X-Git-Url: https://git.piment-noir.org/?a=blobdiff_plain;f=_Mappings.pde;h=7335b8647544035fe12403ff7a6d9403fca2af2c;hb=31b2d04277074b68d9933e11d1f361702454890b;hp=967048f1ca0cc157f56bbfc45e11cec1d3a0e3ee;hpb=9b893d9614672cc7ec0e9ed8e9e67388737a3c17;p=SugarCubes.git diff --git a/_Mappings.pde b/_Mappings.pde index 967048f..7335b86 100644 --- a/_Mappings.pde +++ b/_Mappings.pde @@ -13,267 +13,279 @@ * when physical changes or tuning is being done to the structure. */ -class TowerMapping { - public final float x, y, z; - public final float[][] cubePositions; - - TowerMapping(float x, float y, float z, float[][] cubePositions) { - this.x = x; - this.y = y; - this.z = z; - this.cubePositions = cubePositions; - } -} +<<<<<<< HEAD +final int MaxCubeHeight = 6; +final int NumBackTowers = 16; 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 reference position. Typically the first cube - // will just be {0, 0}. + // 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. - - final float STACKED_RELATIVE = 1; - final float STACKED_REL_SPIN = 2; - - TowerMapping[] mapping = new TowerMapping[] { - - new TowerMapping(0, 0, 0, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 5, -10, 20}, - {STACKED_RELATIVE, 0, -6}, - {STACKED_RELATIVE, -5, -2, -20}, - }), - new TowerMapping(Cube.EDGE_WIDTH + 2, 0, 0, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 0, 5, 10}, - {STACKED_RELATIVE, 0, 2, 20}, - {STACKED_RELATIVE, 0, 0, 30}, - }), - - // Back Cubes behind DJ platform (in order of increasing x) - new TowerMapping(50, 5, BASS_DEPTH, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 2, 0, 20}, - {STACKED_RELATIVE, -2, 10}, - {STACKED_RELATIVE, -5, 15, -20}, - {STACKED_RELATIVE, -2, 13}, - }), - - new TowerMapping(79, 5, BASS_DEPTH, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 2, 0, 20}, - {STACKED_RELATIVE, 4, 10}, - {STACKED_RELATIVE, 2, 15, -20}, - {STACKED_RELATIVE, 0, 13}, - }), - - new TowerMapping(107, 5, BASS_DEPTH, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 4, 0, 20}, - {STACKED_RELATIVE, 6, 10}, - {STACKED_RELATIVE, 3, 15, -20}, - // {STACKED_RELATIVE, 8, 13}, - }), - - new TowerMapping(133, 5, BASS_DEPTH, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, -2, 0, 20}, - {STACKED_RELATIVE, 0, 10}, - {STACKED_RELATIVE, 2, 15, -20}, - // {STACKED_RELATIVE, 4, 13} - }), - - new TowerMapping(165, 5, BASS_DEPTH, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, -1, 20}, - {STACKED_RELATIVE, 2, 10}, - {STACKED_RELATIVE, -2, 15, -20}, - {STACKED_RELATIVE, 3, 13}, - }), - - // front DJ cubes - new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT, 10, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 0, -10, 20}, - }), - - new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + Cube.EDGE_HEIGHT, BASS_HEIGHT, 10, new float[][] { - {STACKED_RELATIVE, 3, 0}, - {STACKED_RELATIVE, 2, -10, 20}, - }), - - new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 5, BASS_HEIGHT, 10, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 1, 0, 10}, - }), - - new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 9, BASS_HEIGHT, 10, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, -1, 0}, - }), - - new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT, 10, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, -1, 0}, - }), - - // left dj cubes - new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT, Cube.EDGE_HEIGHT + 2, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 0, 2, 20}, - }), - - new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT, 2*Cube.EDGE_HEIGHT + 4, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 0, 2, 20}, - }), - - // right dj cubes - new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT, Cube.EDGE_HEIGHT + 2, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 0, 2, 20}, - }), - - new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT, 2*Cube.EDGE_HEIGHT + 4, new float[][] { - {STACKED_RELATIVE, 0, 0}, - {STACKED_RELATIVE, 0, 2, 20}, - }), + // 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. - new TowerMapping(200, 0, 0, new float[][] { - {STACKED_RELATIVE, 0, 10}, - {STACKED_RELATIVE, 5, 0, 20}, - {STACKED_RELATIVE, 0, 4}, - {STACKED_RELATIVE, -5, 8, -20}, - {STACKED_RELATIVE, 0, 3}, - }), - - new TowerMapping(0, 0, Cube.EDGE_HEIGHT + 10, new float[][] { - {STACKED_RELATIVE, 10, 0, 40}, - {STACKED_RELATIVE, 3, -2, 20}, - {STACKED_RELATIVE, 0, 0, 40}, - {STACKED_RELATIVE, 0, 0, 60}, - {STACKED_RELATIVE, 0, 0, 40}, - }), - - new TowerMapping(20, 0, 2*Cube.EDGE_HEIGHT + 18, new float[][] { - {STACKED_RELATIVE, 0, 0, 40}, - {STACKED_RELATIVE, 10, 0, 20}, - {STACKED_RELATIVE, 5, 0, 40}, - {STACKED_RELATIVE, 10, 0, 60}, - {STACKED_RELATIVE, 12, 0, 40}, - }), - - new TowerMapping(210, 0, Cube.EDGE_HEIGHT + 15, new float[][] { - {STACKED_RELATIVE, 0, 0, 40}, - {STACKED_RELATIVE, 5, 0, 20}, - {STACKED_RELATIVE, 8, 0, 40}, - {STACKED_RELATIVE, 3, 0, 60}, - {STACKED_RELATIVE, 0, 0, 40}, - }), - - new TowerMapping(210, 0, 2*Cube.EDGE_HEIGHT + 25, new float[][] { - {STACKED_RELATIVE, 0, 0, 40}, - {STACKED_RELATIVE, 5, 0, 20}, - {STACKED_RELATIVE, 2, 0, 40}, - {STACKED_RELATIVE, 5, 0, 60}, - {STACKED_RELATIVE, 0, 0, 40}, - }), - + 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!!!! // + ////////////////////////////////////////////////////////////////////// + + // These guts just convert the shorthand mappings into usable objects ArrayList towerList = new ArrayList(); ArrayList tower; - Cube[] cubes = new Cube[79]; + Cube[] cubes = new Cube[200]; int cubeIndex = 1; - float tx, ty, tz, px, pz, ny, dx, dz, ry; - for (TowerMapping tm : mapping) { + float px, pz, ny; + for (TowerMapping tm : towerCubes) { + px = tm.x; + ny = tm.y; + pz = tm.z; tower = new ArrayList(); - px = tx = tm.x; - ny = ty = tm.y; - pz = tz = tm.z; - int ti = 0; - for (float[] cp : tm.cubePositions) { - float mode = cp[0]; - if (mode == STACKED_RELATIVE) { - dx = cp[1]; - dz = cp[2]; - ry = (cp.length >= 4) ? cp[3] : 0; - tower.add(cubes[cubeIndex++] = new Cube(px = tx + dx, ny, pz = tz + dz, 0, ry, 0)); - ny += Cube.EDGE_HEIGHT; - } else if (mode == STACKED_REL_SPIN) { - // Same as above but the front left of this cube is actually its back right for wiring - // TODO(mcslee): implement this - } + 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)); } - - return new Model(towerList, cubes); -} -public PandaMapping[] buildPandaList() { - return new PandaMapping[] { - new PandaMapping( - "10.200.1.28", new int[][] { - { 1, 2, 3, 4 }, // ch1 - { 5, 6, 7, 8 }, // ch2 - { 9, 10, 11, 12 }, // ch3 - { 13, 14, 15, 16 }, // ch4 - { 17, 18, 19, 20 }, // ch5 - { 21, 22, 23, 24 }, // ch6 - { 25, 26, 27, 28 }, // ch7 - { 29, 30, 31, 32 }, // ch8 - }), + + 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)); + } - new PandaMapping( - "10.200.1.29", new int[][] { - { 33, 34, 35, 36 }, // ch9 - { 37, 38, 39, 40 }, // ch10 - { 41, 42, 43, 44 }, // ch11 - { 45, 46, 47, 48 }, // ch12 - { 49, 50, 51, 52 }, // ch13 - { 53, 54, 55, 56 }, // ch14 - { 57, 58, 59, 60 }, // ch15 - { 61, 62, 63, 64 }, // ch16 - }), - - }; + return new Model(towerList, cubes, bassBox, speakers); } +======= +static final float SPACING = 27; +static final float RISER = 13.5; +static final float FLOOR = 0; +>>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3 -class PandaMapping { - - // How many channels are on the panda board - public final static int CHANNELS_PER_BOARD = 8; - - // 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; - - // How many total pixels on the whole board - public final static int PIXELS_PER_BOARD = PIXELS_PER_CHANNEL * CHANNELS_PER_BOARD; - - final String ip; - final int[][] channelList = new int[CHANNELS_PER_BOARD][CUBES_PER_CHANNEL]; - - PandaMapping(String ip, int[][] rawChannelList) { - this.ip = ip; - for (int chi = 0; chi < CHANNELS_PER_BOARD; ++chi) { - int[] cubes = (chi < rawChannelList.length) ? rawChannelList[chi] : new int[]{}; - for (int cui = 0; cui < CUBES_PER_CHANNEL; ++cui) { - channelList[chi][cui] = (cui < cubes.length) ? cubes[cui] : 0; - } +/** + * 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 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; + } + 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); +}