*
* EXPERTS ONLY!! EXPERTS ONLY!!
*
- * This class implements the mapping functions needed to lay out the physical
+ * This file implements the mapping functions needed to lay out the physical
* cubes and the output ports on the panda board. It should only be modified
* when physical changes or tuning is being done to the structure.
*/
-class SCMapping implements GLucose.Mapping {
- public Cube[] buildCubeArray() {
- // TODO(mcslee): find a cleaner way of representing this data, probably
- // serialized in some more neutral form. also figure out what's going on
- // with the indexing starting at 1 and some indices missing.
- Cube[] cubes = new Cube[79];
- cubes[1] = new Cube(17.25, 0, 0, 0, 0, 80, true, 2, 3);
- cubes[2] = new Cube(50.625, -1.5, 0, 0, 0, 55, false, 4, 0);
- cubes[3] = new Cube(70.75, 12.375, 0, 0, 0, 55, false, 4, 0);
- cubes[4] = new Cube(49.75, 24.375, 0, 0, 0, 48, false, 0, 0);//dnw
- cubes[5] = new Cube(14.25, 32, 0, 0, 0, 80, false, 2, 1);
- cubes[6] = new Cube(50.375, 44.375, 0, 0, 0, 0, false, 0, 0);//dnw
- cubes[7] = new Cube(67.5, 64.25, 0, 27, 0, 0, false, 0, 0);//dnw
- cubes[8] = new Cube(44, 136, 0, 0, 0, 0, false, 1, 2);
- cubes[9] = new Cube(39, 162, 0, 0, 0, 0, false, 1, 0);
- cubes[10] = new Cube(58, 182, -4, 12, 0, 0, false, 3, 3);
- cubes[11] = new Cube(28, 182, -4, 12, 0, 0, false, 0, 0);
- cubes[12] = new Cube(0, 182, -4, 12, 0, 0, false, 0, 2);
- cubes[13] = new Cube(18.75, 162, 0, 0, 0, 0, false, 0, 0);
- cubes[14] = new Cube(13.5, 136, 0, 0, 0, 0, false, 1, 1);
- cubes[15] = new Cube(6.5, -8.25, 20, 0, 0, 25, false, 5, 3);
- cubes[16] = new Cube(42, 15, 20, 0, 0, 4, true, 2, 2);
- cubes[17] = new Cube(67, 24, 20, 0, 0, 25);
- cubes[18] = new Cube(56, 41, 20, 0, 0, 30, false, 3, 1);
- cubes[19] = new Cube(24, 2, 20, 0, 0, 25, true, 0, 3);
- cubes[20] = new Cube(26, 26, 20, 0, 0, 70, true, 2, 3);
- cubes[21] = new Cube(3.5, 10.5, 20, 0, 0, 35, true, 1, 0);
- cubes[22] = new Cube(63, 133, 20, 0, 0, 80, false, 0, 2);
- cubes[23] = new Cube(56, 159, 20, 0, 0, 65);
- cubes[24] = new Cube(68, 194, 20, 0, -45, 0);
- cubes[25] = new Cube(34, 194, 20, 20, 0, 35 );
- cubes[26] = new Cube(10, 194, 20, 0, -45, 0 ); // wired a bit funky
- cubes[27] = new Cube(28, 162, 20, 0, 0, 65);
- cubes[28] = new Cube(15.5, 134, 20, 0, 0, 20);
- cubes[29] = new Cube(13, 29, 40, 0, 0, 0, true, 0, 0);
- cubes[30] = new Cube(55, 15, 40, 0, 0, 50, false, 0, 2);
- cubes[31] = new Cube(78, 9, 40, 0, 0, 60, true, 5, 2);
- cubes[32] = new Cube(80, 39, 40, 0, 0, 80, false, 0, 3);
- cubes[33] = new Cube(34, 134, 40, 0, 0, 50, false, 0, 3);
- cubes[34] = new Cube(42, 177, 40, 0, 0, 0);
- cubes[35] = new Cube(41, 202, 40, 20, 0, 80);
- cubes[36] = new Cube(21, 178, 40, 0, 0, 35);
- cubes[37] = new Cube(18, 32, 60, 0, 0, 65, true, 0, 1);
- cubes[38] = new Cube(44, 20, 60, 0, 0, 20); //front power cube
- cubes[39] = new Cube(39, 149, 60, 0, 0, 15);
- cubes[40] = new Cube(60, 186, 60, 0, 0, 45);
- cubes[41] = new Cube(48, 213, 56, 20, 0, 25);
- cubes[42] = new Cube(22, 222, 60, 10, 10, 15, false, 0, 3);
- cubes[43] = new Cube(28, 198, 60, 20, 0, 20, true, 5, 0);
- cubes[44] = new Cube(12, 178, 60, 0, 0, 50, false, 4, 1);
- cubes[45] = new Cube(18, 156, 60, 0, 0, 40);
- cubes[46] = new Cube(30, 135, 60, 0, 0, 45);
- cubes[47] = new Cube(10, 42, 80, 0, 0, 17, true, 0, 2);
- cubes[48] = new Cube(34, 23, 80, 0, 0, 45, false, 0, 1);
- cubes[49] = new Cube(77, 28, 80, 0, 0, 45);
- cubes[50] = new Cube(53, 22, 80, 0, 0, 45);
- cubes[51] = new Cube(48, 175, 80, 0, 0, 45);
- cubes[52] = new Cube(66, 172, 80, 0, 0, 355, true, 5, 1);// _,195,_ originally
- cubes[53] = new Cube(33, 202, 80, 25, 0, 85, false, 1, 3);
- cubes[54] = new Cube(32, 176, 100, 0, 0, 20, false, 0, 2);
- cubes[55] = new Cube(5.75, 69.5, 0, 0, 0, 80);
- cubes[56] = new Cube(1, 53, 0, 40, 70, 70);
- cubes[57] = new Cube(-15, 24, 0, 15, 0, 0);
- //cubes[58] what the heck happened here? never noticed before 4/8/2013
- cubes[59] = new Cube(40, 46, 100, 0, 0, 355, false, 2, 3); // copies from 75
- cubes[60] = new Cube(40, 164, 120, 0, 0, 12.5, false, 4, 3);
- cubes[61] = new Cube(32, 148, 100, 0, 0, 3, false, 4, 2);
- cubes[62] = new Cube(30, 132, 90, 10, 350, 5);
- cubes[63] = new Cube(22, 112, 100, 0, 20, 0, false, 4, 0);
- cubes[64] = new Cube(35, 70, 95, 15, 345, 20);
- cubes[65] = new Cube(38, 112, 98, 25, 0, 0, false, 4, 3);
- cubes[66] = new Cube(70, 164, 100, 0, 0, 22);
- cubes[68] = new Cube(29, 94, 105, 15, 20, 10, false, 4, 0);
- cubes[69] = new Cube(30, 77, 100, 15, 345, 20, false, 2, 1);
- cubes[70] = new Cube(38, 96, 95, 30, 0, 355);
- //cubes[71] = new Cube(38,96,95,30,0,355); //old power cube
- cubes[72] = new Cube(44, 20, 100, 0, 0, 345);
- cubes[73] = new Cube(28, 24, 100, 0, 0, 13, true, 5, 1);
- cubes[74] = new Cube(8, 38, 100, 10, 0, 0, true, 5, 1);
- cubes[75] = new Cube(20, 58, 100, 0, 0, 355, false, 2, 3);
- cubes[76] = new Cube(22, 32, 120, 15, 327, 345, false, 4, 0);
- cubes[77] = new Cube(50, 132, 80, 0, 0, 0, false, 0, 2);
- cubes[78] = new Cube(20, 140, 80, 0, 0, 0, false, 0, 3);
- return cubes;
+
+class TowerMapping {
+ public final float x, y, z;
+ public final float[][] cubePositions;
+
+ TowerMapping(float x, float y, float z, float[][] cubePositions) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.cubePositions = cubePositions;
}
+}
- public int[][] buildFrontChannelList() {
- return new int[][] {
- {
- 1, 57, 56, 55, 0 // Pandaboard A, structural channel 1
- }
- ,
- {
- 31, 32, 17, 3, 0 // Pandaboard B, structural channel 2, normally 30, 31, 32, 17, 3 (disconnected 30)
- }
- ,
- {
- 20, 21, 15, 19, 0 // Pandaboard C, structural channel 3
- }
- ,
- {
- 69, 75, 74, 76, 73 // Pandaboard D, structural channel 4, normally 64 first
- }
- ,
- {
- 16, 2, 5, 0, 0 // Pandaboard E, structural channel 5
- }
- ,
- {
- 48, 47, 37, 29, 0 // Pandaboard F, structural channel 6 (is there a 5th?)
- }
- ,
- {
- 68, 63, 62, 78, 45 // Pandaboard G, structural channel 7, left top front side
- }
- ,
- {
- 18, 6, 7, 0, 0 // Pandaboard H, structural channel 8
- }
- };
+public Model buildModel() {
+ // The model is represented as an array of towers. The cubes in the tower
+ // are represenented relatively. Each tower has an x, y, z reference position,
+ // which is typically the base cube's bottom left corner.
+ //
+ // Following that is an array of floats. A 2-d array contains an x-offset
+ // and a z-offset from the reference position. Typically the first cube
+ // will just be {0, 0}.
+ //
+ // A 3-d array contains an x-offset, a z-offset, and a rotation about the
+ // y-axis.
+ //
+ // The cubes automatically increment their y-position by Cube.EDGE_HEIGHT.
+
+ final float STACKED_RELATIVE = 1;
+ final float STACKED_REL_SPIN = 2;
+ final float BASS_DEPTH = BassBox.EDGE_DEPTH + 4;
+
+ TowerMapping[] mapping = new TowerMapping[] {
+
+ // Front left cubes
+// new TowerMapping(0, 0, 0, new float[][] {
+// {STACKED_RELATIVE, 0, 0},
+// {STACKED_RELATIVE, 5, -10, 20},
+// {STACKED_RELATIVE, 0, -6},
+// {STACKED_RELATIVE, -5, -2, -20},
+// }),
+//
+// new TowerMapping(Cube.EDGE_WIDTH + 2, 0, 0, new float[][] {
+// {STACKED_RELATIVE, 0, 0},
+// {STACKED_RELATIVE, 0, 5, 10},
+// {STACKED_RELATIVE, 0, 2, 20},
+// {STACKED_RELATIVE, 0, 0, 30},
+// }),
+
+ // Back Cubes behind DJ platform (in order of increasing x)
+ new TowerMapping(50, 5, BASS_DEPTH, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, 2, 0, 20},
+ {STACKED_RELATIVE, -2, 10},
+ {STACKED_RELATIVE, -5, 15, -20},
+ {STACKED_RELATIVE, -2, 13},
+ }),
+
+ new TowerMapping(79, 5, BASS_DEPTH, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, 2, 0, 20},
+ {STACKED_RELATIVE, 4, 10},
+ {STACKED_RELATIVE, 2, 15, -20},
+ {STACKED_RELATIVE, 0, 13},
+ }),
+
+ new TowerMapping(107, 5, BASS_DEPTH, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, 4, 0, 20},
+ {STACKED_RELATIVE, 6, 10},
+ {STACKED_RELATIVE, 3, 15, -20},
+ // {STACKED_RELATIVE, 8, 13},
+ }),
+
+ new TowerMapping(133, 5, BASS_DEPTH, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, -2, 0, 20},
+ {STACKED_RELATIVE, 0, 10},
+ {STACKED_RELATIVE, 2, 15, -20},
+ // {STACKED_RELATIVE, 4, 13}
+ }),
+
+ new TowerMapping(165, 5, BASS_DEPTH, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, -1, 20},
+ {STACKED_RELATIVE, 2, 10},
+ {STACKED_RELATIVE, -2, 15, -20},
+ {STACKED_RELATIVE, 3, 13},
+ }),
+
+ // front DJ cubes
+ new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, 0, -10, 20},
+ }),
+
+ new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + Cube.EDGE_HEIGHT, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
+ {STACKED_RELATIVE, 3, 0},
+ {STACKED_RELATIVE, 2, -10, 20},
+ }),
+
+ new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 5, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, 1, 0, 10},
+ }),
+
+ new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 9, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, -1, 0},
+ }),
+
+ new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, -1, 0},
+ }),
+
+ // left dj cubes
+ new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, Cube.EDGE_HEIGHT + 2, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, 0, 2, 20},
+ }),
+
+ new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 2*Cube.EDGE_HEIGHT + 4, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, 0, 2, 20},
+ }),
+
+ // right dj cubes
+ new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, Cube.EDGE_HEIGHT + 2, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, 0, 2, 20},
+ }),
+
+ new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 2*Cube.EDGE_HEIGHT + 4, new float[][] {
+ {STACKED_RELATIVE, 0, 0},
+ {STACKED_RELATIVE, 0, 2, 20},
+ }),
+
+// new TowerMapping(200, 0, 0, new float[][] {
+// {STACKED_RELATIVE, 0, 10},
+// {STACKED_RELATIVE, 5, 0, 20},
+// {STACKED_RELATIVE, 0, 4},
+// {STACKED_RELATIVE, -5, 8, -20},
+// {STACKED_RELATIVE, 0, 3},
+// }),
+
+// new TowerMapping(0, 0, Cube.EDGE_HEIGHT + 10, new float[][] {
+// {STACKED_RELATIVE, 10, 0, 40},
+// {STACKED_RELATIVE, 3, -2, 20},
+// {STACKED_RELATIVE, 0, 0, 40},
+// {STACKED_RELATIVE, 0, 0, 60},
+// {STACKED_RELATIVE, 0, 0, 40},
+// }),
+
+ new TowerMapping(20, 0, 2*Cube.EDGE_HEIGHT + 18, new float[][] {
+ {STACKED_RELATIVE, 0, 0, 40},
+ {STACKED_RELATIVE, 10, 0, 20},
+ {STACKED_RELATIVE, 5, 0, 40},
+ {STACKED_RELATIVE, 10, 0, 60},
+ {STACKED_RELATIVE, 12, 0, 40},
+ }),
+
+// new TowerMapping(210, 0, Cube.EDGE_HEIGHT + 15, new float[][] {
+// {STACKED_RELATIVE, 0, 0, 40},
+// {STACKED_RELATIVE, 5, 0, 20},
+// {STACKED_RELATIVE, 8, 0, 40},
+// {STACKED_RELATIVE, 3, 0, 60},
+// {STACKED_RELATIVE, 0, 0, 40},
+// }),
+
+ new TowerMapping(210, 0, 2*Cube.EDGE_HEIGHT + 25, new float[][] {
+ {STACKED_RELATIVE, 0, 0, 40},
+ {STACKED_RELATIVE, 5, 0, 20},
+ {STACKED_RELATIVE, 2, 0, 40},
+ {STACKED_RELATIVE, 5, 0, 60},
+ {STACKED_RELATIVE, 0, 0, 40},
+ }),
+
+ };
+
+ ArrayList<Tower> towerList = new ArrayList<Tower>();
+ ArrayList<Cube> tower;
+ Cube[] cubes = new Cube[79];
+ int cubeIndex = 1;
+ float tx, ty, tz, px, pz, ny, dx, dz, ry;
+ for (TowerMapping tm : mapping) {
+ tower = new ArrayList<Cube>();
+ px = tx = tm.x;
+ ny = ty = tm.y;
+ pz = tz = tm.z;
+ int ti = 0;
+ for (float[] cp : tm.cubePositions) {
+ float mode = cp[0];
+ if (mode == STACKED_RELATIVE) {
+ dx = cp[1];
+ dz = cp[2];
+ ry = (cp.length >= 4) ? cp[3] : 0;
+ tower.add(cubes[cubeIndex++] = new Cube(px = tx + dx, ny, pz = tz + dz, 0, ry, 0));
+ ny += Cube.EDGE_HEIGHT;
+ } else if (mode == STACKED_REL_SPIN) {
+ // Same as above but the front left of this cube is actually its back right for wiring
+ // TODO(mcslee): implement this
+ }
+ }
+ towerList.add(new Tower(tower));
}
- public int[][] buildRearChannelList() {
- return new int[][] {
- {
- 22, 8, 14, 28, 0 // Pandaboard A, structural channel 9
- }
- ,
- {
- 36, 34, 40, 52, 66 // Pandaboard B, structural channel 10
- }
- ,
- {
- 65, 61, 60, 54, 51 // Pandaboard C, structural channel 11
- }
- ,
- {
- 35, 25, 11, 10, 24 // Pandaboard D, structural channel 12
- }
- ,
- {
- 23, 9, 13, 27, 12 // Pandaboard E, structural channel 13, missing taillight?
- }
- ,
- {
- 64, 59, 72, 49, 50 // Pandaboard F, structural channel 14, right top backside (second cube is missing from sim)
- }
- ,
- {
- 77, 39, 46, 33, 26 // Pandaboard G, structural channel 15
- }
- ,
- {
- 44, 53, 42, 43, 41 // Pandaboard H, structural channel 16, last cube busted?
- }
- };
+ BassBox bassBox = new BassBox(56, 0, 2);
+
+ List<Speaker> speakers = new ArrayList<Speaker>();
+ speakers.add(new Speaker(-12, 6, 0, 15));
+ speakers.add(new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH, 6, 6, -15));
+
+ return new Model(towerList, cubes, bassBox, speakers);
+}
+
+public PandaMapping[] buildPandaList() {
+ return new PandaMapping[] {
+ new PandaMapping(
+ "10.200.1.28", new ChannelMapping[] {
+ new ChannelMapping(ChannelMapping.MODE_BASS),
+ new ChannelMapping(ChannelMapping.MODE_FLOOR),
+ new ChannelMapping(ChannelMapping.MODE_SPEAKER, 0),
+ new ChannelMapping(ChannelMapping.MODE_SPEAKER, 1),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 5, 6, 7, 8 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 9, 10, 11, 12 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 13, 14, 15, 16 }),
+ }),
+
+ new PandaMapping(
+ "10.200.1.29", new ChannelMapping[] {
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 17, 18, 19, 20 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 21, 22, 23, 24 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 25, 26, 27, 28 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 29, 30, 31, 32 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 33, 34, 35, 36 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 39, 40 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 41, 42, 43, 44 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 45, 46, 47, 48 }),
+ }),
+ };
+}
+
+/**
+ * Each panda board has an IP address and a fixed number of channels. The channels
+ * each have a fixed number of pixels on them. Whether or not that many physical
+ * pixels are connected to the channel, we still send it that much data.
+ */
+class PandaMapping {
+
+ // How many channels are on the panda board
+ public final static int CHANNELS_PER_BOARD = 8;
+
+ // How many total pixels on the whole board
+ public final static int PIXELS_PER_BOARD = ChannelMapping.PIXELS_PER_CHANNEL * CHANNELS_PER_BOARD;
+
+ final String ip;
+ final ChannelMapping[] channelList = new ChannelMapping[CHANNELS_PER_BOARD];
+
+ PandaMapping(String ip, ChannelMapping[] rawChannelList) {
+ this.ip = ip;
+
+ // Ensure our array is the right length and has all valid items in it
+ for (int i = 0; i < channelList.length; ++i) {
+ channelList[i] = (i < rawChannelList.length) ? rawChannelList[i] : new ChannelMapping();
+ if (channelList[i] == null) {
+ channelList[i] = new ChannelMapping();
+ }
+ }
}
+}
- public int[][] buildFlippedRGBList() {
- // syntax is {cube #, strip #, strip #, . . . }
- return new int[][] {
- {
- 22, 4, 7
- }
- ,
- {
- 50, 1, 3
- }
- ,
- {
- 7, 1, 2, 11
- }
- ,
- {
- 49, 1
- }
- ,
- {
- 39, 1
- }
- ,
- {
- 41, 1
- }
- ,
- {
- 26, 3, 5
- }
- ,
- {
- 64, 1
- }
- ,
- {
- 32, 2
- }
- ,
- {
- 20, 6, 7
- }
- ,
- {
- 19, 1, 2
- }
- ,
- {
- 15, 6, 8, 9
- }
- ,
- {
- 29, 3, 10
- }
- ,
- {
- 68, 4, 9
- }
- ,
- {
- 18, 12
- }
- ,
- {
- 6, 2, 4
- }
- ,
- {
- 78, 11
- }
- ,
- {
- 56, 2
- }
- ,
- {
- 57, 3
- }
- ,
- {
- 74, 6, 7
- }
- ,
- {
- 21, 10
- }
- ,
- {
- 37, 11
- }
- ,
- {
- 61, 5
- }
- ,
- {
- 33, 12
- }
- };
+/**
+ * Each channel on a pandaboard can be mapped in a number of modes. The typial is
+ * to a series of connected cubes, but we also have special mappings for the bass box,
+ * the speaker enclosures, and the DJ booth floor.
+ *
+ * This class is just the mapping meta-data. It sanitizes the input to make sure
+ * that the cubes and objects being referenced actually exist in the model.
+ *
+ * The logic for how to encode the pixels is contained in the PandaDriver.
+ */
+class ChannelMapping {
+
+ // How many cubes per channel xc_PB is configured for
+ public final static int CUBES_PER_CHANNEL = 4;
+
+ // How many total pixels on each channel
+ public final static int PIXELS_PER_CHANNEL = Cube.POINTS_PER_CUBE * CUBES_PER_CHANNEL;
+
+ public static final int MODE_NULL = 0;
+ public static final int MODE_CUBES = 1;
+ public static final int MODE_BASS = 2;
+ public static final int MODE_SPEAKER = 3;
+ public static final int MODE_FLOOR = 4;
+ public static final int MODE_INVALID = 5;
+
+ public static final int NO_OBJECT = -1;
+
+ final int mode;
+ final int[] objectIndices = new int[CUBES_PER_CHANNEL];
+
+ ChannelMapping() {
+ this(MODE_NULL);
+ }
+
+ ChannelMapping(int mode) {
+ this(mode, new int[]{});
+ }
+
+ ChannelMapping(int mode, int rawObjectIndex) {
+ this(mode, new int[]{ rawObjectIndex });
+ }
+
+ ChannelMapping(int mode, int[] rawObjectIndices) {
+ if (mode < 0 || mode >= MODE_INVALID) {
+ throw new RuntimeException("Invalid channel mapping mode: " + mode);
+ }
+ if (mode == MODE_SPEAKER) {
+ if (rawObjectIndices.length != 1) {
+ throw new RuntimeException("Speaker channel mapping mode must specify one speaker index");
+ }
+ int speakerIndex = rawObjectIndices[0];
+ if (speakerIndex < 0 || speakerIndex >= glucose.model.speakers.size()) {
+ throw new RuntimeException("Invalid speaker channel mapping: " + speakerIndex);
+ }
+ } else if ((mode == MODE_FLOOR) || (mode == MODE_BASS) || (mode == MODE_NULL)) {
+ if (rawObjectIndices.length > 0) {
+ throw new RuntimeException("Bass/floor/null mappings cannot specify object indices");
+ }
+ } else if (mode == MODE_CUBES) {
+ for (int rawCubeIndex : rawObjectIndices) {
+ if (glucose.model.getCubeByRawIndex(rawCubeIndex) == null) {
+ throw new RuntimeException("Non-existing cube specified in cube mapping: " + rawCubeIndex);
+ }
+ }
+ }
+
+ this.mode = mode;
+ for (int i = 0; i < objectIndices.length; ++i) {
+ objectIndices[i] = (i < rawObjectIndices.length) ? rawObjectIndices[i] : NO_OBJECT;
+ }
}
}