Merge branch 'alexdesktopworking' of https://github.com/sugarcubes/SugarCubes into...
[SugarCubes.git] / _Mappings.pde
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
19 // Shorthand helpers for specifying wiring more quickly
20 final Cube.Wiring WFL = Cube.Wiring.FRONT_LEFT;
21 final Cube.Wiring WFR = Cube.Wiring.FRONT_RIGHT;
22 final Cube.Wiring WRL = Cube.Wiring.REAR_LEFT;
23 final Cube.Wiring WRR = Cube.Wiring.REAR_RIGHT;
24
25 // Utility value if you need the height of a cube shorthand
26 final float CH = Cube.EDGE_HEIGHT;
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
34 // The model is represented as an array of towers. The cubes in the tower
35 // are represenented relatively. Each tower has an x, y, z reference position,
36 // which is typically the base cube's bottom left corner.
37 //
38 // Following that is an array of floats. A 2-d array contains an x-offset
39 // and a z-offset from the previous reference position. Typically the first cube
40 // will just be {0, 0}. Each successive cube uses the position of the previous
41 // cube as its reference.
42 //
43 // A 3-d array contains an x-offset, a z-offset, and a rotation about the
44 // y-axis.
45 //
46 // The cubes automatically increment their y-position by Cube.EDGE_HEIGHT.
47
48 // To-Do: (Mark Slee, Alex Green, or Ben Morrow): The Cube # is determined by the order in this list. "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 rendered simulation and counting through cubes in mapping mode is grossly inefficient.
50 TowerMapping[] towerCubes = new TowerMapping[] {
51
52
53
54 //back left cubes: temp Channel 1
55 new TowerMapping(0, Cube.EDGE_HEIGHT, 72, new CubeMapping[] {
56 new CubeMapping(0, 14, -45 , WRL), // #1
57 new CubeMapping(18, -12, -20, WFL), //#2
58 new CubeMapping(5, 9, 45, WRR), //#3
59
60
61 }),
62 //back left cube tower: Channel 2
63 new TowerMapping(0, Cube.EDGE_HEIGHT, 70, new CubeMapping[] {
64 new CubeMapping(18, -2.5, 45, WRL), //#4
65 new CubeMapping(15, -6, 45, WFR),
66 new CubeMapping(-6 , 7, 5, WRR),
67 new CubeMapping(18, 11, -5, WFL)
68
69 }),
70
71 //second from left back tower: Channel 3
72 new TowerMapping(31, Cube.EDGE_HEIGHT, 73.5, new CubeMapping[] {
73 new CubeMapping( 12.5, 5.5 , 10 , WRR),
74 new CubeMapping( 16.5, 2.5 , 30, WRR),
75 new CubeMapping( 16.5, 3, 10, WRR),
76 new CubeMapping(.5, 4.5, -10 , WFL)
77 } ),
78
79 //center tower, Channel 4
80 new TowerMapping(106, Cube.EDGE_HEIGHT, 84, new CubeMapping[] {
81 new CubeMapping( -3.5, -2, 10, WFL),
82 new CubeMapping( -11, 5, 30, WFR),
83 new CubeMapping( 13.5, 2, 15, WRR),
84 new CubeMapping(20.75, -4, 35 , WRL)
85 } ),
86
87 //second from back right tower, Channel 5
88
89 new TowerMapping(160, Cube.EDGE_HEIGHT, 78, new CubeMapping[] {
90 new CubeMapping( -31.5, -.5 , 5 , WFR),
91 new CubeMapping( 7, -.5, 60, WRL),
92 new CubeMapping( -5.5, -3, 0, WFR),
93 new CubeMapping(22 , 2 , 30 , WRL)
94 }),
95
96
97 //back right cubes: temp Channel 6
98 new TowerMapping(201, Cube.EDGE_HEIGHT, 72, new CubeMapping[] {
99 new CubeMapping(7.5, 6, 25, WRL),
100 new CubeMapping(-4.5, -0.5, 18, WFR),
101 new CubeMapping(8.5, .5, 30, WRL),
102 new CubeMapping(-7, -14, 10, WFR)
103
104 }),
105
106
107
108
109
110 //tower to the right of BASS BOX
111 new TowerMapping (192, Cube.EDGE_HEIGHT, 40, new CubeMapping[] {
112 new CubeMapping(-6, 4, -10, WRL),
113 new CubeMapping(5 ,5 , 5, WFR ),
114 new CubeMapping(-2, .5 , -3, WFL),
115 new CubeMapping(-10, 5.5 , -20, WRR )
116 }),
117
118 //end right tower in middle, right of previous tower
119 //new TowerMapping (214, Cube.EDGE_HEIGHT, 37, new CubeMapping[] {
120 //new CubeMapping(10,0 , 50, WRR),
121 //new CubeMapping(5 ,5 , 65, WFL)
122 //}),
123 // // DJ booth, from back left to back right
124
125 new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
126 new CubeMapping(3, 28, 3, WFL),
127 new CubeMapping(-2, 11.5, 10, WFR),
128 new CubeMapping(10.5, 4.5, 40, WFR)
129
130
131 }),
132
133
134
135 new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
136 new CubeMapping(-7.25, 7.5, -25, WFR),
137 new CubeMapping(7.5, -15.75, 12, WRL),
138
139
140 }),
141 new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
142 new CubeMapping(19.625, 5.375, -22, WFR),
143 new CubeMapping(8, -14.5, 10, WRR),
144 }),
145 new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
146 new CubeMapping(48, 4.75, -35, WRL),
147 new CubeMapping(8, -15, 10, WRR),
148 }),
149 new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
150 new CubeMapping(78.75, 3.75, -28, WRR),
151 new CubeMapping(8, -15, 10, WRR),
152 }),
153
154 // next two are right DJ channel
155
156 new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
157 new CubeMapping(105, 20.5, 20, WRR),
158 new CubeMapping(6, -6, 30, WFR),
159 }),
160
161 new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
162 new CubeMapping(104.75, 0, -27, WRL),
163 new CubeMapping(8, -15, 10, WFL),
164 }),
165
166
167 };
168
169 // Single cubes can be constructed directly here if you need them
170 Cube[] singleCubes = new Cube[] {
171 //back left channel behind speaker
172 new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL),
173 new Cube(-6, int(Cube.EDGE_HEIGHT), 47, 0, 20, 0, WFR),
174 new Cube(0, int(2*Cube.EDGE_HEIGHT), 46, 0, 40, 0, WRR),
175
176 // Top left Channel Above DJ booth
177 new Cube(33, int(4.5*Cube.EDGE_HEIGHT ), 28, 0, 10, 0, WRR),
178 //new Cube(35, int(5*Cube.EDGE_HEIGHT ), 52, 0, 10, 0, WRR),
179 //new Cube(56, int(5*Cube.EDGE_HEIGHT ), 69, 0, 10, 0, WFL),
180 //new Cube(76, int(5*Cube.EDGE_HEIGHT ), 61, 0, -45, 0, WRL),
181
182 //next channel to the right, same height
183 //new Cube(85, int(5*Cube.EDGE_HEIGHT ), 77, 0, 20, 0, WRL),
184 //new Cube(92, int(6*Cube.EDGE_HEIGHT ), 63, 0,20, 0, WRR),
185 //new Cube(86, int(6*Cube.EDGE_HEIGHT ), 47, 0, -45, 0, WRL),
186 //new Cube(123, int(6*Cube.EDGE_HEIGHT ), 31, 0, 20, 0, WFR),
187
188 // next channel to right, same height
189 //new Cube(111, int(5*Cube.EDGE_HEIGHT ), 79, 0, 30, 0, WRL),
190 //new Cube(125, int(6*Cube.EDGE_HEIGHT ), 76, 0,27, 0, WRL),
191 //new Cube(144, int(5*Cube.EDGE_HEIGHT ), 44, 0, 45, 0, WRR),
192 //new Cube(134, int(5*Cube.EDGE_HEIGHT ), 42, 0, 45, 0, WRL),
193
194 //next channel to right
195 new Cube(185, int(4*Cube.EDGE_HEIGHT ), 73, 0, -45, 0, WRR),
196 //new Cube(170, int(5*Cube.EDGE_HEIGHT ), 58, 0,40, 0, WRL),
197 //new Cube(158, int(6*Cube.EDGE_HEIGHT ), 34, 0, 40, 0, WFR),
198 //new Cube(130, int(6*Cube.EDGE_HEIGHT ), 10, 0, -5, 30, WRL),
199
200 //next channel highest to the right
201 //new Cube(203, int(5*Cube.EDGE_HEIGHT ), 55, 0, 35, 0, WRR),
202 //new Cube(174, int(5*Cube.EDGE_HEIGHT ), 32, 0,35, 0, WFR),
203 //new Cube(178, int(6.5*Cube.EDGE_HEIGHT ), 16, 0, 20 , 30, WRL),
204 //new Cube(212, int(6.5*Cube.EDGE_HEIGHT ), 23, 0, 20 ,30, WRR),
205
206 //last channel
207 //new Cube(204, int(5*Cube.EDGE_HEIGHT ), 28, 0, 25, 0, WFR),
208 ///new Cube(185, int(6*Cube.EDGE_HEIGHT ), 38, 0,40, 0, WRR),
209
210 //new cubes above DJ deck
211
212 new Cube(BBX + 78.5, BBY + 2*Cube.EDGE_HEIGHT, BBZ, 0, 10, 0, WRR),
213 new Cube(BBX + 49.5, BBY + 2*Cube.EDGE_HEIGHT, BBZ - 7, 0, 10, 0, WRR),
214 new Cube(BBX + 13, BBY + 2*Cube.EDGE_HEIGHT, BBZ + 11, 0, -30, 0, WRL),
215 new Cube(BBX - 15, BBY + 2*Cube.EDGE_HEIGHT, BBZ + 30, 0, -35, 0, WRR),
216
217 // new cubes above DJ deck at crazy angles
218 new Cube(BBX - 5, BBY + 3*Cube.EDGE_HEIGHT, BBZ + 15.5, 0, -15, 0, WRL),
219 new Cube(BBX + 27, BBY + 3*Cube.EDGE_HEIGHT, BBZ + 12.5, 0, -18, -15, WRR),
220 new Cube(BBX + 59, BBY + 3*Cube.EDGE_HEIGHT + 4, BBZ + 12.5, -12, 10, -10, WRL),
221 new Cube(BBX + 93, BBY + 3*Cube.EDGE_HEIGHT + 7, BBZ + 20.5, -15, 20, -35, WRR),
222
223 //new cubes on right side of DJ deck
224 new Cube(161, BBY + 2*Cube.EDGE_HEIGHT, 15, 0, -40, 0, WFR),
225 new Cube(161, BBY + 3*Cube.EDGE_HEIGHT, 24, 0, -30, 0, WFL),
226 new Cube(165, BBY + 4*Cube.EDGE_HEIGHT, 41, 0, 5, 0, WFR),
227
228 //new cubes top back left
229 new Cube(BBX + 32, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 7, 0, -25, 0, WFR),
230 new Cube(BBX + 5.5, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH +7, 0, -25, 0, WFL),
231 new Cube(BBX - 23, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 11, 0, -25, 0, WFL),
232 new Cube(BBX - 33, 5*Cube.EDGE_HEIGHT + 8, BBZ +BassBox.EDGE_DEPTH- 29, 0, 10, 0, WFL),
233
234 //on top of previous channel
235 new Cube(BBX + 22, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH , 0, 5, 0, WRL),
236 new Cube(BBX + 27, 6*Cube.EDGE_HEIGHT - 13, BBZ + BassBox.EDGE_DEPTH- 25, 0, 3, -20, WRR),
237 new Cube(BBX +5, 6*Cube.EDGE_HEIGHT - 13, BBZ + BassBox.EDGE_DEPTH -27, 0, 5, -15, WRL),
238 new Cube(BBX - 11, 6*Cube.EDGE_HEIGHT -1.5, BBZ +BassBox.EDGE_DEPTH - 11, 0, 30, 0, WRR),
239
240 //top center
241 new Cube(BBX +37, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH +13 , 0, 15, 0, WRR),
242 new Cube(BBX + 64, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 25, 0, 15, 0, WFR),
243 new Cube(BBX + 64, 6*Cube.EDGE_HEIGHT - 3, BBZ + BassBox.EDGE_DEPTH -4 , 0, 0, -30, WRL),
244 new Cube(BBX + 87.5, 6*Cube.EDGE_HEIGHT + 13, BBZ +BassBox.EDGE_DEPTH - 10, 0, 0, 0, WRL),
245
246 //top right
247 new Cube(BBX + 76, 107.5, BBZ + BassBox.EDGE_DEPTH + 23, 0, -40, 0, WRR),
248 new Cube(BBX + 98, 129, BBZ + BassBox.EDGE_DEPTH - 5, 0, 10, 0, WRR),
249 new Cube(BBX + 104, 107.5, BBZ + BassBox.EDGE_DEPTH + 17, 0, -35, 0, WRR),
250 new Cube(BBX + 129, 107.5, BBZ +BassBox.EDGE_DEPTH +10, 0, -35, 0, WFL),
251
252 new Cube(179, 4*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 14,0, -20, 0 , WFR)
253
254 // new Cube(x, y, z, rx, ry, rz, wiring),
255 };
256
257 // The bass box!
258 //BassBox bassBox = new BassBox(BBX, 0, BBZ);
259 //test for Alex, should be commented out
260
261 // The speakers!
262 //List<Speaker> speakers = Arrays.asList(new Speaker[] {
263 // each speaker parameter is x, y, z, rotation, the left speaker comes first
264 // new Speaker(-12, 6, 0, 15),
265 // new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15)
266 // });
267
268 //////////////////////////////////////////////////////////////////////
269 // BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! //
270 //////////////////////////////////////////////////////////////////////
271
272 // These guts just convert the shorthand mappings into usable objects
273 ArrayList<Tower> towerList = new ArrayList<Tower>();
274 ArrayList<Cube> tower;
275 Cube[] cubes = new Cube[80];
276 int cubeIndex = 1;
277 float px, pz, ny;
278 for (TowerMapping tm : towerCubes) {
279 px = tm.x;
280 ny = tm.y;
281 pz = tm.z;
282 tower = new ArrayList<Cube>();
283 for (CubeMapping cm : tm.cubeMappings) {
284 tower.add(cubes[cubeIndex++] = new Cube(px = px + cm.dx, ny, pz = pz + cm.dz, 0, cm.ry, 0, cm.wiring));
285 ny += Cube.EDGE_HEIGHT;
286 }
287 towerList.add(new Tower(tower));
288 }
289 for (Cube cube : singleCubes) {
290 cubes[cubeIndex++] = cube;
291 }
292
293 return new Model(towerList, cubes, null, null);
294 }
295
296 /**
297 * This function maps the panda boards. We have an array of them, each has
298 * an IP address and a list of channels.
299 */
300 public PandaMapping[] buildPandaList() {
301 final int LEFT_SPEAKER = 0;
302 final int RIGHT_SPEAKER = 1;
303
304 return new PandaMapping[] {
305 new PandaMapping(
306 // 8 maps to: 3, 4, 7, 8, 13, 14, 15, 16. So if it's J4,
307 "10.200.1.30", new ChannelMapping[] {
308 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 20, 21, 22, 23}), //30 J3 *
309 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 24, 25, 26, 27}), //30 J4 //ORIG *
310 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 16, 17, 18, 19}), //30 J7 *
311 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 39,40,41,42 }), //30 J8 *
312 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 36, 35}), //30 J13
313 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 48,49,50,51}), //30 J14
314 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 52,53,54,55 }), // 30 J15
315 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 56, 57, 58, 75}), // 30 J16
316 }),
317 new PandaMapping(
318 "10.200.1.29", new ChannelMapping[] {
319 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 59,60,61,62}), //29 J3
320 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 63, 64, 65, 66}), //29 J4
321 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 67, 68, 69, 70 }), // 29 J7
322 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 71,72,73,74 }), //29 J8 //XXX
323 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 17, 18, 19, 20 }), //29 J13 //XX //bassbox
324 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,1,1,1}), //29 J14
325 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 39, 35}), //29 J15
326 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 16, 17,18,19 }), //29 J16
327 }),
328 new PandaMapping(
329 "10.200.1.28", new ChannelMapping[] {
330 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,1,1,1}), //28 J3
331 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,1,1,1}), //28 J4
332 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 1, 1, 1 }), //28 J7
333 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 13, 14 , 15, 16 }), //28 J8
334 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 8,9,10,11 }), //28 J13
335 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 33,34,32,31}), //28 J14
336 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 12, 13, 14, 15 }), //28 J15
337 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 28, 29, 30, 1}), //28 J16
338 }),
339 };
340
341 }
342
343
344
345 class TowerMapping {
346 public final float x, y, z;
347 public final CubeMapping[] cubeMappings;
348
349 TowerMapping(float x, float y, float z, CubeMapping[] cubeMappings) {
350 this.x = x;
351 this.y = y;
352 this.z = z;
353 this.cubeMappings = cubeMappings;
354 }
355 }
356
357 class CubeMapping {
358 public final float dx, dz, ry;
359 public final Cube.Wiring wiring;
360
361 CubeMapping(float dx, float dz, Cube.Wiring wiring) {
362 this(dx, dz, 0, wiring);
363 }
364
365 CubeMapping(float dx, float dz, float ry) {
366 this(dz, dz, ry, Cube.Wiring.FRONT_LEFT);
367 }
368
369 CubeMapping(float dx, float dz, float ry, Cube.Wiring wiring) {
370 this.dx = dx;
371 this.dz = dz;
372 this.ry = ry;
373 this.wiring = wiring;
374 }
375 }
376
377 /**
378 * Each panda board has an IP address and a fixed number of channels. The channels
379 * each have a fixed number of pixels on them. Whether or not that many physical
380 * pixels are connected to the channel, we still send it that much data.
381 */
382 class PandaMapping {
383
384 // How many channels are on the panda board
385 public final static int CHANNELS_PER_BOARD = 8;
386
387 // How many total pixels on the whole board
388 public final static int PIXELS_PER_BOARD = ChannelMapping.PIXELS_PER_CHANNEL * CHANNELS_PER_BOARD;
389
390 final String ip;
391 final ChannelMapping[] channelList = new ChannelMapping[CHANNELS_PER_BOARD];
392
393 PandaMapping(String ip, ChannelMapping[] rawChannelList) {
394 this.ip = ip;
395
396 // Ensure our array is the right length and has all valid items in it
397 for (int i = 0; i < channelList.length; ++i) {
398 channelList[i] = (i < rawChannelList.length) ? rawChannelList[i] : new ChannelMapping();
399 if (channelList[i] == null) {
400 channelList[i] = new ChannelMapping();
401 }
402 }
403 }
404 }
405
406 /**
407 * Each channel on a pandaboard can be mapped in a number of modes. The typical is
408 * to a series of connected cubes, but we also have special mappings for the bass box,
409 * the speaker enclosures, and the DJ booth floor.
410 *
411 * This class is just the mapping meta-data. It sanitizes the input to make sure
412 * that the cubes and objects being referenced actually exist in the model.
413 *
414 * The logic for how to encode the pixels is contained in the PandaDriver.
415 */
416 class ChannelMapping {
417
418 // How many cubes per channel xc_PB is configured for
419 public final static int CUBES_PER_CHANNEL = 4;
420
421 // How many total pixels on each channel
422 public final static int PIXELS_PER_CHANNEL = Cube.POINTS_PER_CUBE * CUBES_PER_CHANNEL;
423
424 public static final int MODE_NULL = 0;
425 public static final int MODE_CUBES = 1;
426 public static final int MODE_BASS = 2;
427 public static final int MODE_SPEAKER = 3;
428 public static final int MODE_STRUTS_AND_FLOOR = 4;
429 public static final int MODE_INVALID = 5;
430
431 public static final int NO_OBJECT = -1;
432
433 final int mode;
434 final int[] objectIndices = new int[CUBES_PER_CHANNEL];
435
436 ChannelMapping() {
437 this(MODE_NULL);
438 }
439
440 ChannelMapping(int mode) {
441 this(mode, new int[]{});
442 }
443
444 ChannelMapping(int mode, int rawObjectIndex) {
445 this(mode, new int[]{ rawObjectIndex });
446 }
447
448 ChannelMapping(int mode, int[] rawObjectIndices) {
449 if (mode < 0 || mode >= MODE_INVALID) {
450 throw new RuntimeException("Invalid channel mapping mode: " + mode);
451 }
452 if (mode == MODE_SPEAKER) {
453 if (rawObjectIndices.length != 1) {
454 throw new RuntimeException("Speaker channel mapping mode must specify one speaker index");
455 }
456 int speakerIndex = rawObjectIndices[0];
457 if (speakerIndex < 0 || speakerIndex >= glucose.model.speakers.size()) {
458 //throw new RuntimeException("Invalid speaker channel mapping: " + speakerIndex);
459 }
460 } else if ((mode == MODE_STRUTS_AND_FLOOR) || (mode == MODE_BASS) || (mode == MODE_NULL)) {
461 if (rawObjectIndices.length > 0) {
462 //throw new RuntimeException("Bass/floor/null mappings cannot specify object indices");
463 }
464 } else if (mode == MODE_CUBES) {
465 for (int rawCubeIndex : rawObjectIndices) {
466 if (glucose.model.getCubeByRawIndex(rawCubeIndex) == null) {
467 throw new RuntimeException("Non-existing cube specified in cube mapping: " + rawCubeIndex);
468 }
469 }
470 }
471
472 this.mode = mode;
473 for (int i = 0; i < objectIndices.length; ++i) {
474 objectIndices[i] = (i < rawObjectIndices.length) ? rawObjectIndices[i] : NO_OBJECT;
475 }
476 }
477 }