-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];
-
- int cubeIndex = 1;
-
- cubes[cubeIndex++] = new Cube(0, 0, 0, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(5, Cube.EDGE_HEIGHT, -10, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(0, 2*Cube.EDGE_HEIGHT, -6, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(-5, 3*Cube.EDGE_HEIGHT, -2, 0, -20, 0);
-
- cubes[cubeIndex++] = new Cube(15, 0, 50, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(20, Cube.EDGE_HEIGHT, 40, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(15, 2*Cube.EDGE_HEIGHT, 46, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(10, 3*Cube.EDGE_HEIGHT, 42, 0, -20, 0);
- cubes[cubeIndex++] = new Cube(15, 4*Cube.EDGE_HEIGHT, 42, 0, 0, 0);
-
- cubes[cubeIndex++] = new Cube(40, BASS_HEIGHT + 5, 20, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(45, BASS_HEIGHT + 5+Cube.EDGE_HEIGHT, 10, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(40, BASS_HEIGHT + 5+2*Cube.EDGE_HEIGHT, 14, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(35, BASS_HEIGHT + 5+3*Cube.EDGE_HEIGHT, 18, 0, -20, 0);
- cubes[cubeIndex++] = new Cube(40, BASS_HEIGHT + 5+4*Cube.EDGE_HEIGHT, 13, 0, 0, 0);
-
- cubes[cubeIndex++] = new Cube(80, BASS_HEIGHT + 0, 10, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(85, BASS_HEIGHT + Cube.EDGE_HEIGHT, 0, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(80, BASS_HEIGHT + 2*Cube.EDGE_HEIGHT, 4, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(75, BASS_HEIGHT + 3*Cube.EDGE_HEIGHT, 8, 0, -20, 0);
- cubes[cubeIndex++] = new Cube(80, BASS_HEIGHT + 4*Cube.EDGE_HEIGHT, 3, 0, 0, 0);
-
- cubes[cubeIndex++] = new Cube(120, BASS_HEIGHT + 10, 10, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(125, BASS_HEIGHT + 10+Cube.EDGE_HEIGHT, 0, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(120, BASS_HEIGHT + 10+2*Cube.EDGE_HEIGHT, 4, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(115, BASS_HEIGHT + 10+3*Cube.EDGE_HEIGHT, 8, 0, -20, 0);
- cubes[cubeIndex++] = new Cube(120, BASS_HEIGHT + 10+4*Cube.EDGE_HEIGHT, 3, 0, 0, 0);
-
- cubes[cubeIndex++] = new Cube(160, BASS_HEIGHT + 0, 30, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(165, BASS_HEIGHT + Cube.EDGE_HEIGHT, 20, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(160, BASS_HEIGHT + 2*Cube.EDGE_HEIGHT, 24, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(155, BASS_HEIGHT + 3*Cube.EDGE_HEIGHT, 28, 0, -20, 0);
- cubes[cubeIndex++] = new Cube(160, BASS_HEIGHT + 4*Cube.EDGE_HEIGHT, 23, 0, 0, 0);
-
- cubes[cubeIndex++] = new Cube(200, 0, 10, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(205, Cube.EDGE_HEIGHT, 0, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(200, 2*Cube.EDGE_HEIGHT, 4, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(195, 3*Cube.EDGE_HEIGHT, 8, 0, -20, 0);
- cubes[cubeIndex++] = new Cube(200, 4*Cube.EDGE_HEIGHT, 3, 0, 0, 0);
-
- cubes[cubeIndex++] = new Cube(210, 0, 60, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(215, Cube.EDGE_HEIGHT, 50, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(210, 2*Cube.EDGE_HEIGHT, 54, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(205, 3*Cube.EDGE_HEIGHT, 58, 0, -20, 0);
-
- return cubes;
+
+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;