From: Mark Slee Date: Wed, 21 Aug 2013 06:20:05 +0000 (-0700) Subject: Make mapping code more sensible, clear out dummy cubes, ready for real data X-Git-Url: https://git.piment-noir.org/?a=commitdiff_plain;h=f0cc0ba566c8d933eefe780ea1ae921fa5c385bd;p=SugarCubes.git Make mapping code more sensible, clear out dummy cubes, ready for real data --- diff --git a/_Mappings.pde b/_Mappings.pde index 1c62ed1..e42f6d7 100644 --- a/_Mappings.pde +++ b/_Mappings.pde @@ -13,216 +13,71 @@ * 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 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 towerList = new ArrayList(); ArrayList 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(); - 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 speakers = new ArrayList(); - 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); } @@ -235,26 +90,68 @@ public PandaMapping[] buildPandaList() { 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 @@ -263,7 +160,7 @@ public PandaMapping[] buildPandaList() { 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;