* when physical changes or tuning is being done to the structure.
*/
-public Model buildModel() {
-
-
- // Shorthand helpers for specifying wiring more quickly
- final Cube.Wiring WFL = Cube.Wiring.FRONT_LEFT;
- final Cube.Wiring WFR = Cube.Wiring.FRONT_RIGHT;
- final Cube.Wiring WRL = Cube.Wiring.REAR_LEFT;
- final Cube.Wiring WRR = Cube.Wiring.REAR_RIGHT;
-
- // Utility value if you need the height of a cube shorthand
- final float CH = Cube.EDGE_HEIGHT;
-
- // Positions for the bass box
- final float BBY = BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH;
- final float BBX = 56;
- final float BBZ = 2;
-
-
- // 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 previous reference position. Typically the first cube
- // will just be {0, 0}. Each successive cube uses the position of the previous
- // cube as its reference.
- //
- // 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.
-
- // To-Do: (Mark Slee, Alex Green, or Ben Morrow): The Cube # is determined by the order in this list. "raw object index" is serialized by running through towermapping and then individual cube mapping below.
- // We can do better than this. The raw object index should be obvious from the code-- looking through the rendered simulation and counting through cubes in mapping mode is grossly inefficient.
- TowerMapping[] towerCubes = new TowerMapping[] {
-
-
-
- //back left cubes: temp Channel 1
- new TowerMapping(0, 3*Cube.EDGE_HEIGHT, 72, new CubeMapping[] {
- new CubeMapping(0, 14, -45 , WRL), // #1
- new CubeMapping(10, -12, -20, WFL), //#2
- new CubeMapping(5, 9, 45, WRR), //#3
-
-
- }),
- //back left cube tower: Channel 2
- new TowerMapping(0, Cube.EDGE_HEIGHT, 70, new CubeMapping[] {
- new CubeMapping(18, -2.5, 45, WRL), //#4
- new CubeMapping(15, -6, 45, WFR), //#5
- new CubeMapping(-6 , 7, 5, WRR), //#6
- new CubeMapping(18, 11, -5, WFL)
-
- }),
-
- //second from left back tower: Channel 3
- new TowerMapping(31, Cube.EDGE_HEIGHT, 73.5, new CubeMapping[] {
- new CubeMapping( 12.5, 5.5 , 10 , WRR),
- new CubeMapping( 16.5, 2.5 , 30, WRR),
- new CubeMapping( 16.5, 3, 10, WRR),
- new CubeMapping(.5, 4.5, -10 , WFL)
- } ),
-
- //center tower, Channel 4
- new TowerMapping(106, Cube.EDGE_HEIGHT, 84, new CubeMapping[] {
- new CubeMapping( -3.5, -2, 10, WFL),
- new CubeMapping( -11, 5, 30, WFR),
- new CubeMapping( 13.5, 2, 15, WRR),
- new CubeMapping(20.75, -4, 35 , WRL)
- } ),
-
- //second from back right tower, Channel 5
-
- new TowerMapping(160, Cube.EDGE_HEIGHT, 78, new CubeMapping[] {
- new CubeMapping( -31.5, -.5 , 5 , WFR),
- new CubeMapping( 7, -.5, 60, WRL),
- new CubeMapping( -5.5, -3, 0, WFR),
- new CubeMapping(22 , 2 , 30 , WRL)
- }),
-
-
- //back right cubes: temp Channel 6
- new TowerMapping(201, Cube.EDGE_HEIGHT, 72, new CubeMapping[] {
- new CubeMapping(7.5, 6, 25, WRL),
- new CubeMapping(-4.5, -0.5, 18, WFR),
- new CubeMapping(8.5, .5, 30, WRL),
- new CubeMapping(-7, -14, 10, WFR)
-
- }),
-
-
-
-
-
- //tower to the right of BASS BOX
- new TowerMapping (192, Cube.EDGE_HEIGHT, 40, new CubeMapping[] {
- new CubeMapping(-6, 4, -10, WRL),
- new CubeMapping(5 ,5 , 5, WFR ),
- new CubeMapping(-2, .5 , -3, WFL),
- new CubeMapping(-10, 5.5 , -20, WRR )
- }),
-
- //end right tower in middle, right of previous tower
- //new TowerMapping (214, Cube.EDGE_HEIGHT, 37, new CubeMapping[] {
- //new CubeMapping(10,0 , 50, WRR),
- //new CubeMapping(5 ,5 , 65, WFL)
- //}),
-// // DJ booth, from back left to back right
-
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(3, 28, 3, WFL),
- new CubeMapping(-4, -8, 10, WFR),
- new CubeMapping(-15, 8, 40, WFR)
-
-
- }),
-
-
-
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(-7.25, 7.5, -25, WFR),
- new CubeMapping(7.5, -15.75, 12, WRL),
-
-
- }),
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(19.625, 5.375, -22, WFR),
- new CubeMapping(8, -14.5, 10, WRR),
- }),
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(48, 4.75, -35, WRL),
- new CubeMapping(8, -15, 10, WRR),
- }),
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(78.75, 3.75, -28, WRR),
- new CubeMapping(8, -15, 10, WRR),
- }),
-
- // next two are right DJ channel
-
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(105, 20.5, 20, WRR),
- new CubeMapping(6, -6, 30, WFR),
- }),
-
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(104.75, 0, -27, WRL),
- new CubeMapping(8, -15, 10, WFL),
- }),
-
-
- };
-
- // Single cubes can be constructed directly here if you need them
- Cube[] singleCubes = new Cube[] {
- // Back left channel behind speaker
- new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL),
-
- // Top left Channel Above DJ booth
-
- //new Cube(35, int(5*Cube.EDGE_HEIGHT ), 52, 0, 10, 0, WRR),
- //new Cube(56, int(5*Cube.EDGE_HEIGHT ), 69, 0, 10, 0, WFL),
- //new Cube(76, int(5*Cube.EDGE_HEIGHT ), 61, 0, -45, 0, WRL),
-
- // Next channel to the right, same height
- //new Cube(85, int(5*Cube.EDGE_HEIGHT ), 77, 0, 20, 0, WRL),
- //new Cube(92, int(6*Cube.EDGE_HEIGHT ), 63, 0,20, 0, WRR),
- //new Cube(86, int(6*Cube.EDGE_HEIGHT ), 47, 0, -45, 0, WRL),
- //new Cube(123, int(6*Cube.EDGE_HEIGHT ), 31, 0, 20, 0, WFR),
-
- // Next channel to right, same height
- //new Cube(111, int(5*Cube.EDGE_HEIGHT ), 79, 0, 30, 0, WRL),
- //new Cube(125, int(6*Cube.EDGE_HEIGHT ), 76, 0,27, 0, WRL),
- //new Cube(144, int(5*Cube.EDGE_HEIGHT ), 44, 0, 45, 0, WRR),
- //new Cube(134, int(5*Cube.EDGE_HEIGHT ), 42, 0, 45, 0, WRL),
-
- // Next channel to right
- new Cube(185, int(4*Cube.EDGE_HEIGHT ), 73, 0, -45, 0, WRR),
- //new Cube(170, int(5*Cube.EDGE_HEIGHT ), 58, 0,40, 0, WRL),
- //new Cube(158, int(6*Cube.EDGE_HEIGHT ), 34, 0, 40, 0, WFR),
- //new Cube(130, int(6*Cube.EDGE_HEIGHT ), 10, 0, -5, 30, WRL),
-
- // Next channel highest to the right
- //new Cube(203, int(5*Cube.EDGE_HEIGHT ), 55, 0, 35, 0, WRR),
- //new Cube(174, int(5*Cube.EDGE_HEIGHT ), 32, 0,35, 0, WFR),
- //new Cube(178, int(6.5*Cube.EDGE_HEIGHT ), 16, 0, 20 , 30, WRL),
- //new Cube(212, int(6.5*Cube.EDGE_HEIGHT ), 23, 0, 20 ,30, WRR),
-
- // Last channel
- //new Cube(204, int(5*Cube.EDGE_HEIGHT ), 28, 0, 25, 0, WFR),
- //new Cube(185, int(6*Cube.EDGE_HEIGHT ), 38, 0,40, 0, WRR),
-
- // New cubes above DJ deck
- new Cube(BBX + 78.5, BBY + 2*Cube.EDGE_HEIGHT, BBZ, 0, 10, 0, WRR),
- new Cube(BBX + 49.5, BBY + 2*Cube.EDGE_HEIGHT, BBZ - 7, 0, 10, 0, WRR),
- new Cube(BBX + 13, BBY + 2*Cube.EDGE_HEIGHT, BBZ + 11, 0, -30, 0, WRL),
- new Cube(BBX - 15, BBY + 2*Cube.EDGE_HEIGHT, BBZ + 30, 0, -35, 0, WRR),
-
- // New cubes above DJ deck at crazy angles
- new Cube(BBX - 5, BBY + 3*Cube.EDGE_HEIGHT, BBZ + 15.5, 0, -15, 0, WRL),
- new Cube(BBX + 27, BBY + 3*Cube.EDGE_HEIGHT, BBZ + 12.5, 0, -18, -15, WRR),
- new Cube(BBX + 59, BBY + 3*Cube.EDGE_HEIGHT + 4, BBZ + 12.5, -12, 10, -10, WRL),
- new Cube(BBX + 93, BBY + 3*Cube.EDGE_HEIGHT + 7, BBZ + 20.5, -15, 20, -35, WRR),
-
- // New cubes on right side of DJ deck
- new Cube(161, BBY + 2*Cube.EDGE_HEIGHT, 15, 0, -40, 0, WFR),
- new Cube(161, BBY + 3*Cube.EDGE_HEIGHT, 24, 0, -30, 0, WFL),
- new Cube(165, BBY + 4*Cube.EDGE_HEIGHT, 41, 0, 5, 0, WFR),
-
- // New cubes top back left
- new Cube(BBX + 32, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 7, 0, -25, 0, WFR),
- new Cube(BBX + 5.5, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH +7, 0, -25, 0, WFL),
- new Cube(BBX - 23, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 11, 0, -25, 0, WFL),
- new Cube(BBX - 33, 5*Cube.EDGE_HEIGHT + 8, BBZ +BassBox.EDGE_DEPTH- 29, 0, 10, 0, WFL),
-
- // On top of previous channel
- new Cube(BBX + 22, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH , 0, 5, 0, WRL),
- new Cube(BBX + 27, 6*Cube.EDGE_HEIGHT - 13, BBZ + BassBox.EDGE_DEPTH- 25, 0, 3, -20, WRR),
- new Cube(BBX +5, 6*Cube.EDGE_HEIGHT - 13, BBZ + BassBox.EDGE_DEPTH -27, 0, 5, -15, WRL),
- new Cube(BBX - 11, 6*Cube.EDGE_HEIGHT -1.5, BBZ +BassBox.EDGE_DEPTH - 11, 0, 30, 0, WRR),
-
- // Top center
- new Cube(BBX +37, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH +13 , 0, 15, 0, WRR),
- new Cube(BBX + 64, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 25, 0, 15, 0, WFR),
- new Cube(BBX + 64, 6*Cube.EDGE_HEIGHT - 3, BBZ + BassBox.EDGE_DEPTH -4 , 0, 0, -30, WRL),
- new Cube(BBX + 87.5, 6*Cube.EDGE_HEIGHT + 13, BBZ +BassBox.EDGE_DEPTH - 10, 0, 0, 0, WRL),
-
- // Top right
- new Cube(BBX + 76, 107.5, BBZ + BassBox.EDGE_DEPTH + 23, 0, -40, 0, WRR),
- new Cube(BBX + 98, 129, BBZ + BassBox.EDGE_DEPTH - 5, 0, 10, 0, WRR),
- new Cube(BBX + 104, 107.5, BBZ + BassBox.EDGE_DEPTH + 17, 0, -35, 0, WRR),
- new Cube(BBX + 129, 107.5, BBZ +BassBox.EDGE_DEPTH +10, 0, -35, 0, WFL),
-
- new Cube(179, 4*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 14,0, -20, 0 , WFR),
-
- // Lonely cube at top left, one cube channel
- new Cube(BBX - 36, 4*Cube.EDGE_HEIGHT + 8, BBZ +BassBox.EDGE_DEPTH- 38, 0, 10, 0, WFL)
-
- // new Cube(x, y, z, rx, ry, rz, wiring),
- };
-
- // The bass box!
- BassBox bassBox = new BassBox(BBX, 0, BBZ);
-
- // The speakers!
- List<Speaker> speakers = Arrays.asList(new Speaker[] {
- // Each speaker parameter is x, y, z, rotation, the left speaker comes first
-// new Speaker(-12, 6, 0, 15),
-// new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15)
- });
-
- //////////////////////////////////////////////////////////////////////
- // BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! //
- //////////////////////////////////////////////////////////////////////
-
- // These guts just convert the shorthand mappings into usable objects
- ArrayList<Tower> towerList = new ArrayList<Tower>();
- ArrayList<Cube> tower;
- Cube[] cubes = new Cube[80];
- int cubeIndex = 1;
- float px, pz, ny;
- for (TowerMapping tm : towerCubes) {
- px = tm.x;
- ny = tm.y;
- pz = tm.z;
- tower = new ArrayList<Cube>();
- for (CubeMapping cm : tm.cubeMappings) {
- tower.add(cubes[cubeIndex++] = new Cube(px = px + cm.dx, ny, pz = pz + cm.dz, 0, cm.ry, 0, cm.wiring));
- ny += Cube.EDGE_HEIGHT;
- }
- towerList.add(new Tower(tower));
- }
- for (Cube cube : singleCubes) {
- cubes[cubeIndex++] = cube;
- }
-
- return new Model(towerList, cubes, bassBox, speakers);
-}
+static final float SPACING = 27;
+static final float RISER = 13.5;
+static final float FLOOR = 0;
/**
- * This function maps the panda boards. We have an array of them, each has
- * an IP address and a list of channels.
+ * Definitions of tower positions. This is all that should need
+ * to be modified. Distances are measured from the left-most cube.
+ * The first value is the offset moving NE (towards back-right).
+ * The second value is the offset moving NW (negative comes forward-right).
*/
-public PandaMapping[] buildPandaList() {
- final int LEFT_SPEAKER = 0;
- final int RIGHT_SPEAKER = 1;
-
- // 8 channels map to: 3, 4, 7, 8, 13, 14, 15, 16.
- return new PandaMapping[] {
- new PandaMapping(
- "10.200.1.30", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 39, 40, 41, 42 }), // 30 J3 *
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 36, 35}), // 30 J4 //ORIG *
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J7 *
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 16, 17, 18, 19}), // 30 J8 *
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J13 (not working)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J14 (unplugged)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J15 (unplugged)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 53, 54, 55, 72 }), // 30 J16
- }),
- new PandaMapping(
- "10.200.1.29", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 29 J3 (not connected)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 29 J4 (not connected)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 28, 29, 30, 2}), // 29 J7
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 33, 34, 32, 31}), // 29 J8 //XXX
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 29 J13 //XX //bassbox (not working)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 29 J14 (not working)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 12, 13, 14, 15 }), // 29 J15
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 8, 9, 10, 11 }), // 29 J16
- }),
- new PandaMapping(
- "10.200.1.28", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 60, 61, 62, 63 }), // 28 J3
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 28 J4
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 45, 46, 47, 48 }), // 28 J7
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 28 J8
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 4, 5, 6, 7}), // 28 J13
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 64, 65, 66, 67 }), // 28 J14
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 68, 69, 70, 71 }), // 28 J15
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 49, 50, 51, 52}), // 28 J16
- }),
- new PandaMapping(
- "10.200.1.31", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 31 J3
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 31 J4
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 73}), // 31 J7
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 24, 25, 26, 27}), // 31 J8
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 31 J13
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 56, 57, 58, 59}), // 31 J14
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 20, 21, 22, 23}), // 31 J15
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 31 J16
- }),
- };
-}
+static final float[][] TOWER_CONFIG = new float[][] {
+ // x, z, y, #
+ new float[] { 0, 0, RISER, 4 },
+ new float[] { 25, -10, RISER, 4 },
+ new float[] { 50, -22.5, FLOOR, 5 },
+ new float[] { 17.25, -35.5, FLOOR, 6 },
+ new float[] { 43.25, -51.5, RISER, 6 },
+ new float[] { 69.25, -56, FLOOR, 6 },
+ new float[] { 12.75, -62.5, RISER, 4 },
+ new float[] { 38.75, -78.5, FLOOR, 5 },
+ new float[] { 65.75, -83, RISER, 5 },
+
+};
-class TowerMapping {
- public final float x, y, z;
- public final CubeMapping[] cubeMappings;
-
- TowerMapping(float x, float y, float z, CubeMapping[] cubeMappings) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.cubeMappings = cubeMappings;
- }
-}
-
-class CubeMapping {
- public final float dx, dz, ry;
- public final Cube.Wiring wiring;
-
- CubeMapping(float dx, float dz, Cube.Wiring wiring) {
- this(dx, dz, 0, wiring);
- }
-
- CubeMapping(float dx, float dz, float ry) {
- this(dz, dz, ry, Cube.Wiring.FRONT_LEFT);
- }
-
- CubeMapping(float dx, float dz, float ry, Cube.Wiring wiring) {
- this.dx = dx;
- this.dz = dz;
- this.ry = ry;
- this.wiring = wiring;
- }
-}
-
-/**
- * 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();
- }
- }
- }
-}
-
-/**
- * Each channel on a pandaboard can be mapped in a number of modes. The typical 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;
+public Model buildModel() {
- // 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_STRUTS_AND_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);
+ // TODO: (Mark Slee, Alex Green, or Ben Morrow): The Cube # is determined by the order in this list.
+ // "raw object index" is serialized by running through towermapping and then individual cube mapping below.
+ // We can do better than this. The raw object index should be obvious from the code-- looking through the
+ // rendered simulation and counting through cubes in mapping mode is grossly inefficient.
+
+ List<Tower> towers = new ArrayList<Tower>();
+ Cube[] cubes = new Cube[200];
+ int cubeIndex = 1;
+
+ float rt2 = sqrt(2);
+ float x, y, z, xd, zd, num;
+ for (float[] tc : TOWER_CONFIG) {
+ x = -tc[1];
+ z = tc[0];
+ y = tc[2];
+ num = tc[3];
+ if (z < x) {
+ zd = -(x-z)/rt2;
+ xd = z*rt2 - zd;
+ } else {
+ zd = (z-x)/rt2;
+ xd = z*rt2 - zd;
}
- 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_STRUTS_AND_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;
+ List<Cube> tower = new ArrayList<Cube>();
+ for (int n = 0; n < num; ++n) {
+ Cube cube = new Cube(xd + 24, y, zd + 84, 0, -45, 0);
+ tower.add(cube);
+ cubes[cubeIndex++] = cube;
+ y += SPACING;
}
+ towers.add(new Tower(tower));
}
+
+ return new Model(towers, cubes);
}