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.
// y-axis.
//
// The cubes automatically increment their y-position by Cube.EDGE_HEIGHT.
- TowerMapping[] towerCubes = new TowerMapping[] {
-
- // DJ booth, from left to right
- 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),
- }),
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(104.75, 0, -27, WRL),
- new CubeMapping(8, -15, 10, WFL),
- }),
-
- };
+
+ // 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(x, y, z, rx, ry, rz, wiring),
+ // 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 = new BassBox(BBX, 0, BBZ);
-
+ // 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[] {
- new Speaker(-12, 6, 0, 15),
- new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15)
+ // 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 != 11) 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
+ // 225, (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));
+ // }
+
+scubes.add(new StaggeredTower(//tower 1
+ 0, // x
+ 0 , // y
+ 0 , // z
+ 0, 3, new Cube.Wiring[]{ WFR, WRL, WFR}));
+scubes.add(new StaggeredTower(// tower 2
+ 22, // x
+ 0 , // y
+ 26 , // z
+ 0, 3, new Cube.Wiring[]{ WRL, WFR, WRL}) );
+scubes.add(new StaggeredTower(//tower 3
+ 27, // x
+ 0 , // y
+ 64, // z
+ 0, 4, new Cube.Wiring[]{ WFR, WRL, WFR, WRL}) );
+scubes.add(new StaggeredTower(//tower 4
+ 54, // x
+ 7, // y
+ 75.5 , // z
+ 0, 4, new Cube.Wiring[]{ WFR, WRL, WFR, WRL}) );
+
+scubes.add(new StaggeredTower(//tower 5
+ 75.5, // x
+ 0 , // y
+ 100.5 , // z
+ 0, 4, new Cube.Wiring[]{ WRR, WFL, WRR, WFL}) );
+
+scubes.add(new StaggeredTower(//tower 6
+ 93.5, // x
+ 7 , // y
+ 75.5, // z
+ 0, 4, new Cube.Wiring[]{ WFR, WRL, WFR, WRL}) );
+scubes.add(new StaggeredTower(// tower 7
+ 119, // x
+ 0 , // y
+ 56.5, // z
+ 0, 4, new Cube.Wiring[]{ WRL, WFR, WRL, WFR}) );
+
+scubes.add(new StaggeredTower(//tower 8
+ 136.5, // x
+ 7 , // y
+ 31.5 , // z
+ 0, 4, new Cube.Wiring[]{ WFR, WRL, WFR, WRL}) );
+
+scubes.add(new StaggeredTower(//tower 9
+ 161.5, // x
+ 0 , // y
+ 20 , // z
+ 0, 4, new Cube.Wiring[]{ WFR, WRL, WFR, WRL}) );
+scubes.add(new StaggeredTower(//tower 10
+ 176, // x
+ 7 , // y
+ -6.5 , // z
+ 0, 3, new Cube.Wiring[]{ WRL, WFR, WRL}) );
+scubes.add(new StaggeredTower(// tower 11
+ 202.5, // x
+ 0 , // y
+ -26.5, // z
+ 0, 3, new Cube.Wiring[]{ WRL, WFR, WRL}) );
+scubes.add(new StaggeredTower(// tower 12 CENTER TOWER AT 45degrees
+ 73, // x
+ 0 , // y
+ 58, // z
+ -45, 4, new Cube.Wiring[]{ WFL, WRR, WFL, WRR}) );
+scubes.add(new StaggeredTower(// Single cube on top of tower 3
+ 22, // x
+ 81.5 , // y
+ 39, // z
+ -45, 1, new Cube.Wiring[]{ WFR}) );
+scubes.add(new StaggeredTower(// Single cube on top of tower 4
+ 42, // x
+ 112 , // y
+ 72, // z
+ -10, 1, new Cube.Wiring[]{ WRL}) );
+
+
+
+
+
+
+
+ //////////////////////////////////////////////////////////////////////
+ // 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];
+ Cube[] cubes = new Cube[100];
int cubeIndex = 1;
float px, pz, ny;
for (TowerMapping tm : towerCubes) {
}
towerList.add(new Tower(tower));
}
- for (Cube cube : singleCubes) {
- cubes[cubeIndex++] = cube;
+
+
+ for (Cube cube : singleCubes) cubes[cubeIndex++] = cube;
+ for (Cube cube : dcubes) cubes[cubeIndex++] = cube;
+for (StaggeredTower st : scubes) {
+ tower = new ArrayList<Cube>();
+ for (int i=0; i < st.n; i++) {
+ Cube.Wiring w = (i < st.wiring.length) ? st.wiring[i] : WRR;
+ tower.add(cubes[cubeIndex++] = new Cube(st.x, st.y + CH* 4/3.*i, st.z, 0, st.r, 0, w));
+ }
+ towerList.add(new Tower(tower));
}
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(
- "10.200.1.29", new ChannelMapping[] {
- new ChannelMapping(),
- new ChannelMapping(),
- new ChannelMapping(),
- new ChannelMapping(),
- new ChannelMapping(),
- new ChannelMapping(),
- new ChannelMapping(),
- new ChannelMapping(ChannelMapping.MODE_BASS),
- new ChannelMapping(ChannelMapping.MODE_STRUTS_AND_FLOOR),
- new ChannelMapping(ChannelMapping.MODE_SPEAKER, LEFT_SPEAKER),
- new ChannelMapping(ChannelMapping.MODE_SPEAKER, RIGHT_SPEAKER),
+ "10.200.1.28", new ChannelMapping[] {
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J3 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J4 //ORIG *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 41, 42}), // 30 J7 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 43, 44}), // 30 J8 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 6, 3}), // 30 J13 (not working)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 45, 46}), // 30 J14 (unplugged)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2}), // 30 J15 (unplugged)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 4, 5}), // 30 J16
}),
+ new PandaMapping(
+ "10.200.1.29", new ChannelMapping[] {
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J3 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J4 //ORIG *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 7, 8}), // 30 J7 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 9, 10}), // 30 J8 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 11, 12}), // 30 J13 (not working)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 13, 14}), // 30 J14 (unplugged)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 15, 16}), // 30 J15 (unplugged)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 17, 18}), // 30 J16
+ }),
+ new PandaMapping(
+ "10.200.1.30", new ChannelMapping[] {
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 38, 39}), // 30 J3 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J4 //ORIG *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 23, 24}), // 30 J7 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 25, 26}), // 30 J8 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 19, 20}), // 30 J13 (not working)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 21, 22}), // 30 J14 (unplugged)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J15 (unplugged)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J16
+ }),
new PandaMapping(
- "10.200.1.28", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
+ "10.200.1.31", new ChannelMapping[] {
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 40}), // 30 J3 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J4 //ORIG *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 27, 28}), // 30 J7 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 29, 30}), // 30 J8 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 31, 32}), // 30 J13 (not working)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 33, 34}), // 30 J14 (unplugged)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 35, 36}), // 30 J15 (unplugged)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J16 // 31 J16
}),
};
}
public final Cube.Wiring wiring;
CubeMapping(float dx, float dz, Cube.Wiring wiring) {
- this(dx, dz, 0, wiring);
+ this(dx, dz, 0., wiring);
}
-
CubeMapping(float dx, float dz, float ry) {
this(dz, dz, ry, Cube.Wiring.FRONT_LEFT);
}
}
}
+class StaggeredTower {
+ public final float x, y, z, r;
+ public final int n;
+ public final Cube.Wiring[] wiring;
+ StaggeredTower(float _x, float _y, float _z, float _r, int _n) { this(_x, _y, _z, _r, _n, new Cube.Wiring[]{}); }
+ StaggeredTower(float _x, float _y, float _z, float _r, int _n, Cube.Wiring[] _wiring) { x=_x; y=_y; z=_z; r=_r; n=_n; 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
class PandaMapping {
// How many channels are on the panda board
- public final static int CHANNELS_PER_BOARD = 16;
+ 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;
}
/**
- * Each channel on a pandaboard can be mapped in a number of modes. The typial is
+ * 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.
*
objectIndices[i] = (i < rawObjectIndices.length) ? rawObjectIndices[i] : NO_OBJECT;
}
}
-}
-
+}
\ No newline at end of file