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authorHarvey Harrison <[email protected]>2015-04-19 21:02:06 -0700
committerHarvey Harrison <[email protected]>2015-04-19 21:02:06 -0700
commit7a2e20caac9db6f789a7b3fab344b9758af45335 (patch)
treeb5236ff2570178de356eab569225108948eb4d30 /src/javax/media/j3d/Soundscape.java
parentf76ce302c4bb2a9f03bbee571ec5d05c29633023 (diff)
j3dcore: flatten the directory structure a bit
Signed-off-by: Harvey Harrison <[email protected]>
Diffstat (limited to 'src/javax/media/j3d/Soundscape.java')
-rw-r--r--src/javax/media/j3d/Soundscape.java361
1 files changed, 361 insertions, 0 deletions
diff --git a/src/javax/media/j3d/Soundscape.java b/src/javax/media/j3d/Soundscape.java
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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 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.
+ */
+ @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 <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
+ */
+ @Override
+ 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
+ */
+ @Override
+ 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
+ */
+ @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 <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
+ */
+ @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);
+ }
+ }
+
+}