/* * 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; import javax.vecmath.Point2f; import javax.vecmath.Point3f; import javax.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