X-Git-Url: https://git.piment-noir.org/?a=blobdiff_plain;f=_Mappings.pde;h=bb5c4384df1e3cae2f8f57d7f8b554fac168b767;hb=e037f60f518373c3bb952f79a2ae66950e55a52f;hp=967048f1ca0cc157f56bbfc45e11cec1d3a0e3ee;hpb=2cbe69543e6783e632c76647586633aa7fe1f76b;p=SugarCubes.git diff --git a/_Mappings.pde b/_Mappings.pde index 967048f..bb5c438 100644 --- a/_Mappings.pde +++ b/_Mappings.pde @@ -13,267 +13,204 @@ * 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; - } -} - 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}, - }), - + // 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), }; - ArrayList towerList = new ArrayList(); - ArrayList tower; - Cube[] cubes = new Cube[79]; + // 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 + } + )); + + 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; - float tx, ty, tz, px, pz, ny, dx, dz, ry; - for (TowerMapping tm : mapping) { + + for (Cube cube : singleCubes) { + cubes[cubeIndex++] = cube; + } + for (StaggeredTower st : scubes) { 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 (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); -} - -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 - }), - - }; + 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; - - // 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; - } +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; } } -