⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 soundscape.java

📁 JAVA3D矩陈的相关类
💻 JAVA
字号:
/* * $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);        }    }}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -