* when physical changes or tuning is being done to the structure.
*/
-class TowerMapping {
- public final float x, y, z;
- public final float[][] cubePositions;
+public Model buildModel() {
+
+ final float BASS_FLOOR = BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH;
- TowerMapping(float x, float y, float z, float[][] cubePositions) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.cubePositions = cubePositions;
- }
-}
+ // 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;
-public Model buildModel() {
// 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;
- final float BASS_DEPTH = BassBox.EDGE_DEPTH + 4;
-
- TowerMapping[] mapping = new TowerMapping[] {
-
- // Front left cubes
-// 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 - BassBox.EDGE_WIDTH)/2, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, -10, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + Cube.EDGE_HEIGHT, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 3, 0},
- {STACKED_RELATIVE, 2, -10, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 5, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 1, 0, 10},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 9, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, -1, 0},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, -1, 0},
- }),
-
- // left dj cubes
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, Cube.EDGE_HEIGHT + 2, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, 2, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 2*Cube.EDGE_HEIGHT + 4, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, 2, 20},
- }),
+ TowerMapping[] towerCubes = new TowerMapping[] {
- // right dj cubes
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, Cube.EDGE_HEIGHT + 2, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, 2, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 2*Cube.EDGE_HEIGHT + 4, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, 2, 20},
- }),
-
-// 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},
+ new TowerMapping(50, 0, 80, new CubeMapping[] {
+ new CubeMapping(0, 0, WFL),
}),
};
+
+ // Single cubes can be constructed directly here if you need them
+ Cube[] singleCubes = new Cube[] {
+ // new Cube(x, y, z, rx, ry, rz, wiring),
+ };
+
+ // The bass box!
+ BassBox bassBox = new BassBox(56, 0, 2);
+
+ // The speakers!
+ List<Speaker> speakers = Arrays.asList(new Speaker[] {
+ new Speaker(-12, 6, 0, 15),
+ new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH, 6, 6, -15)
+ });
+ // These guts just convert the shorthand mappings into usable objects
ArrayList<Tower> towerList = new ArrayList<Tower>();
ArrayList<Cube> tower;
- Cube[] cubes = new Cube[79];
+ Cube[] cubes = new Cube[80];
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<Cube>();
- 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));
}
-
- BassBox bassBox = new BassBox(56, 0, 2);
-
- List<Speaker> speakers = new ArrayList<Speaker>();
- speakers.add(new Speaker(-12, 6, 0, 15));
- speakers.add(new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH, 6, 6, -15));
+ for (Cube cube : singleCubes) {
+ cubes[cubeIndex++] = cube;
+ }
return new Model(towerList, cubes, bassBox, speakers);
}
new ChannelMapping(ChannelMapping.MODE_FLOOR),
new ChannelMapping(ChannelMapping.MODE_SPEAKER, 0),
new ChannelMapping(ChannelMapping.MODE_SPEAKER, 1),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 5, 6, 7, 8 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 9, 10, 11, 12 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 13, 14, 15, 16 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
}),
new PandaMapping(
"10.200.1.29", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 17, 18, 19, 20 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 21, 22, 23, 24 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 25, 26, 27, 28 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 29, 30, 31, 32 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 33, 34, 35, 36 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 39, 40 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 41, 42, 43, 44 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 45, 46, 47, 48 }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
}),
};
}
+class TowerMapping {
+ public final float x, y, z;
+ public final CubeMapping[] cubeMappings;
+
+ TowerMapping(float x, float y, float z, CubeMapping[] cubeMappings) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.cubeMappings = cubeMappings;
+ }
+}
+
+class CubeMapping {
+ public final float dx, dz, ry;
+ public final Cube.Wiring wiring;
+
+ CubeMapping(float dx, float dz, Cube.Wiring wiring) {
+ this(dx, dz, 0, wiring);
+ }
+
+ CubeMapping(float dx, float dz, float ry) {
+ this(dz, dz, ry, Cube.Wiring.FRONT_LEFT);
+ }
+
+ CubeMapping(float dx, float dz, float ry, Cube.Wiring wiring) {
+ this.dx = dx;
+ this.dz = dz;
+ this.ry = ry;
+ this.wiring = wiring;
+ }
+}
+
/**
* Each panda board has an IP address and a fixed number of channels. The channels
* each have a fixed number of pixels on them. Whether or not that many physical
class PandaMapping {
// How many channels are on the panda board
- public final static int CHANNELS_PER_BOARD = 8;
+ public final static int CHANNELS_PER_BOARD = 13;
// How many total pixels on the whole board
public final static int PIXELS_PER_BOARD = ChannelMapping.PIXELS_PER_CHANNEL * CHANNELS_PER_BOARD;