-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.
+
+ // 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(x, y, z, rx, ry, rz, wiring),
+ // new Cube(0,0,0,0,225,0, WRR),
+ };
+
+ // The bass box!
+ BassBox bassBox = BassBox.noBassBox(); // no bass box at all
+
+ // 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)