Merge branch 'master' of https://github.com/sugarcubes/SugarCubes
[SugarCubes.git] / _Mappings.pde
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1/**
2 * DOUBLE BLACK DIAMOND DOUBLE BLACK DIAMOND
3 *
4 * //\\ //\\ //\\ //\\
5 * ///\\\ ///\\\ ///\\\ ///\\\
6 * \\\/// \\\/// \\\/// \\\///
7 * \\// \\// \\// \\//
8 *
9 * EXPERTS ONLY!! EXPERTS ONLY!!
10 *
186bc4d3 11 * This file implements the mapping functions needed to lay out the physical
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12 * cubes and the output ports on the panda board. It should only be modified
13 * when physical changes or tuning is being done to the structure.
14 */
45f43cc2 15
31b2d042 16<<<<<<< HEAD
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17final int MaxCubeHeight = 6;
18final int NumBackTowers = 16;
19
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20public Model buildModel() {
21
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22 // Shorthand helpers for specifying wiring more quickly
23 final Cube.Wiring WFL = Cube.Wiring.FRONT_LEFT;
24 final Cube.Wiring WFR = Cube.Wiring.FRONT_RIGHT;
25 final Cube.Wiring WRL = Cube.Wiring.REAR_LEFT;
26 final Cube.Wiring WRR = Cube.Wiring.REAR_RIGHT;
95c50032 27
a3ccf23a 28 // Utility value if you need the height of a cube shorthand
95c50032 29 final float CH = Cube.EDGE_HEIGHT;
73687629 30 final float CW = Cube.EDGE_WIDTH ;
ae579223 31
a3ccf23a 32 // Positions for the bass box
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33 final float BBY = BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH;
34 final float BBX = 56;
35 final float BBZ = 2;
36
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37 // The model is represented as an array of towers. The cubes in the tower
38 // are represenented relatively. Each tower has an x, y, z reference position,
39 // which is typically the base cube's bottom left corner.
40 //
41 // Following that is an array of floats. A 2-d array contains an x-offset
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42 // and a z-offset from the previous reference position. Typically the first cube
43 // will just be {0, 0}. Each successive cube uses the position of the previous
44 // cube as its reference.
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45 //
46 // A 3-d array contains an x-offset, a z-offset, and a rotation about the
47 // y-axis.
48 //
49 // The cubes automatically increment their y-position by Cube.EDGE_HEIGHT.
e27a8652 50
73687629 51 // To-Do: (Mark Slee, Alex Green, or Ben Morrow): The Cube # is determined by the order in this list.
52 // "raw object index" is serialized by running through towermapping and then individual cube mapping below.
53 // We can do better than this. The raw object index should be obvious from the code-- looking through the
54 // rendered simulation and counting through cubes in mapping mode is grossly inefficient.
e28f168c 55
73687629 56 TowerMapping[] towerCubes = new TowerMapping[] {};
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57
58 // Single cubes can be constructed directly here if you need them
59 Cube[] singleCubes = new Cube[] {
bf1fe2d4 60 // new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL), // Back left channel behind speaker
f1370a0b 61 //new Cube(x, y, z, rx, ry, rz, wiring),
bf1fe2d4 62 //new Cube(0,0,0,0,225,0, WRR),
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63 };
64
65 // The bass box!
73687629 66 // BassBox bassBox = BassBox.unlitBassBox(BBX, 0, BBZ); // frame exists, no lights
67 BassBox bassBox = BassBox.noBassBox(); // no bass box at all
e89eda9f 68 // BassBox bassBox = new BassBox(BBX, 0, BBZ); // bass box with lights
e28f168c 69
f0cc0ba5 70 // The speakers!
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71 List<Speaker> speakers = Arrays.asList(new Speaker[] {
72 // Each speaker parameter is x, y, z, rotation, the left speaker comes first
73687629 73 // new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15)
3b2e0b4a 74 });
f0cc0ba5 75
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76
77 ////////////////////////////////////////////////////////////////////////
78 // dan's proposed lattice
79 ArrayList<StaggeredTower> scubes = new ArrayList<StaggeredTower>();
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80 //if (NumBackTowers != 25) exit();
81 for (int i=0; i<NumBackTowers/2; i++) scubes.add(new StaggeredTower(
82 (i+1)*CW, // x
83 (i % 2 == 0) ? 0 : CH * 2./3. , // y
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84 - ((i % 2 == 0) ? 11 : 0) + 80 , // z
85 -45, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight) ); // num cubes
bf1fe2d4 86
ab65d40b 87 for (int i=0; i<NumBackTowers/2; i++) scubes.add(new StaggeredTower(
88 (i+1)*CW, // x
89 (i % 2 == 0) ? 0 : CH * 2./3. , // y
90 - ((i % 2 == 0) ? 0 : 11) + 80 - pow(CH*CH + CW*CW, .5), // z
91 225, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight-1) );
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92
93 // for (int i=0; i<2 ; i++) scubes.add(new StaggeredTower(
94 // (i+1)*CW, // x
95 // 0 , // y
96 // - 0 + 97 - 2*pow(CH*CH + CW*CW, .5), // z
97 // 225, MaxCubeHeight ) );
98
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99 ArrayList<Cube> dcubes = new ArrayList<Cube>();
100 // for (int i=1; i<6; i++) {
101 // if (i>1) dcubes.add(new Cube(-6+CW*4/3*i , 0, 0, 0, 0, 0, WRR));
102 // dcubes.add(new Cube(-6+CW*4/3*i+CW*2/3., CH*.5, 0, 0, 0, 0, WRR));
103 // }
104
a981ea46 105float current_x_position = 0;
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106// scubes.add(new StaggeredTower(//tower 1
107// current_x_position, // x
108// 15 , // y
109// 0 , // z
110// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) );
111// current_x_position += 25.25;
112// scubes.add(new StaggeredTower(// tower 2
113// current_x_position, // x
114// 0 , // y
115// -10.5 , // z
116// 45, 6, new Cube.Wiring[] { WFR, WFL, WRR, WRR, WFL, WRR}) );
117// current_x_position += 25.25;
118// scubes.add(new StaggeredTower(//tower 3
119// current_x_position, // x
120// 15 , // y
121// 0, // z
122// 45, 6, new Cube.Wiring[] { WRR, WFL, WRR, WRR, WFL, WRR}) );
123// current_x_position += 25.25;
124// scubes.add(new StaggeredTower(//tower 4
125// current_x_position, // x
126// 0, // y
127// -10.5 , // z
128// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) );
129// current_x_position += 28;
130// scubes.add(new StaggeredTower(//tower 5
131// current_x_position, // x
132// 15 , // y
133// -4.5 , // z
134// 45, 6, new Cube.Wiring[] { WRR, WFL, WRR, WFL, WRR, WFL}) );
135// current_x_position += 28;
136// scubes.add(new StaggeredTower(//tower 6
137// current_x_position, // x
138// 0 , // y
139// -10.5, // z
140// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) );
141// current_x_position += 25.25;
142// scubes.add(new StaggeredTower(// tower 7
143// current_x_position, // x
144// 15 , // y
145// 0, // z
146// 45, 6, new Cube.Wiring[] { WRR, WFL, WRR, WFL, WRR, WFL}) );
147// current_x_position += 25.25;
148// scubes.add(new StaggeredTower(//tower 8
149// current_x_position, // x
150// 0 , // y
151// -10.5 , // z
152// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) );
153// current_x_position += 25.25;
154// scubes.add(new StaggeredTower(//tower 9
155// current_x_position, // x
156// 15 , // y
157// 0, // z
158// 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) );
159// current_x_position += 25.25;
160
161// //TOWERS ON DANCE FLOOR
162// scubes.add(new StaggeredTower(//tower 10
163// 83.75+39+43-124.5, // x
164// 0, // y
165// -47.5-43, // z
166// 45, 4, new Cube.Wiring[]{ WRR, WFL, WFL, WRR}) );
167// scubes.add(new StaggeredTower(//tower 11
168// 83.75, // x
169// 0, // y
170// -47.5, // z
171// 45, 4, new Cube.Wiring[]{ WFL, WRR, WRR, WFL}) );
172// scubes.add(new StaggeredTower(//tower 12
173// 83.75+39, // x
174// 0, // y
175// -47.5, // z
176// 45, 4, new Cube.Wiring[]{ WRR, WFL, WFL, WRR}) );
177// scubes.add(new StaggeredTower(//tower 13
178// 83.75+39+43, // x
179// 0, // y
180// -47.5-43, // z
181// 45, 4, new Cube.Wiring[]{ WFL, WRR, WFL, WRR}) );
d93dc84a 182
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183// scubes.add(new StaggeredTower(// Single cube on top of tower 4
184// 42, // x
185// 112 , // y
186// 72, // z
187// -10, 1, new Cube.Wiring[]{ WRL}) );
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188
189
190
191
192
193
194
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195 //////////////////////////////////////////////////////////////////////
196 // BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! //
197 //////////////////////////////////////////////////////////////////////
198
f0cc0ba5 199 // These guts just convert the shorthand mappings into usable objects
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200 ArrayList<Tower> towerList = new ArrayList<Tower>();
201 ArrayList<Cube> tower;
3fa45e9e 202 Cube[] cubes = new Cube[200];
46fc29d4 203 int cubeIndex = 1;
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204 float px, pz, ny;
205 for (TowerMapping tm : towerCubes) {
206 px = tm.x;
207 ny = tm.y;
208 pz = tm.z;
46fc29d4 209 tower = new ArrayList<Cube>();
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210 for (CubeMapping cm : tm.cubeMappings) {
211 tower.add(cubes[cubeIndex++] = new Cube(px = px + cm.dx, ny, pz = pz + cm.dz, 0, cm.ry, 0, cm.wiring));
212 ny += Cube.EDGE_HEIGHT;
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213 }
214 towerList.add(new Tower(tower));
215 }
73687629 216
f1370a0b 217
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218 for (Cube cube : singleCubes) {
219 cubes[cubeIndex++] = cube;
220 }
221 for (Cube cube : dcubes) {
222 cubes[cubeIndex++] = cube;
223 }
270a8b44 224 for (StaggeredTower st : scubes) {
73687629 225 tower = new ArrayList<Cube>();
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226 for (int i=0; i < st.n; i++) {
227 Cube.Wiring w = (i < st.wiring.length) ? st.wiring[i] : WRR;
228 tower.add(cubes[cubeIndex++] = new Cube(st.x, st.y + CH* 4/3.*i, st.z, 0, st.r, 0, w));
229 }
73687629 230 towerList.add(new Tower(tower));
2bb56822 231 }
e76480d4 232
7dceead9 233 return new Model(towerList, cubes, bassBox, speakers);
186bc4d3 234}
31b2d042 235=======
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236static final float SPACING = 27;
237static final float RISER = 13.5;
238static final float FLOOR = 0;
31b2d042 239>>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3
e73ef85d 240
a3ccf23a 241/**
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242 * Definitions of tower positions. This is all that should need
243 * to be modified. Distances are measured from the left-most cube.
244 * The first value is the offset moving NE (towards back-right).
245 * The second value is the offset moving NW (negative comes forward-right).
a3ccf23a 246 */
e18b4cb7 247static final float[][] TOWER_CONFIG = new float[][] {
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248 new float[] { 0, 0, RISER, 4 },
249 new float[] { 25, -10, RISER, 4 },
250 new float[] { 50, -22.5, FLOOR, 5 },
251 new float[] { 17.25, -35.5, FLOOR, 6 },
252 new float[] { 43.25, -51.5, RISER, 6 },
253 new float[] { 69.25, -56, FLOOR, 6 },
254 new float[] { 12.75, -62.5, RISER, 4 },
255 new float[] { 38.75, -78.5, FLOOR, 5 },
256 new float[] { 65.75, -83, RISER, 5 },
257
258};
73687629 259
e18b4cb7 260public Model buildModel() {
45f43cc2 261
e18b4cb7 262 List<Tower> towers = new ArrayList<Tower>();
3fa45e9e 263 Cube[] cubes = new Cube[200];
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264 int cubeIndex = 1;
265
266 float rt2 = sqrt(2);
267 float x, y, z, xd, zd, num;
268 for (float[] tc : TOWER_CONFIG) {
269 x = -tc[1];
270 z = tc[0];
271 y = tc[2];
272 num = tc[3];
273 if (z < x) {
274 zd = -(x-z)/rt2;
275 xd = z*rt2 - zd;
276 } else {
277 zd = (z-x)/rt2;
278 xd = z*rt2 - zd;
84086fa3 279 }
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280 List<Cube> tower = new ArrayList<Cube>();
281 for (int n = 0; n < num; ++n) {
282 Cube cube = new Cube(xd + 24, y, zd + 84, 0, -45, 0);
283 tower.add(cube);
284 cubes[cubeIndex++] = cube;
285 y += SPACING;
84086fa3 286 }
e18b4cb7 287 towers.add(new Tower(tower));
84086fa3 288 }
e18b4cb7 289
b9b7b3d4 290 return new Model(towers, cubes);
2bb56822 291}