* when physical changes or tuning is being done to the structure.
*/
-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.
- 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),
- }),
-
- };
-
- // Single cubes can be constructed directly here if you need them
- Cube[] singleCubes = new Cube[] {
- // 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;
- }
-
- 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;
-
- 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),
- }),
-
- 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 }),
- }),
- };
-}
-
-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;
- }
-}
-
-/**
- * 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
- * pixels are connected to the channel, we still send it that much data.
- */
-class PandaMapping {
-
- // How many channels are on the panda board
- public final static int CHANNELS_PER_BOARD = 16;
-
- // How many total pixels on the whole board
- public final static int PIXELS_PER_BOARD = ChannelMapping.PIXELS_PER_CHANNEL * CHANNELS_PER_BOARD;
-
- final String ip;
- final ChannelMapping[] channelList = new ChannelMapping[CHANNELS_PER_BOARD];
-
- PandaMapping(String ip, ChannelMapping[] rawChannelList) {
- this.ip = ip;
-
- // Ensure our array is the right length and has all valid items in it
- for (int i = 0; i < channelList.length; ++i) {
- channelList[i] = (i < rawChannelList.length) ? rawChannelList[i] : new ChannelMapping();
- if (channelList[i] == null) {
- channelList[i] = new ChannelMapping();
- }
- }
- }
-}
+static final float SPACING = 27;
+static final float RISER = 13.5;
+static final float FLOOR = 0;
/**
- * Each channel on a pandaboard can be mapped in a number of modes. The typial 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.
- *
- * This class is just the mapping meta-data. It sanitizes the input to make sure
- * that the cubes and objects being referenced actually exist in the model.
- *
- * The logic for how to encode the pixels is contained in the PandaDriver.
+ * Definitions of tower positions. This is all that should need
+ * to be modified. Distances are measured from the left-most cube.
+ * The first value is the offset moving NE (towards back-right).
+ * The second value is the offset moving NW (negative comes forward-right).
*/
-class ChannelMapping {
+static final float[][] TOWER_CONFIG = new float[][] {
+ // x, z, y, #
+ new float[] { 0, 0, RISER, 4 },
+ new float[] { 25, -10, RISER, 4 },
+ new float[] { 50, -22.5, FLOOR, 5 },
+ new float[] { 17.25, -35.5, FLOOR, 6 },
+ new float[] { 43.25, -51.5, RISER, 6 },
+ new float[] { 69.25, -56, FLOOR, 6 },
+ new float[] { 12.75, -62.5, RISER, 4 },
+ new float[] { 38.75, -78.5, FLOOR, 5 },
+ new float[] { 65.75, -83, RISER, 5 },
+
+};
- // How many cubes per channel xc_PB is configured for
- public final static int CUBES_PER_CHANNEL = 4;
+public Model buildModel() {
- // How many total pixels on each channel
- public final static int PIXELS_PER_CHANNEL = Cube.POINTS_PER_CUBE * CUBES_PER_CHANNEL;
-
- public static final int MODE_NULL = 0;
- public static final int MODE_CUBES = 1;
- public static final int MODE_BASS = 2;
- public static final int MODE_SPEAKER = 3;
- public static final int MODE_STRUTS_AND_FLOOR = 4;
- public static final int MODE_INVALID = 5;
-
- public static final int NO_OBJECT = -1;
-
- final int mode;
- final int[] objectIndices = new int[CUBES_PER_CHANNEL];
-
- ChannelMapping() {
- this(MODE_NULL);
- }
-
- ChannelMapping(int mode) {
- this(mode, new int[]{});
- }
-
- ChannelMapping(int mode, int rawObjectIndex) {
- this(mode, new int[]{ rawObjectIndex });
- }
-
- ChannelMapping(int mode, int[] rawObjectIndices) {
- if (mode < 0 || mode >= MODE_INVALID) {
- throw new RuntimeException("Invalid channel mapping mode: " + mode);
- }
- if (mode == MODE_SPEAKER) {
- if (rawObjectIndices.length != 1) {
- throw new RuntimeException("Speaker channel mapping mode must specify one speaker index");
- }
- int speakerIndex = rawObjectIndices[0];
- if (speakerIndex < 0 || speakerIndex >= glucose.model.speakers.size()) {
- throw new RuntimeException("Invalid speaker channel mapping: " + speakerIndex);
- }
- } else if ((mode == MODE_STRUTS_AND_FLOOR) || (mode == MODE_BASS) || (mode == MODE_NULL)) {
- if (rawObjectIndices.length > 0) {
- throw new RuntimeException("Bass/floor/null mappings cannot specify object indices");
- }
- } else if (mode == MODE_CUBES) {
- for (int rawCubeIndex : rawObjectIndices) {
- if (glucose.model.getCubeByRawIndex(rawCubeIndex) == null) {
- throw new RuntimeException("Non-existing cube specified in cube mapping: " + rawCubeIndex);
- }
- }
+ // TODO: (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.
+
+ List<Tower> towers = new ArrayList<Tower>();
+ Cube[] cubes = new Cube[200];
+ int cubeIndex = 1;
+
+ float rt2 = sqrt(2);
+ float x, y, z, xd, zd, num;
+ for (float[] tc : TOWER_CONFIG) {
+ x = -tc[1];
+ z = tc[0];
+ y = tc[2];
+ num = tc[3];
+ if (z < x) {
+ zd = -(x-z)/rt2;
+ xd = z*rt2 - zd;
+ } else {
+ zd = (z-x)/rt2;
+ xd = z*rt2 - zd;
}
-
- this.mode = mode;
- for (int i = 0; i < objectIndices.length; ++i) {
- objectIndices[i] = (i < rawObjectIndices.length) ? rawObjectIndices[i] : NO_OBJECT;
+ List<Cube> tower = new ArrayList<Cube>();
+ for (int n = 0; n < num; ++n) {
+ Cube cube = new Cube(xd + 24, y, zd + 84, 0, -45, 0);
+ tower.add(cube);
+ cubes[cubeIndex++] = cube;
+ y += SPACING;
}
+ towers.add(new Tower(tower));
}
+
+ return new Model(towers, cubes, BassBox.noBassBox(), new ArrayList<Speaker>());
}