*
* EXPERTS ONLY!! EXPERTS ONLY!!
*
- * This class implements the mapping functions needed to lay out the physical
+ * This file implements the mapping functions needed to lay out the physical
* cubes and the output ports on the panda board. It should only be modified
* when physical changes or tuning is being done to the structure.
*/
-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];
- cubes[1] = new Cube(17.25, 0, 0, 0, 0, 80, true, 2, 3);
- cubes[2] = new Cube(50.625, -1.5, 0, 0, 0, 55, false, 4, 0);
- cubes[3] = new Cube(70.75, 12.375, 0, 0, 0, 55, false, 4, 0);
- cubes[4] = new Cube(49.75, 24.375, 0, 0, 0, 48, false, 0, 0);//dnw
- cubes[5] = new Cube(14.25, 32, 0, 0, 0, 80, false, 2, 1);
- cubes[6] = new Cube(50.375, 44.375, 0, 0, 0, 0, false, 0, 0);//dnw
- cubes[7] = new Cube(67.5, 64.25, 0, 27, 0, 0, false, 0, 0);//dnw
- cubes[8] = new Cube(44, 136, 0, 0, 0, 0, false, 1, 2);
- cubes[9] = new Cube(39, 162, 0, 0, 0, 0, false, 1, 0);
- cubes[10] = new Cube(58, 182, -4, 12, 0, 0, false, 3, 3);
- cubes[11] = new Cube(28, 182, -4, 12, 0, 0, false, 0, 0);
- cubes[12] = new Cube(0, 182, -4, 12, 0, 0, false, 0, 2);
- cubes[13] = new Cube(18.75, 162, 0, 0, 0, 0, false, 0, 0);
- cubes[14] = new Cube(13.5, 136, 0, 0, 0, 0, false, 1, 1);
- cubes[15] = new Cube(6.5, -8.25, 20, 0, 0, 25, false, 5, 3);
- cubes[16] = new Cube(42, 15, 20, 0, 0, 4, true, 2, 2);
- cubes[17] = new Cube(67, 24, 20, 0, 0, 25);
- cubes[18] = new Cube(56, 41, 20, 0, 0, 30, false, 3, 1);
- cubes[19] = new Cube(24, 2, 20, 0, 0, 25, true, 0, 3);
- cubes[20] = new Cube(26, 26, 20, 0, 0, 70, true, 2, 3);
- cubes[21] = new Cube(3.5, 10.5, 20, 0, 0, 35, true, 1, 0);
- cubes[22] = new Cube(63, 133, 20, 0, 0, 80, false, 0, 2);
- cubes[23] = new Cube(56, 159, 20, 0, 0, 65);
- cubes[24] = new Cube(68, 194, 20, 0, -45, 0);
- cubes[25] = new Cube(34, 194, 20, 20, 0, 35 );
- cubes[26] = new Cube(10, 194, 20, 0, -45, 0 ); // wired a bit funky
- cubes[27] = new Cube(28, 162, 20, 0, 0, 65);
- cubes[28] = new Cube(15.5, 134, 20, 0, 0, 20);
- cubes[29] = new Cube(13, 29, 40, 0, 0, 0, true, 0, 0);
- cubes[30] = new Cube(55, 15, 40, 0, 0, 50, false, 0, 2);
- cubes[31] = new Cube(78, 9, 40, 0, 0, 60, true, 5, 2);
- cubes[32] = new Cube(80, 39, 40, 0, 0, 80, false, 0, 3);
- cubes[33] = new Cube(34, 134, 40, 0, 0, 50, false, 0, 3);
- cubes[34] = new Cube(42, 177, 40, 0, 0, 0);
- cubes[35] = new Cube(41, 202, 40, 20, 0, 80);
- cubes[36] = new Cube(21, 178, 40, 0, 0, 35);
- cubes[37] = new Cube(18, 32, 60, 0, 0, 65, true, 0, 1);
- cubes[38] = new Cube(44, 20, 60, 0, 0, 20); //front power cube
- cubes[39] = new Cube(39, 149, 60, 0, 0, 15);
- cubes[40] = new Cube(60, 186, 60, 0, 0, 45);
- cubes[41] = new Cube(48, 213, 56, 20, 0, 25);
- cubes[42] = new Cube(22, 222, 60, 10, 10, 15, false, 0, 3);
- cubes[43] = new Cube(28, 198, 60, 20, 0, 20, true, 5, 0);
- cubes[44] = new Cube(12, 178, 60, 0, 0, 50, false, 4, 1);
- cubes[45] = new Cube(18, 156, 60, 0, 0, 40);
- cubes[46] = new Cube(30, 135, 60, 0, 0, 45);
- cubes[47] = new Cube(10, 42, 80, 0, 0, 17, true, 0, 2);
- cubes[48] = new Cube(34, 23, 80, 0, 0, 45, false, 0, 1);
- cubes[49] = new Cube(77, 28, 80, 0, 0, 45);
- cubes[50] = new Cube(53, 22, 80, 0, 0, 45);
- cubes[51] = new Cube(48, 175, 80, 0, 0, 45);
- cubes[52] = new Cube(66, 172, 80, 0, 0, 355, true, 5, 1);// _,195,_ originally
- cubes[53] = new Cube(33, 202, 80, 25, 0, 85, false, 1, 3);
- cubes[54] = new Cube(32, 176, 100, 0, 0, 20, false, 0, 2);
- cubes[55] = new Cube(5.75, 69.5, 0, 0, 0, 80);
- cubes[56] = new Cube(1, 53, 0, 40, 70, 70);
- cubes[57] = new Cube(-15, 24, 0, 15, 0, 0);
- //cubes[58] what the heck happened here? never noticed before 4/8/2013
- //cubes[59] what the heck happened here? never noticed before 4/8/2013
- cubes[60] = new Cube(40, 164, 120, 0, 0, 12.5, false, 4, 3);
- cubes[61] = new Cube(32, 148, 100, 0, 0, 3, false, 4, 2);
- cubes[62] = new Cube(30, 132, 90, 10, 350, 5);
- cubes[63] = new Cube(22, 112, 100, 0, 20, 0, false, 4, 0);
- cubes[64] = new Cube(35, 70, 95, 15, 345, 20);
- cubes[65] = new Cube(38, 112, 98, 25, 0, 0, false, 4, 3);
- cubes[66] = new Cube(70, 164, 100, 0, 0, 22);
- cubes[68] = new Cube(29, 94, 105, 15, 20, 10, false, 4, 0);
- cubes[69] = new Cube(30, 77, 100, 15, 345, 20, false, 2, 1);
- cubes[70] = new Cube(38, 96, 95, 30, 0, 355);
- //cubes[71]= new Cube(38,96,95,30,0,355);
- cubes[72] = new Cube(44, 20, 100, 0, 0, 345);
- cubes[73] = new Cube(28, 24, 100, 0, 0, 13, true, 5, 1);
- cubes[74] = new Cube(8, 38, 100, 10, 0, 0, true, 5, 1);
- cubes[75] = new Cube(20, 58, 100, 0, 0, 355, false, 2, 3);
- cubes[76] = new Cube(22, 32, 120, 15, 327, 345, false, 4, 0);
- cubes[77] = new Cube(50, 132, 80, 0, 0, 0, false, 0, 2);
- cubes[78] = new Cube(20, 140, 80, 0, 0, 0, false, 0, 3);
- 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;
+
+ // 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[] {
+
+
+
+ //back left cubes: temp Channel 1
+ new TowerMapping(0, Cube.EDGE_HEIGHT, 72, new CubeMapping[] {
+ new CubeMapping(0, 14, -45 , WRL), // #1
+ new CubeMapping(18, -12, -20, WFL), //#2
+ new CubeMapping(5, 9, 45, WRR), //#3
+
+
+ }),
+ //back left cube tower: Channel 2
+ new TowerMapping(0, Cube.EDGE_HEIGHT, 70, new CubeMapping[] {
+ new CubeMapping(18, -2.5, 45, WRL), //#4
+ new CubeMapping(15, -6, 45, WFR),
+ new CubeMapping(-6 , 7, 5, WRR),
+ new CubeMapping(18, 11, -5, WFL)
+
+ }),
+
+ //second from left back tower: Channel 3
+ new TowerMapping(31, Cube.EDGE_HEIGHT, 73.5, new CubeMapping[] {
+ new CubeMapping( 12.5, 5.5 , 10 , WRR),
+ new CubeMapping( 16.5, 2.5 , 30, WRR),
+ new CubeMapping( 16.5, 3, 10, WRR),
+ new CubeMapping(.5, 4.5, -10 , WFL)
+ } ),
+
+ //center tower, Channel 4
+ new TowerMapping(106, Cube.EDGE_HEIGHT, 84, new CubeMapping[] {
+ new CubeMapping( -3.5, -2, 10, WFL),
+ new CubeMapping( -11, 5, 30, WFR),
+ new CubeMapping( 13.5, 2, 15, WRR),
+ new CubeMapping(20.75, -4, 35 , WRL)
+ } ),
+
+ //second from back right tower, Channel 5
+
+ new TowerMapping(160, Cube.EDGE_HEIGHT, 78, new CubeMapping[] {
+ new CubeMapping( -31.5, -.5 , 5 , WFR),
+ new CubeMapping( 7, -.5, 60, WRL),
+ new CubeMapping( -5.5, -3, 0, WFR),
+ new CubeMapping(22 , 2 , 30 , WRL)
+ }),
+
+
+ //back right cubes: temp Channel 6
+ new TowerMapping(201, Cube.EDGE_HEIGHT, 72, new CubeMapping[] {
+ new CubeMapping(7.5, 6, 25, WRL),
+ new CubeMapping(-4.5, -0.5, 18, WFR),
+ new CubeMapping(8.5, .5, 30, WRL),
+ new CubeMapping(-7, -14, 10, WFR)
+
+ }),
+
+
+
+
+
+ //tower to the right of BASS BOX
+ new TowerMapping (192, Cube.EDGE_HEIGHT, 40, new CubeMapping[] {
+ new CubeMapping(-6, 4, -10, WRL),
+ new CubeMapping(5 ,5 , 5, WFR ),
+ new CubeMapping(-2, .5 , -3, WFL),
+ new CubeMapping(-10, 5.5 , -20, WRR )
+ }),
+
+ //end right tower in middle, right of previous tower
+ //new TowerMapping (214, Cube.EDGE_HEIGHT, 37, new CubeMapping[] {
+ //new CubeMapping(10,0 , 50, WRR),
+ //new CubeMapping(5 ,5 , 65, WFL)
+ //}),
+// // DJ booth, from back left to back right
+
+ new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
+ new CubeMapping(3, 28, 3, WFL),
+ new CubeMapping(-2, 11.5, 10, WFR),
+ new CubeMapping(10.5, 4.5, 40, WFR)
+
+
+ }),
+
+
+
+ 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),
+ }),
+
+ // next two are right DJ channel
+
+ new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
+ new CubeMapping(105, 20.5, 20, WRR),
+ new CubeMapping(6, -6, 30, WFR),
+ }),
+
+ 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[] {
+ //back left channel behind speaker
+ new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL),
+ new Cube(-6, int(Cube.EDGE_HEIGHT), 47, 0, 20, 0, WFR),
+ new Cube(0, int(2*Cube.EDGE_HEIGHT), 46, 0, 40, 0, WRR),
+
+ // Top left Channel Above DJ booth
+ new Cube(33, int(4.5*Cube.EDGE_HEIGHT ), 28, 0, 10, 0, WRR),
+ //new Cube(35, int(5*Cube.EDGE_HEIGHT ), 52, 0, 10, 0, WRR),
+ //new Cube(56, int(5*Cube.EDGE_HEIGHT ), 69, 0, 10, 0, WFL),
+ //new Cube(76, int(5*Cube.EDGE_HEIGHT ), 61, 0, -45, 0, WRL),
+
+ //next channel to the right, same height
+ //new Cube(85, int(5*Cube.EDGE_HEIGHT ), 77, 0, 20, 0, WRL),
+ //new Cube(92, int(6*Cube.EDGE_HEIGHT ), 63, 0,20, 0, WRR),
+ //new Cube(86, int(6*Cube.EDGE_HEIGHT ), 47, 0, -45, 0, WRL),
+ //new Cube(123, int(6*Cube.EDGE_HEIGHT ), 31, 0, 20, 0, WFR),
+
+ // next channel to right, same height
+ //new Cube(111, int(5*Cube.EDGE_HEIGHT ), 79, 0, 30, 0, WRL),
+ //new Cube(125, int(6*Cube.EDGE_HEIGHT ), 76, 0,27, 0, WRL),
+ //new Cube(144, int(5*Cube.EDGE_HEIGHT ), 44, 0, 45, 0, WRR),
+ //new Cube(134, int(5*Cube.EDGE_HEIGHT ), 42, 0, 45, 0, WRL),
+
+ //next channel to right
+ new Cube(185, int(4*Cube.EDGE_HEIGHT ), 73, 0, -45, 0, WRR),
+ //new Cube(170, int(5*Cube.EDGE_HEIGHT ), 58, 0,40, 0, WRL),
+ //new Cube(158, int(6*Cube.EDGE_HEIGHT ), 34, 0, 40, 0, WFR),
+ //new Cube(130, int(6*Cube.EDGE_HEIGHT ), 10, 0, -5, 30, WRL),
+
+ //next channel highest to the right
+ //new Cube(203, int(5*Cube.EDGE_HEIGHT ), 55, 0, 35, 0, WRR),
+ //new Cube(174, int(5*Cube.EDGE_HEIGHT ), 32, 0,35, 0, WFR),
+ //new Cube(178, int(6.5*Cube.EDGE_HEIGHT ), 16, 0, 20 , 30, WRL),
+ //new Cube(212, int(6.5*Cube.EDGE_HEIGHT ), 23, 0, 20 ,30, WRR),
+
+ //last channel
+ //new Cube(204, int(5*Cube.EDGE_HEIGHT ), 28, 0, 25, 0, WFR),
+ ///new Cube(185, int(6*Cube.EDGE_HEIGHT ), 38, 0,40, 0, WRR),
+
+ //new cubes above DJ deck
+
+ new Cube(BBX + 78.5, BBY + 2*Cube.EDGE_HEIGHT, BBZ, 0, 10, 0, WRR),
+ new Cube(BBX + 49.5, BBY + 2*Cube.EDGE_HEIGHT, BBZ - 7, 0, 10, 0, WRR),
+ new Cube(BBX + 13, BBY + 2*Cube.EDGE_HEIGHT, BBZ + 11, 0, -30, 0, WRL),
+ new Cube(BBX - 15, BBY + 2*Cube.EDGE_HEIGHT, BBZ + 30, 0, -35, 0, WRR),
+
+ // new cubes above DJ deck at crazy angles
+ new Cube(BBX - 5, BBY + 3*Cube.EDGE_HEIGHT, BBZ + 15.5, 0, -15, 0, WRL),
+ new Cube(BBX + 27, BBY + 3*Cube.EDGE_HEIGHT, BBZ + 12.5, 0, -18, -15, WRR),
+ new Cube(BBX + 59, BBY + 3*Cube.EDGE_HEIGHT + 4, BBZ + 12.5, -12, 10, -10, WRL),
+ new Cube(BBX + 93, BBY + 3*Cube.EDGE_HEIGHT + 7, BBZ + 20.5, -15, 20, -35, WRR),
+
+ //new cubes on right side of DJ deck
+ new Cube(161, BBY + 2*Cube.EDGE_HEIGHT, 15, 0, -40, 0, WFR),
+ new Cube(161, BBY + 3*Cube.EDGE_HEIGHT, 24, 0, -30, 0, WFL),
+ new Cube(165, BBY + 4*Cube.EDGE_HEIGHT, 41, 0, 5, 0, WFR),
+
+ //new cubes top back left
+ new Cube(BBX + 32, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 7, 0, -25, 0, WFR),
+ new Cube(BBX + 5.5, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH +7, 0, -25, 0, WFL),
+ new Cube(BBX - 23, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 11, 0, -25, 0, WFL),
+ new Cube(BBX - 33, 5*Cube.EDGE_HEIGHT + 8, BBZ +BassBox.EDGE_DEPTH- 29, 0, 10, 0, WFL),
+
+ //on top of previous channel
+ new Cube(BBX + 22, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH , 0, 5, 0, WRL),
+ new Cube(BBX + 27, 6*Cube.EDGE_HEIGHT - 13, BBZ + BassBox.EDGE_DEPTH- 25, 0, 3, -20, WRR),
+ new Cube(BBX +5, 6*Cube.EDGE_HEIGHT - 13, BBZ + BassBox.EDGE_DEPTH -27, 0, 5, -15, WRL),
+ new Cube(BBX - 11, 6*Cube.EDGE_HEIGHT -1.5, BBZ +BassBox.EDGE_DEPTH - 11, 0, 30, 0, WRR),
+
+ //top center
+ new Cube(BBX +37, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH +13 , 0, 15, 0, WRR),
+ new Cube(BBX + 64, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 25, 0, 15, 0, WFR),
+ new Cube(BBX + 64, 6*Cube.EDGE_HEIGHT - 3, BBZ + BassBox.EDGE_DEPTH -4 , 0, 0, -30, WRL),
+ new Cube(BBX + 87.5, 6*Cube.EDGE_HEIGHT + 13, BBZ +BassBox.EDGE_DEPTH - 10, 0, 0, 0, WRL),
+
+ //top right
+ new Cube(BBX + 76, 107.5, BBZ + BassBox.EDGE_DEPTH + 23, 0, -40, 0, WRR),
+ new Cube(BBX + 98, 129, BBZ + BassBox.EDGE_DEPTH - 5, 0, 10, 0, WRR),
+ new Cube(BBX + 104, 107.5, BBZ + BassBox.EDGE_DEPTH + 17, 0, -35, 0, WRR),
+ new Cube(BBX + 129, 107.5, BBZ +BassBox.EDGE_DEPTH +10, 0, -35, 0, WFL),
+
+ new Cube(179, 4*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 14,0, -20, 0 , WFR)
+
+ // new Cube(x, y, z, rx, ry, rz, wiring),
+ };
+
+ // The bass box!
+ //BassBox bassBox = new BassBox(BBX, 0, BBZ);
+ //test for Alex, should be commented out
+
+ // 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;
}
- public int[][] buildFrontChannelList() {
- return new int[][] {
- {
- 1, 57, 56, 55, 0 // Pandaboard A, structural channel 1
- }
- ,
- {
- 30, 31, 32, 17, 3 // Pandaboard B, structural channel 2
- }
- ,
- {
- 20, 21, 15, 19, 0 // Pandaboard C, structural channel 3
- }
- ,
- {
- 69, 75, 74, 76, 73 // Pandaboard D, structural channel 4
- }
- ,
- {
- 16, 2, 5, 0, 0 // Pandaboard E, structural channel 5
- }
- ,
- {
- 48, 47, 37, 29, 0 // Pandaboard F, structural channel 6 (is there a 5th?)
- }
- ,
- {
- 68, 63, 62, 78, 45 // Pandaboard G, structural channel 7, left top front side
- }
- ,
- {
- 18, 6, 7, 0, 0 // Pandaboard H, structural channel 8
- }
- };
+ return new Model(towerList, cubes, null, null);
+}
+
+/**
+ * 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(
+ // 8 maps to: 3, 4, 7, 8, 13, 14, 15, 16. So if it's J4,
+ "10.200.1.30", new ChannelMapping[] {
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 20, 21, 22, 23}), //30 J3 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 24, 25, 26, 27}), //30 J4 //ORIG *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 16, 17, 18, 19}), //30 J7 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 39,40,41,42 }), //30 J8 *
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 36, 35}), //30 J13
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 48,49,50,51}), //30 J14
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 52,53,54,55 }), // 30 J15
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 56, 57, 58, 75}), // 30 J16
+ }),
+ new PandaMapping(
+ "10.200.1.29", new ChannelMapping[] {
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 59,60,61,62}), //29 J3
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 63, 64, 65, 66}), //29 J4
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 67, 68, 69, 70 }), // 29 J7
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 71,72,73,74 }), //29 J8 //XXX
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 17, 18, 19, 20 }), //29 J13 //XX //bassbox
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,1,1,1}), //29 J14
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 39, 35}), //29 J15
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 16, 17,18,19 }), //29 J16
+ }),
+ new PandaMapping(
+ "10.200.1.28", new ChannelMapping[] {
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,1,1,1}), //28 J3
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,1,1,1}), //28 J4
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 1, 1, 1 }), //28 J7
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 13, 14 , 15, 16 }), //28 J8
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 8,9,10,11 }), //28 J13
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 33,34,32,31}), //28 J14
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 12, 13, 14, 15 }), //28 J15
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 28, 29, 30, 1}), //28 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;
}
+}
- public int[][] buildRearChannelList() {
- return new int[][] {
- {
- 22, 8, 14, 28, 0 // Pandaboard A, structural channel 9
- }
- ,
- {
- 36, 34, 40, 52, 66 // Pandaboard B, structural channel 10
- }
- ,
- {
- 65, 61, 60, 54, 51 // Pandaboard C, structural channel 11
- }
- ,
- {
- 35, 25, 11, 10, 24 // Pandaboard D, structural channel 12
- }
- ,
- {
- 23, 9, 13, 27, 12 // Pandaboard E, structural channel 13, missing taillight?
- }
- ,
- {
- 64, 75, 72, 49, 50 // Pandaboard F, structural channel 14, right top backside
- }
- ,
- {
- 77, 39, 46, 33, 26 // Pandaboard G, structural channel 15
- }
- ,
- {
- 44, 53, 42, 43, 41 // Pandaboard H, structural channel 16, last cube busted?
- }
- };
+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);
}
- public int[][] buildFlippedRGBList() {
- // syntax is {cube #, strip #, strip #, . . . }
- return new int[][] {
- {
- 22, 4, 8
- }
- ,
- {
- 50, 1, 3
- }
- ,
- {
- 7, 1, 2, 11
- }
- ,
- {
- 49, 1
- }
- ,
- {
- 39, 1
- }
- ,
- {
- 41, 1
- }
- ,
- {
- 26, 3, 5
- }
- ,
- {
- 64, 1
- }
- ,
- {
- 32, 2
- }
- ,
- {
- 20, 6, 7
- }
- ,
- {
- 19, 1, 2
- }
- ,
- {
- 15, 6, 8
- }
- ,
- {
- 29, 3, 10
- }
- ,
- {
- 68, 4, 9
- }
- ,
- {
- 18, 12
- }
- ,
- {
- 6, 2, 4
- }
- ,
- {
- 78, 11
- }
- ,
- {
- 56, 2
- }
- ,
- {
- 57, 3
- }
- ,
- {
- 74, 6, 7
- }
- };
+ 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 = 8;
+
+ // 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();
+ }
+ }
}
}
+/**
+ * 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.
+ *
+ * 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.
+ */
+class ChannelMapping {
+
+ // How many cubes per channel xc_PB is configured for
+ public final static int CUBES_PER_CHANNEL = 4;
+
+ // 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);
+ }
+ }
+ }
+
+ this.mode = mode;
+ for (int i = 0; i < objectIndices.length; ++i) {
+ objectIndices[i] = (i < rawObjectIndices.length) ? rawObjectIndices[i] : NO_OBJECT;
+ }
+ }
+}