X-Git-Url: https://git.piment-noir.org/?a=blobdiff_plain;f=_Mappings.pde;h=bb5c4384df1e3cae2f8f57d7f8b554fac168b767;hb=e037f60f518373c3bb952f79a2ae66950e55a52f;hp=00e9b2c80f8a8175103f6e0dc22a6725b0be9bb4;hpb=045b432d2b2bb8accd36080f3e501be60ff32782;p=SugarCubes.git diff --git a/_Mappings.pde b/_Mappings.pde index 00e9b2c..bb5c438 100644 --- a/_Mappings.pde +++ b/_Mappings.pde @@ -8,178 +8,209 @@ * * 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(Cube.EDGE_WIDTH + 2, 0, 0, 0, 0, 0); - cubes[cubeIndex++] = new Cube(Cube.EDGE_WIDTH + 2, Cube.EDGE_HEIGHT, 5, 0, 10, 0); - cubes[cubeIndex++] = new Cube(Cube.EDGE_WIDTH + 2, 2*Cube.EDGE_HEIGHT, 2, 0, 20, 0); - cubes[cubeIndex++] = new Cube(Cube.EDGE_WIDTH + 2, 3*Cube.EDGE_HEIGHT, 0, 0, 30, 0); - - // Back Cubes behind DJ platform (in order of increasing x) - cubes[cubeIndex++] = new Cube(50, 0, BASS_DEPTH, 0, 0, 0); - cubes[cubeIndex++] = new Cube(52, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); - cubes[cubeIndex++] = new Cube(48, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube(45, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); - cubes[cubeIndex++] = new Cube(48, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); - - cubes[cubeIndex++] = new Cube(79, 0, BASS_DEPTH, 0, 0, 0); - cubes[cubeIndex++] = new Cube(81, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); - cubes[cubeIndex++] = new Cube(83, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube(81, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); - cubes[cubeIndex++] = new Cube(79, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); - - cubes[cubeIndex++] = new Cube(107, 0, BASS_DEPTH, 0, 0, 0); - cubes[cubeIndex++] = new Cube(111, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); - cubes[cubeIndex++] = new Cube(113, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube(110, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); - // cubes[cubeIndex++] = new Cube(115, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); - - cubes[cubeIndex++] = new Cube(133, 0, BASS_DEPTH, 0, 0, 0); - cubes[cubeIndex++] = new Cube(131, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); - cubes[cubeIndex++] = new Cube(133, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube(135, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); - // cubes[cubeIndex++] = new Cube(137, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); - - cubes[cubeIndex++] = new Cube(165, 0, BASS_DEPTH, 0, 0, 0); - cubes[cubeIndex++] = new Cube(164, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); - cubes[cubeIndex++] = new Cube(167, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube(163, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); - cubes[cubeIndex++] = new Cube(168, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); - - // front DJ cubes - cubes[cubeIndex++] = new Cube( (TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + 0, 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + Cube.EDGE_HEIGHT, 0, 0, 20, 0); - - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + Cube.EDGE_HEIGHT + 3, BASS_HEIGHT, 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + Cube.EDGE_HEIGHT + 2, BASS_HEIGHT+Cube.EDGE_HEIGHT, 0, 0, 20, 0); - - - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 5, BASS_HEIGHT + 0, 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 6, BASS_HEIGHT + Cube.EDGE_HEIGHT, 10, 0, 10, 0); - - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 9, BASS_HEIGHT + 0, 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 8, BASS_HEIGHT + Cube.EDGE_HEIGHT, 10, 0, 0, 0); - - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + 0, 10, 0, 0, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 14, BASS_HEIGHT + Cube.EDGE_HEIGHT, 10, 0, 0, 0); - - // left dj cubes - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + 0, Cube.EDGE_HEIGHT + 2, 0, 0, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 4, 0, 20, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + 0, 2*Cube.EDGE_HEIGHT + 4, 0, 0, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 6, 0, 20, 0); - - // right dj cubes - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + 0, Cube.EDGE_HEIGHT + 2, 0, 0, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 4, 0, 20, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + 0, 2*Cube.EDGE_HEIGHT + 4, 0, 0, 0); - cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 6, 0, 20, 0); - - 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); - - 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(10, 0 , Cube.EDGE_HEIGHT + 10, 0, 40, 0); - cubes[cubeIndex++] = new Cube(3, Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 8, 0, 20, 0); - cubes[cubeIndex++] = new Cube(0, 2*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 10, 0, 40, 0); - cubes[cubeIndex++] = new Cube(0, 3*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 10, 0, 60, 0); - cubes[cubeIndex++] = new Cube(0, 4*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 10, 0, 40, 0); - - cubes[cubeIndex++] = new Cube(20, 0, 2*Cube.EDGE_HEIGHT + 18, 0, 40, 0); - cubes[cubeIndex++] = new Cube(30, Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 20, 0); - cubes[cubeIndex++] = new Cube(25, 2*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 40, 0); - cubes[cubeIndex++] = new Cube(30, 3*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 60, 0); - cubes[cubeIndex++] = new Cube(32, 4*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 40, 0); - - cubes[cubeIndex++] = new Cube(210, 0, Cube.EDGE_HEIGHT + 15, 0, 40, 0); - cubes[cubeIndex++] = new Cube(215, Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 20, 0); - cubes[cubeIndex++] = new Cube(218, 2*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 40, 0); - cubes[cubeIndex++] = new Cube(213, 3*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 60, 0); - cubes[cubeIndex++] = new Cube(210, 4*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 40, 0); - - cubes[cubeIndex++] = new Cube(210, 0, 2*Cube.EDGE_HEIGHT + 25, 0, 40, 0); - cubes[cubeIndex++] = new Cube(215, Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 20, 0); - cubes[cubeIndex++] = new Cube(212, 2*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 40, 0); - cubes[cubeIndex++] = new Cube(215, 3*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 60, 0); - cubes[cubeIndex++] = new Cube(210, 4*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 40, 0); - - 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; + 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 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. + + // 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.noBassBox(); // no bass box at all + + // 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) } + ); + + List scubes = new ArrayList(); + + float[] pos = new float[3]; + pos[0] = 50; + pos[2] = 100; + scubes.add(new StaggeredTower(//tower 1 + pos[0], // x + 0, // y + pos[2], // z + 0, 4, new Cube.Wiring[] { + WRR, WRR, WRR, WRR, WRR, WRR + } + )); + + + pos[0] += 25; + pos[2] -= 10; + scubes.add(new StaggeredTower(// tower 2 + pos[0], // x + 15, // y + pos[2], // z + 0, 4, new Cube.Wiring[] { + WRR, WRR, WRR, WRR, WRR, WRR + } + )); + + pos[0] += 25; + pos[2] += -12.5; + scubes.add(new StaggeredTower(//tower 3 + pos[0], // x + 0, // y + pos[2], // z + 0, 5, new Cube.Wiring[] { + WRR, WRR, WRR, WRR, WRR, WRR + } + )); + + pos[0] += -32.75; + pos[2] += -13; + scubes.add(new StaggeredTower(//tower 4 + pos[0], // x + 0, // y + pos[2], // z + 0, 6, new Cube.Wiring[] { + WRR, WRR, WRR, WRR, WRR, WRR + } + )); + + pos[0] += 26; + pos[2] += -16; + scubes.add(new StaggeredTower(//tower 5 + pos[0], // x + 15, // y + pos[2], // z + 0, 6, new Cube.Wiring[] { + WRR, WRR, WRR, WRR, WRR, WRR + } + )); + + pos[0] += 26; + pos[2] += -4.5; + scubes.add(new StaggeredTower(//tower 6 + pos[0], // x + 0, // y + pos[2], // z + 0, 6, new Cube.Wiring[] { + WRR, WRR, WRR, WRR, WRR, WRR + } + )); + + pos[0] += -56.5; + pos[2] += -6.5; + scubes.add(new StaggeredTower(// tower 7 + pos[0], // x + 15, // y + pos[2], // z + 0, 4, new Cube.Wiring[] { + WRR, WRR, WRR, WRR, WRR, WRR + } + )); + + pos[0] += 26; + pos[2] += -16.5; + scubes.add(new StaggeredTower(//tower 8 + pos[0], // x + 0, // y + pos[2], // z + 0, 5, new Cube.Wiring[] { + WRR, WRR, WRR, WRR, WRR, WRR + } + )); - 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 - }), - - 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 - }), - - }; + pos[0] += 27; + pos[2] += -4.5; + scubes.add(new StaggeredTower(//tower 9 + pos[0], // x + 15, // y + pos[2], // z + 0, 5, new Cube.Wiring[] { + WRR, WRR, WRR, WRR, WRR, WRR + } + )); + + + ////////////////////////////////////////////////////////////////////// + // BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! // + ////////////////////////////////////////////////////////////////////// + + // These guts just convert the shorthand mappings into usable objects + List towerList = new ArrayList(); + List tower; + Cube[] cubes = new Cube[200]; + int cubeIndex = 1; + + for (Cube cube : singleCubes) { + 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); } -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; - - 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; - } +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; } } -