X-Git-Url: https://git.piment-noir.org/?a=blobdiff_plain;f=_Mappings.pde;h=7335b8647544035fe12403ff7a6d9403fca2af2c;hb=31b2d04277074b68d9933e11d1f361702454890b;hp=611e35e055ac8da10ca377f4da09c34455566fcf;hpb=749eb72c6abd63e1f1d1253646e52b3c08954fd4;p=SugarCubes.git diff --git a/_Mappings.pde b/_Mappings.pde index 611e35e..7335b86 100644 --- a/_Mappings.pde +++ b/_Mappings.pde @@ -8,331 +8,284 @@ * * 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]; - - 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(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); +<<<<<<< HEAD +final int MaxCubeHeight = 6; +final int NumBackTowers = 16; - 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); +public Model buildModel() { - 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); + // 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; - 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); + // 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. - 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); + // 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. - 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); + 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(x, y, z, rx, ry, rz, wiring), + //new Cube(0,0,0,0,225,0, WRR), + }; + // 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 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 scubes = new ArrayList(); + //if (NumBackTowers != 25) exit(); + for (int i=0; i dcubes = new ArrayList(); + // 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)); + // } + +float current_x_position = 0; +// scubes.add(new StaggeredTower(//tower 1 +// current_x_position, // x +// 15 , // y +// 0 , // z +// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); +// current_x_position += 25.25; +// scubes.add(new StaggeredTower(// tower 2 +// current_x_position, // x +// 0 , // y +// -10.5 , // z +// 45, 6, new Cube.Wiring[] { WFR, WFL, WRR, WRR, WFL, WRR}) ); +// current_x_position += 25.25; +// scubes.add(new StaggeredTower(//tower 3 +// current_x_position, // x +// 15 , // y +// 0, // z +// 45, 6, new Cube.Wiring[] { WRR, WFL, WRR, WRR, WFL, WRR}) ); +// current_x_position += 25.25; +// scubes.add(new StaggeredTower(//tower 4 +// current_x_position, // x +// 0, // y +// -10.5 , // z +// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); +// current_x_position += 28; +// scubes.add(new StaggeredTower(//tower 5 +// current_x_position, // x +// 15 , // y +// -4.5 , // z +// 45, 6, new Cube.Wiring[] { WRR, WFL, WRR, WFL, WRR, WFL}) ); +// current_x_position += 28; +// scubes.add(new StaggeredTower(//tower 6 +// current_x_position, // x +// 0 , // y +// -10.5, // z +// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); +// current_x_position += 25.25; +// scubes.add(new StaggeredTower(// tower 7 +// current_x_position, // x +// 15 , // y +// 0, // z +// 45, 6, new Cube.Wiring[] { WRR, WFL, WRR, WFL, WRR, WFL}) ); +// current_x_position += 25.25; +// scubes.add(new StaggeredTower(//tower 8 +// current_x_position, // x +// 0 , // y +// -10.5 , // z +// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); +// current_x_position += 25.25; +// scubes.add(new StaggeredTower(//tower 9 +// current_x_position, // x +// 15 , // y +// 0, // z +// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); +// current_x_position += 25.25; + +// //TOWERS ON DANCE FLOOR +// scubes.add(new StaggeredTower(//tower 10 +// 83.75+39+43-124.5, // x +// 0, // y +// -47.5-43, // z +// 45, 4, new Cube.Wiring[]{ WRR, WFL, WFL, WRR}) ); +// scubes.add(new StaggeredTower(//tower 11 +// 83.75, // x +// 0, // y +// -47.5, // z +// 45, 4, new Cube.Wiring[]{ WFL, WRR, WRR, WFL}) ); +// scubes.add(new StaggeredTower(//tower 12 +// 83.75+39, // x +// 0, // y +// -47.5, // z +// 45, 4, new Cube.Wiring[]{ WRR, WFL, WFL, WRR}) ); +// scubes.add(new StaggeredTower(//tower 13 +// 83.75+39+43, // x +// 0, // y +// -47.5-43, // z +// 45, 4, new Cube.Wiring[]{ WFL, WRR, WFL, WRR}) ); + +// 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!!!! // + ////////////////////////////////////////////////////////////////////// - public int[][] buildFrontChannelList() { - if (true) { - return new int[][] { - { 1, 0 }, - }; + // These guts just convert the shorthand mappings into usable objects + ArrayList towerList = new ArrayList(); + ArrayList tower; + Cube[] cubes = new Cube[200]; + int cubeIndex = 1; + float px, pz, ny; + for (TowerMapping tm : towerCubes) { + px = tm.x; + ny = tm.y; + pz = tm.z; + tower = new ArrayList(); + 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; } - - return new int[][] { - { - 1, 57, 56, 55, 0 // Pandaboard A, structural channel 1 - } - , - { - 31, 32, 17, 3, 0 // Pandaboard B, structural channel 2, normally 30, 31, 32, 17, 3 (disconnected 30) - } - , - { - 20, 21, 15, 19, 0 // Pandaboard C, structural channel 3 - } - , - { - 69, 75, 74, 76, 73 // Pandaboard D, structural channel 4, normally 64 first - } - , - { - 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 - } - }; + towerList.add(new Tower(tower)); } - public int[][] buildRearChannelList() { - if (true) { - return new int[][] { - { 1, 0 }, - }; - } - - 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, 59, 72, 49, 50 // Pandaboard F, structural channel 14, right top backside (second cube is missing from sim) - } - , - { - 77, 39, 46, 33, 26 // Pandaboard G, structural channel 15 - } - , - { - 44, 53, 42, 43, 41 // Pandaboard H, structural channel 16, last cube busted? - } - }; + + for (Cube cube : singleCubes) { + cubes[cubeIndex++] = cube; + } + for (Cube cube : dcubes) { + cubes[cubeIndex++] = cube; } + for (StaggeredTower st : scubes) { + tower = new ArrayList(); + 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); +} +======= +static final float SPACING = 27; +static final float RISER = 13.5; +static final float FLOOR = 0; +>>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3 + +/** + * 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). + */ +static final float[][] TOWER_CONFIG = new float[][] { + 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 }, - public int[][] buildFlippedRGBList() { - if (true) { - return new int[][] {}; +}; + +public Model buildModel() { + + List towers = new ArrayList(); + 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; } - - // syntax is {cube #, strip #, strip #, . . . } - return new int[][] { - { - 22, 4, 7 - } - , - { - 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, 9 - } - , - { - 29, 3, 10 - } - , - { - 68, 4, 9 - } - , - { - 18, 12 - } - , - { - 6, 2, 4 - } - , - { - 78, 11 - } - , - { - 56, 2 - } - , - { - 57, 3 - } - , - { - 74, 6, 7 - } - , - { - 21, 10 - } - , - { - 37, 11 - } - , - { - 61, 5 - } - , - { - 33, 12 - } - }; + List tower = new ArrayList(); + 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); +}