X-Git-Url: https://git.piment-noir.org/?a=blobdiff_plain;f=_Mappings.pde;h=bb5c4384df1e3cae2f8f57d7f8b554fac168b767;hb=e037f60f518373c3bb952f79a2ae66950e55a52f;hp=611e35e055ac8da10ca377f4da09c34455566fcf;hpb=87998ff32c5973d59ee9eb13fde64f9c4bd9d770;p=SugarCubes.git diff --git a/_Mappings.pde b/_Mappings.pde index 611e35e..bb5c438 100644 --- a/_Mappings.pde +++ b/_Mappings.pde @@ -8,331 +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(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); +public Model buildModel() { - 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); + // 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; - 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); + // Utility value if you need the height of a cube shorthand + final float CH = Cube.EDGE_HEIGHT; + final float CW = Cube.EDGE_WIDTH ; - 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); + // 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(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); + // 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); + // 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. - - if (true) { - return cubes; - } - - cubes[1] = new Cube(17.25, 0, 0, 0, 0, 80); - cubes[2] = new Cube(50.625, -1.5, 0, 0, 0, 55); - cubes[3] = new Cube(70.75, 12.375, 0, 0, 0, 55); - cubes[4] = new Cube(49.75, 24.375, 0, 0, 0, 48);//dnw - cubes[5] = new Cube(14.25, 32, 0, 0, 0, 80); - cubes[6] = new Cube(50.375, 44.375, 0, 0, 0, 0);//dnw - cubes[7] = new Cube(67.5, 64.25, 0, 27, 0, 0);//dnw - cubes[8] = new Cube(44, 136, 0, 0, 0, 0); - cubes[9] = new Cube(39, 162, 0, 0, 0, 0); - cubes[10] = new Cube(58, 182, -4, 12, 0, 0); - cubes[11] = new Cube(28, 182, -4, 12, 0, 0); - cubes[12] = new Cube(0, 182, -4, 12, 0, 0); - cubes[13] = new Cube(18.75, 162, 0, 0, 0, 0); - cubes[14] = new Cube(13.5, 136, 0, 0, 0, 0); - cubes[15] = new Cube(6.5, -8.25, 20, 0, 0, 25); - cubes[16] = new Cube(42, 15, 20, 0, 0, 4); - cubes[17] = new Cube(67, 24, 20, 0, 0, 25); - cubes[18] = new Cube(56, 41, 20, 0, 0, 30); - cubes[19] = new Cube(24, 2, 20, 0, 0, 25); - cubes[20] = new Cube(26, 26, 20, 0, 0, 70); - cubes[21] = new Cube(3.5, 10.5, 20, 0, 0, 35); - cubes[22] = new Cube(63, 133, 20, 0, 0, 80); - 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); - cubes[30] = new Cube(55, 15, 40, 0, 0, 50); - cubes[31] = new Cube(78, 9, 40, 0, 0, 60); - cubes[32] = new Cube(80, 39, 40, 0, 0, 80); - cubes[33] = new Cube(34, 134, 40, 0, 0, 50); - 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); - 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); - cubes[43] = new Cube(28, 198, 60, 20, 0, 20); - cubes[44] = new Cube(12, 178, 60, 0, 0, 50); - 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); - cubes[48] = new Cube(34, 23, 80, 0, 0, 45); - 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);// _,195,_ originally - cubes[53] = new Cube(33, 202, 80, 25, 0, 85); - cubes[54] = new Cube(32, 176, 100, 0, 0, 20); - 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] = new Cube(40, 46, 100, 0, 0, 355); // copies from 75 - cubes[60] = new Cube(40, 164, 120, 0, 0, 12.5); - cubes[61] = new Cube(32, 148, 100, 0, 0, 3); - cubes[62] = new Cube(30, 132, 90, 10, 350, 5); - cubes[63] = new Cube(22, 112, 100, 0, 20, 0); - cubes[64] = new Cube(35, 70, 95, 15, 345, 20); - cubes[65] = new Cube(38, 112, 98, 25, 0, 0); - cubes[66] = new Cube(70, 164, 100, 0, 0, 22); - cubes[68] = new Cube(29, 94, 105, 15, 20, 10); - cubes[69] = new Cube(30, 77, 100, 15, 345, 20); - cubes[70] = new Cube(38, 96, 95, 30, 0, 355); - //cubes[71] = new Cube(38,96,95,30,0,355); //old power cube - cubes[72] = new Cube(44, 20, 100, 0, 0, 345); - cubes[73] = new Cube(28, 24, 100, 0, 0, 13); - cubes[74] = new Cube(8, 38, 100, 10, 0, 0); - cubes[75] = new Cube(20, 58, 100, 0, 0, 355); - cubes[76] = new Cube(22, 32, 120, 15, 327, 345); - cubes[77] = new Cube(50, 132, 80, 0, 0, 0); - cubes[78] = new Cube(20, 140, 80, 0, 0, 0); - return cubes; + // 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(); - public int[][] buildFrontChannelList() { - if (true) { - return new int[][] { - { 1, 0 }, - }; + 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 } - - 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 - } - }; - } + )); + + + 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 + } + )); - public int[][] buildRearChannelList() { - if (true) { - return new int[][] { - { 1, 0 }, - }; + 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 } - - 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? - } - }; + )); + + 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 + } + )); + + 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)); + } - public int[][] buildFlippedRGBList() { - if (true) { - return new int[][] {}; + return new Model(towerList, cubes, bassBox, speakers); +} + +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[] { } - - // 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 - } - }; + ); + } + 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; } }