| 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 | public Model buildModel() { |
| 17 | |
| 18 | // Shorthand helpers for specifying wiring more quickly |
| 19 | final Cube.Wiring WFL = Cube.Wiring.FRONT_LEFT; |
| 20 | final Cube.Wiring WFR = Cube.Wiring.FRONT_RIGHT; |
| 21 | final Cube.Wiring WRL = Cube.Wiring.REAR_LEFT; |
| 22 | final Cube.Wiring WRR = Cube.Wiring.REAR_RIGHT; |
| 23 | |
| 24 | // Utility value if you need the height of a cube shorthand |
| 25 | final float CH = Cube.EDGE_HEIGHT; |
| 26 | final float CW = Cube.EDGE_WIDTH ; |
| 27 | |
| 28 | // Positions for the bass box |
| 29 | final float BBY = BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH; |
| 30 | final float BBX = 56; |
| 31 | final float BBZ = 2; |
| 32 | |
| 33 | // The model is represented as an array of towers. The cubes in the tower |
| 34 | // are represenented relatively. Each tower has an x, y, z reference position, |
| 35 | // which is typically the base cube's bottom left corner. |
| 36 | // |
| 37 | // Following that is an array of floats. A 2-d array contains an x-offset |
| 38 | // and a z-offset from the previous reference position. Typically the first cube |
| 39 | // will just be {0, 0}. Each successive cube uses the position of the previous |
| 40 | // cube as its reference. |
| 41 | // |
| 42 | // A 3-d array contains an x-offset, a z-offset, and a rotation about the |
| 43 | // y-axis. |
| 44 | // |
| 45 | // The cubes automatically increment their y-position by Cube.EDGE_HEIGHT. |
| 46 | |
| 47 | // To-Do: (Mark Slee, Alex Green, or Ben Morrow): The Cube # is determined by the order in this list. |
| 48 | // "raw object index" is serialized by running through towermapping and then individual cube mapping below. |
| 49 | // We can do better than this. The raw object index should be obvious from the code-- looking through the |
| 50 | // rendered simulation and counting through cubes in mapping mode is grossly inefficient. |
| 51 | |
| 52 | // Single cubes can be constructed directly here if you need them |
| 53 | Cube[] singleCubes = new Cube[] { |
| 54 | // new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL), // Back left channel behind speaker |
| 55 | // new Cube(x, y, z, rx, ry, rz, wiring), |
| 56 | // new Cube(0,0,0,0,225,0, WRR), |
| 57 | }; |
| 58 | |
| 59 | // The bass box! |
| 60 | BassBox bassBox = BassBox.noBassBox(); // no bass box at all |
| 61 | |
| 62 | // The speakers! |
| 63 | List<Speaker> speakers = Arrays.asList(new Speaker[] { |
| 64 | // Each speaker parameter is x, y, z, rotation, the left speaker comes first |
| 65 | // new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15) |
| 66 | } |
| 67 | ); |
| 68 | |
| 69 | List<StaggeredTower> scubes = new ArrayList<StaggeredTower>(); |
| 70 | |
| 71 | float[] pos = new float[3]; |
| 72 | pos[0] = 50; |
| 73 | pos[2] = 100; |
| 74 | scubes.add(new StaggeredTower(//tower 1 |
| 75 | pos[0], // x |
| 76 | 0, // y |
| 77 | pos[2], // z |
| 78 | 0, 4, new Cube.Wiring[] { |
| 79 | WRR, WRR, WRR, WRR, WRR, WRR |
| 80 | } |
| 81 | )); |
| 82 | |
| 83 | |
| 84 | pos[0] += 25; |
| 85 | pos[2] -= 10; |
| 86 | scubes.add(new StaggeredTower(// tower 2 |
| 87 | pos[0], // x |
| 88 | 15, // y |
| 89 | pos[2], // z |
| 90 | 0, 4, new Cube.Wiring[] { |
| 91 | WRR, WRR, WRR, WRR, WRR, WRR |
| 92 | } |
| 93 | )); |
| 94 | |
| 95 | pos[0] += 25; |
| 96 | pos[2] += -12.5; |
| 97 | scubes.add(new StaggeredTower(//tower 3 |
| 98 | pos[0], // x |
| 99 | 0, // y |
| 100 | pos[2], // z |
| 101 | 0, 5, new Cube.Wiring[] { |
| 102 | WRR, WRR, WRR, WRR, WRR, WRR |
| 103 | } |
| 104 | )); |
| 105 | |
| 106 | pos[0] += -32.75; |
| 107 | pos[2] += -13; |
| 108 | scubes.add(new StaggeredTower(//tower 4 |
| 109 | pos[0], // x |
| 110 | 0, // y |
| 111 | pos[2], // z |
| 112 | 0, 6, new Cube.Wiring[] { |
| 113 | WRR, WRR, WRR, WRR, WRR, WRR |
| 114 | } |
| 115 | )); |
| 116 | |
| 117 | pos[0] += 26; |
| 118 | pos[2] += -16; |
| 119 | scubes.add(new StaggeredTower(//tower 5 |
| 120 | pos[0], // x |
| 121 | 15, // y |
| 122 | pos[2], // z |
| 123 | 0, 6, new Cube.Wiring[] { |
| 124 | WRR, WRR, WRR, WRR, WRR, WRR |
| 125 | } |
| 126 | )); |
| 127 | |
| 128 | pos[0] += 26; |
| 129 | pos[2] += -4.5; |
| 130 | scubes.add(new StaggeredTower(//tower 6 |
| 131 | pos[0], // x |
| 132 | 0, // y |
| 133 | pos[2], // z |
| 134 | 0, 6, new Cube.Wiring[] { |
| 135 | WRR, WRR, WRR, WRR, WRR, WRR |
| 136 | } |
| 137 | )); |
| 138 | |
| 139 | pos[0] += -56.5; |
| 140 | pos[2] += -6.5; |
| 141 | scubes.add(new StaggeredTower(// tower 7 |
| 142 | pos[0], // x |
| 143 | 15, // y |
| 144 | pos[2], // z |
| 145 | 0, 4, new Cube.Wiring[] { |
| 146 | WRR, WRR, WRR, WRR, WRR, WRR |
| 147 | } |
| 148 | )); |
| 149 | |
| 150 | pos[0] += 26; |
| 151 | pos[2] += -16.5; |
| 152 | scubes.add(new StaggeredTower(//tower 8 |
| 153 | pos[0], // x |
| 154 | 0, // y |
| 155 | pos[2], // z |
| 156 | 0, 5, new Cube.Wiring[] { |
| 157 | WRR, WRR, WRR, WRR, WRR, WRR |
| 158 | } |
| 159 | )); |
| 160 | |
| 161 | pos[0] += 27; |
| 162 | pos[2] += -4.5; |
| 163 | scubes.add(new StaggeredTower(//tower 9 |
| 164 | pos[0], // x |
| 165 | 15, // y |
| 166 | pos[2], // z |
| 167 | 0, 5, new Cube.Wiring[] { |
| 168 | WRR, WRR, WRR, WRR, WRR, WRR |
| 169 | } |
| 170 | )); |
| 171 | |
| 172 | |
| 173 | ////////////////////////////////////////////////////////////////////// |
| 174 | // BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! // |
| 175 | ////////////////////////////////////////////////////////////////////// |
| 176 | |
| 177 | // These guts just convert the shorthand mappings into usable objects |
| 178 | List<Tower> towerList = new ArrayList<Tower>(); |
| 179 | List<Cube> tower; |
| 180 | Cube[] cubes = new Cube[200]; |
| 181 | int cubeIndex = 1; |
| 182 | |
| 183 | for (Cube cube : singleCubes) { |
| 184 | cubes[cubeIndex++] = cube; |
| 185 | } |
| 186 | for (StaggeredTower st : scubes) { |
| 187 | tower = new ArrayList<Cube>(); |
| 188 | for (int i = 0; i < st.n; i++) { |
| 189 | Cube.Wiring w = (i < st.wiring.length) ? st.wiring[i] : WRR; |
| 190 | tower.add(cubes[cubeIndex++] = new Cube(st.x, st.y + CH* 4/3.*i, st.z, 0, st.r, 0, w)); |
| 191 | } |
| 192 | towerList.add(new Tower(tower)); |
| 193 | } |
| 194 | |
| 195 | return new Model(towerList, cubes, bassBox, speakers); |
| 196 | } |
| 197 | |
| 198 | class StaggeredTower { |
| 199 | public final float x, y, z, r; |
| 200 | public final int n; |
| 201 | public final Cube.Wiring[] wiring; |
| 202 | StaggeredTower(float _x, float _y, float _z, float _r, int _n) { |
| 203 | this(_x, _y, _z, _r, _n, new Cube.Wiring[] { |
| 204 | } |
| 205 | ); |
| 206 | } |
| 207 | StaggeredTower(float _x, float _y, float _z, float _r, int _n, Cube.Wiring[] _wiring) { |
| 208 | x=_x; |
| 209 | y=_y; |
| 210 | z=_z; |
| 211 | r=_r; |
| 212 | n=_n; |
| 213 | wiring=_wiring; |
| 214 | } |
| 215 | } |
| 216 | |