/** * DOUBLE BLACK DIAMOND DOUBLE BLACK DIAMOND * * //\\ //\\ //\\ //\\ * ///\\\ ///\\\ ///\\\ ///\\\ * \\\/// \\\/// \\\/// \\\/// * \\// \\// \\// \\// * * EXPERTS ONLY!! EXPERTS ONLY!! * * This file implements the mapping functions needed to lay out the physical * cubes and the output ports on the panda board. It should only be modified * when physical changes or tuning is being done to the structure. */ <<<<<<< HEAD final int MaxCubeHeight = 6; final int NumBackTowers = 16; public Model buildModel() { // 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; // Utility value if you need the height of a cube shorthand final float CH = Cube.EDGE_HEIGHT; final float CW = Cube.EDGE_WIDTH ; // Positions for the bass box final float BBY = BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH; final float BBX = 56; final float BBZ = 2; // 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 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. // 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. // 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. TowerMapping[] towerCubes = new TowerMapping[] {}; // Single cubes can be constructed directly here if you need them Cube[] singleCubes = new Cube[] { // new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL), // Back left channel behind speaker //new Cube(x, y, z, rx, ry, rz, wiring), //new Cube(0,0,0,0,225,0, WRR), }; // The bass box! // BassBox bassBox = BassBox.unlitBassBox(BBX, 0, BBZ); // frame exists, no lights BassBox bassBox = BassBox.noBassBox(); // no bass box at all // BassBox bassBox = new BassBox(BBX, 0, BBZ); // bass box with lights // The speakers! List speakers = Arrays.asList(new Speaker[] { // Each speaker parameter is x, y, z, rotation, the left speaker comes first // new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15) }); //////////////////////////////////////////////////////////////////////// // dan's proposed lattice ArrayList scubes = new ArrayList(); //if (NumBackTowers != 25) exit(); for (int i=0; i dcubes = new ArrayList(); // for (int i=1; i<6; i++) { // if (i>1) dcubes.add(new Cube(-6+CW*4/3*i , 0, 0, 0, 0, 0, WRR)); // dcubes.add(new Cube(-6+CW*4/3*i+CW*2/3., CH*.5, 0, 0, 0, 0, WRR)); // } float current_x_position = 0; // scubes.add(new StaggeredTower(//tower 1 // current_x_position, // x // 15 , // y // 0 , // z // 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); // current_x_position += 25.25; // scubes.add(new StaggeredTower(// tower 2 // current_x_position, // x // 0 , // y // -10.5 , // z // 45, 6, new Cube.Wiring[] { WFR, WFL, WRR, WRR, WFL, WRR}) ); // current_x_position += 25.25; // scubes.add(new StaggeredTower(//tower 3 // current_x_position, // x // 15 , // y // 0, // z // 45, 6, new Cube.Wiring[] { WRR, WFL, WRR, WRR, WFL, WRR}) ); // current_x_position += 25.25; // scubes.add(new StaggeredTower(//tower 4 // current_x_position, // x // 0, // y // -10.5 , // z // 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); // current_x_position += 28; // scubes.add(new StaggeredTower(//tower 5 // current_x_position, // x // 15 , // y // -4.5 , // z // 45, 6, new Cube.Wiring[] { WRR, WFL, WRR, WFL, WRR, WFL}) ); // current_x_position += 28; // scubes.add(new StaggeredTower(//tower 6 // current_x_position, // x // 0 , // y // -10.5, // z // 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); // current_x_position += 25.25; // scubes.add(new StaggeredTower(// tower 7 // current_x_position, // x // 15 , // y // 0, // z // 45, 6, new Cube.Wiring[] { WRR, WFL, WRR, WFL, WRR, WFL}) ); // current_x_position += 25.25; // scubes.add(new StaggeredTower(//tower 8 // current_x_position, // x // 0 , // y // -10.5 , // z // 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); // current_x_position += 25.25; // scubes.add(new StaggeredTower(//tower 9 // current_x_position, // x // 15 , // y // 0, // z // 45, 6, new Cube.Wiring[] { WFL, WRR, WFL, WRR, WFL, WRR}) ); // current_x_position += 25.25; // //TOWERS ON DANCE FLOOR // scubes.add(new StaggeredTower(//tower 10 // 83.75+39+43-124.5, // x // 0, // y // -47.5-43, // z // 45, 4, new Cube.Wiring[]{ WRR, WFL, WFL, WRR}) ); // scubes.add(new StaggeredTower(//tower 11 // 83.75, // x // 0, // y // -47.5, // z // 45, 4, new Cube.Wiring[]{ WFL, WRR, WRR, WFL}) ); // scubes.add(new StaggeredTower(//tower 12 // 83.75+39, // x // 0, // y // -47.5, // z // 45, 4, new Cube.Wiring[]{ WRR, WFL, WFL, WRR}) ); // scubes.add(new StaggeredTower(//tower 13 // 83.75+39+43, // x // 0, // y // -47.5-43, // z // 45, 4, new Cube.Wiring[]{ WFL, WRR, WFL, WRR}) ); // scubes.add(new StaggeredTower(// Single cube on top of tower 4 // 42, // x // 112 , // y // 72, // z // -10, 1, new Cube.Wiring[]{ WRL}) ); ////////////////////////////////////////////////////////////////////// // BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! // ////////////////////////////////////////////////////////////////////// // These guts just convert the shorthand mappings into usable objects ArrayList towerList = new ArrayList(); ArrayList tower; Cube[] cubes = new Cube[200]; int cubeIndex = 1; float px, pz, ny; for (TowerMapping tm : towerCubes) { px = tm.x; ny = tm.y; pz = tm.z; tower = new ArrayList(); 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)); } for (Cube cube : singleCubes) { cubes[cubeIndex++] = cube; } for (Cube cube : dcubes) { cubes[cubeIndex++] = cube; } for (StaggeredTower st : scubes) { tower = new ArrayList(); for (int i=0; i < st.n; i++) { Cube.Wiring w = (i < st.wiring.length) ? st.wiring[i] : WRR; tower.add(cubes[cubeIndex++] = new Cube(st.x, st.y + CH* 4/3.*i, st.z, 0, st.r, 0, w)); } towerList.add(new Tower(tower)); } return new Model(towerList, cubes, bassBox, speakers); } ======= static final float SPACING = 27; static final float RISER = 13.5; static final float FLOOR = 0; >>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3 /** * Definitions of tower positions. This is all that should need * to be modified. Distances are measured from the left-most cube. * The first value is the offset moving NE (towards back-right). * The second value is the offset moving NW (negative comes forward-right). */ static final float[][] TOWER_CONFIG = new float[][] { new float[] { 0, 0, RISER, 4 }, new float[] { 25, -10, RISER, 4 }, new float[] { 50, -22.5, FLOOR, 5 }, new float[] { 17.25, -35.5, FLOOR, 6 }, new float[] { 43.25, -51.5, RISER, 6 }, new float[] { 69.25, -56, FLOOR, 6 }, new float[] { 12.75, -62.5, RISER, 4 }, new float[] { 38.75, -78.5, FLOOR, 5 }, new float[] { 65.75, -83, RISER, 5 }, }; public Model buildModel() { List towers = new ArrayList(); Cube[] cubes = new Cube[200]; int cubeIndex = 1; float rt2 = sqrt(2); float x, y, z, xd, zd, num; for (float[] tc : TOWER_CONFIG) { x = -tc[1]; z = tc[0]; y = tc[2]; num = tc[3]; if (z < x) { zd = -(x-z)/rt2; xd = z*rt2 - zd; } else { zd = (z-x)/rt2; xd = z*rt2 - zd; } List tower = new ArrayList(); for (int n = 0; n < num; ++n) { Cube cube = new Cube(xd + 24, y, zd + 84, 0, -45, 0); tower.add(cube); cubes[cubeIndex++] = cube; y += SPACING; } towers.add(new Tower(tower)); } return new Model(towers, cubes); }