-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;
+ 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;