value of each node's * <code>duplicateOnCloneTree</code> variable determines whether * NodeComponent data is duplicated or copied. * @exception ClassCastException if originalNode is not an instance of * <code>Soundscape</code> * * @see Node#cloneTree * @see Node#cloneNode * @see NodeComponent#setDuplicateOnCloneTree */ public void duplicateNode(Node originalNode, boolean forceDuplicate) { checkDuplicateNode(originalNode, forceDuplicate); } /** * Copies all Soundscape information from * <code>originalNode</code> into * the current node. This method is called from the * <code>cloneNode</code> method which is, in turn, called by the * <code>cloneTree</code> method.<P> * * @param originalNode the original node to duplicate. * @param forceDuplicate when set to <code>true</code>, causes the * <code>duplicateOnCloneTree</code> flag to be ignored. When * <code>false</code>, the value of each node's * <code>duplicateOnCloneTree</code> 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 */ 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 <code>cloneTree</code>. * This method is called by <code>cloneTree</code> 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 <code>getNewObjectReference</code> method found in the * <code>NodeReferenceTable</code> 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 * <code>allowDanglingReferences</code> parameter passed in the * <code>cloneTree</code> call. * <p> * NOTE: Applications should <i>not</i> call this method directly. * It should only be called by the cloneTree method. * * @param referenceTable a NodeReferenceTableObject that contains the * <code>getNewObjectReference</code> method needed to search for * new object instances. * @see NodeReferenceTable * @see Node#cloneTree * @see DanglingReferenceException */ 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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