| 1 | /** |
| 2 | * DOUBLE BLACK DIAMOND DOUBLE BLACK DIAMOND |
| 3 | * |
| 4 | * //\\ //\\ //\\ //\\ |
| 5 | * ///\\\ ///\\\ ///\\\ ///\\\ |
| 6 | * \\\/// \\\/// \\\/// \\\/// |
| 7 | * \\// \\// \\// \\// |
| 8 | * |
| 9 | * EXPERTS ONLY!! EXPERTS ONLY!! |
| 10 | * |
| 11 | * This file implements the mapping functions needed to lay out the physical |
| 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 | */ |
| 15 | |
| 16 | <<<<<<< HEAD |
| 17 | final int MaxCubeHeight = 6; |
| 18 | final int NumBackTowers = 16; |
| 19 | |
| 20 | public Model buildModel() { |
| 21 | |
| 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; |
| 27 | |
| 28 | // Utility value if you need the height of a cube shorthand |
| 29 | final float CH = Cube.EDGE_HEIGHT; |
| 30 | final float CW = Cube.EDGE_WIDTH ; |
| 31 | |
| 32 | // Positions for the bass box |
| 33 | final float BBY = BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH; |
| 34 | final float BBX = 56; |
| 35 | final float BBZ = 2; |
| 36 | |
| 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 |
| 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. |
| 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. |
| 50 | |
| 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. |
| 55 | |
| 56 | TowerMapping[] towerCubes = new TowerMapping[] {}; |
| 57 | |
| 58 | // Single cubes can be constructed directly here if you need them |
| 59 | Cube[] singleCubes = new Cube[] { |
| 60 | // new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL), // Back left channel behind speaker |
| 61 | //new Cube(x, y, z, rx, ry, rz, wiring), |
| 62 | //new Cube(0,0,0,0,225,0, WRR), |
| 63 | }; |
| 64 | |
| 65 | // The bass box! |
| 66 | // BassBox bassBox = BassBox.unlitBassBox(BBX, 0, BBZ); // frame exists, no lights |
| 67 | BassBox bassBox = BassBox.noBassBox(); // no bass box at all |
| 68 | // BassBox bassBox = new BassBox(BBX, 0, BBZ); // bass box with lights |
| 69 | |
| 70 | // The speakers! |
| 71 | List<Speaker> speakers = Arrays.asList(new Speaker[] { |
| 72 | // Each speaker parameter is x, y, z, rotation, the left speaker comes first |
| 73 | // new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15) |
| 74 | }); |
| 75 | |
| 76 | |
| 77 | //////////////////////////////////////////////////////////////////////// |
| 78 | // dan's proposed lattice |
| 79 | ArrayList<StaggeredTower> scubes = new ArrayList<StaggeredTower>(); |
| 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 |
| 84 | - ((i % 2 == 0) ? 11 : 0) + 80 , // z |
| 85 | -45, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight) ); // num cubes |
| 86 | |
| 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) ); |
| 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 | |
| 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 | |
| 105 | float current_x_position = 0; |
| 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}) ); |
| 182 | |
| 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}) ); |
| 188 | |
| 189 | |
| 190 | |
| 191 | |
| 192 | |
| 193 | |
| 194 | |
| 195 | ////////////////////////////////////////////////////////////////////// |
| 196 | // BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! // |
| 197 | ////////////////////////////////////////////////////////////////////// |
| 198 | |
| 199 | // These guts just convert the shorthand mappings into usable objects |
| 200 | ArrayList<Tower> towerList = new ArrayList<Tower>(); |
| 201 | ArrayList<Cube> tower; |
| 202 | Cube[] cubes = new Cube[200]; |
| 203 | int cubeIndex = 1; |
| 204 | float px, pz, ny; |
| 205 | for (TowerMapping tm : towerCubes) { |
| 206 | px = tm.x; |
| 207 | ny = tm.y; |
| 208 | pz = tm.z; |
| 209 | tower = new ArrayList<Cube>(); |
| 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; |
| 213 | } |
| 214 | towerList.add(new Tower(tower)); |
| 215 | } |
| 216 | |
| 217 | |
| 218 | for (Cube cube : singleCubes) { |
| 219 | cubes[cubeIndex++] = cube; |
| 220 | } |
| 221 | for (Cube cube : dcubes) { |
| 222 | cubes[cubeIndex++] = cube; |
| 223 | } |
| 224 | for (StaggeredTower st : scubes) { |
| 225 | tower = new ArrayList<Cube>(); |
| 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 | } |
| 230 | towerList.add(new Tower(tower)); |
| 231 | } |
| 232 | |
| 233 | return new Model(towerList, cubes, bassBox, speakers); |
| 234 | } |
| 235 | ======= |
| 236 | static final float SPACING = 27; |
| 237 | static final float RISER = 13.5; |
| 238 | static final float FLOOR = 0; |
| 239 | >>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3 |
| 240 | |
| 241 | /** |
| 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). |
| 246 | */ |
| 247 | static final float[][] TOWER_CONFIG = new float[][] { |
| 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 | }; |
| 259 | |
| 260 | public Model buildModel() { |
| 261 | |
| 262 | List<Tower> towers = new ArrayList<Tower>(); |
| 263 | Cube[] cubes = new Cube[200]; |
| 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; |
| 279 | } |
| 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; |
| 286 | } |
| 287 | towers.add(new Tower(tower)); |
| 288 | } |
| 289 | |
| 290 | return new Model(towers, cubes); |
| 291 | } |