-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;
- final float CW = Cube.EDGE_WIDTH ;
-
-
-
- // 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[] {};
-
- // Single cubes can be constructed directly here if you need them
- Cube[] singleCubes = new Cube[] {
- // new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL), // Back left channel behind speaker
- //new Cube(0, 0, 0, 0, 45, rz, wiring),
- };
-
- // The bass box!
- // BassBox bassBox = BassBox.unlitBassBox(BBX, 0, BBZ); // frame exists, no lights
- BassBox bassBox = BassBox.noBassBox(); // no bass box at all
- // BassBox bassBox = new BassBox(BBX, 0, BBZ); // bass box with lights
-
- // The speakers!
- List<Speaker> speakers = Arrays.asList(new Speaker[] {
- // Each speaker parameter is x, y, z, rotation, the left speaker comes first
- // new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15)
- });
-
-
- ////////////////////////////////////////////////////////////////////////
- // dan's proposed lattice
- ArrayList<StaggeredTower> scubes = new ArrayList<StaggeredTower>();
- if (NumBackTowers != 9) exit();
- for (int i=0; i<NumBackTowers; i++) scubes.add(new StaggeredTower(
- (i+1)*CW, // x
- (i % 2 == 0) ? 0 : CH * 2./3. , // y
- - ((i % 2 == 0) ? 0 : 11) + 97 , // z
- -135, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight-1) ); // num cubes
-
- ArrayList<Cube> dcubes = new ArrayList<Cube>();
- for (int i=1; i<6; i++) {
- if (i>1) dcubes.add(new Cube(-6+CW*4/3*i , 0, 0, 0, 0, 0, WRR));
- dcubes.add(new Cube(-6+CW*4/3*i+CW*2/3., CH*.5, 0, 0, 0, 0, WRR));
- }
-
- //////////////////////////////////////////////////////////////////////
- // 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[100];
- 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 (StaggeredTower st : scubes) {
- tower = new ArrayList<Cube>();
- for (int i=0; i < st.n; i++)
- tower.add(cubes[cubeIndex++] = new Cube(st.x, st.y + CH* 4/3.*i, st.z, 0, st.r, 0, WRR));
- towerList.add(new Tower(tower));
- }
-
- for (Cube cube : singleCubes) cubes[cubeIndex++] = cube;
- for (Cube cube : dcubes) cubes[cubeIndex++] = cube;
-
- return new Model(towerList, cubes, bassBox, speakers);
-}
-
-/**
- * This function maps the panda boards. We have an array of them, each has
- * an IP address and a list of channels.
- */
-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[] { 1,2,3,4}), // 29 J3 (not connected)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,2,3,4 }), // 29 J4 (not connected)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,2,3,4}), // 29 J7
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,2,3,4}), // 29 J8 //XXX
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 8,9,10}), // 29 J13 //XX //bassbox (not working)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 8,9,10 }), // 29 J14 (not working)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 14,15,16,17 }), // 29 J15
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 14,15,16,17 }), // 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[] { 33, 34, 32, 31}), // 28 J4
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 45, 46, 47, 48 }), // 28 J7
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 24, 25, 26, 27}), // 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
- // }),
- };
-}
-
-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;
- }
-}
-
-class StaggeredTower {
- public final float x, y, z, r;
- public final int n;
- StaggeredTower(float _x, float _y, float _z, float _r, int _n) { x=_x; y=_y; z=_z; r=_r; n=_n;}
-}