/** * 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. */ 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; // 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. TowerMapping[] towerCubes = new TowerMapping[] { //back left cubes: temp Channel 1 new TowerMapping(0, Cube.EDGE_HEIGHT, 72, new CubeMapping[] { new CubeMapping(0, 14, -45 , WRL), new CubeMapping(18, -12, -20, WFL), new CubeMapping(5, 9, 45, WRR), }), //back left cube tower: Channel 2 new TowerMapping(0, Cube.EDGE_HEIGHT, 70, new CubeMapping[] { new CubeMapping(18, -2.5, 45, WRL), new CubeMapping(15, -6, 45, WFR), new CubeMapping(-6 , 7, 5, WRR), new CubeMapping(18, 11, -5, WFL) }), //second from left back tower: Channel 3 new TowerMapping(31, Cube.EDGE_HEIGHT, 73.5, new CubeMapping[] { new CubeMapping( 12.5, 5.5 , 10 , WRR), new CubeMapping( 16.5, 2.5 , 30, WRR), new CubeMapping( 16.5, 3, 10, WRR), new CubeMapping(.5, 4.5, -10 , WFL) } ), //center tower, Channel 4 new TowerMapping(106, Cube.EDGE_HEIGHT, 84, new CubeMapping[] { new CubeMapping( -3.5, -2, 10, WFL), new CubeMapping( -11, 5, 30, WFR), new CubeMapping( 13.5, 2, 15, WRR), new CubeMapping(20.75, -4, 35 , WRL) } ), //second from back right tower, Channel 5 new TowerMapping(160, Cube.EDGE_HEIGHT, 78, new CubeMapping[] { new CubeMapping( -31.5, -.5 , 5 , WFR), new CubeMapping( 7, -.5, 60, WRL), new CubeMapping( -5.5, -3, 0, WFR), new CubeMapping(22 , 2 , 30 , WRL) }), //back right cubes: temp Channel 6 new TowerMapping(201, Cube.EDGE_HEIGHT, 72, new CubeMapping[] { new CubeMapping(7.5, 6, 25, WRL), new CubeMapping(-4.5, -0.5, 18, WFR), new CubeMapping(8.5, .5, 30, WRL), new CubeMapping(-7, -14, 10, WFR) }), //tower to the right of BASS BOX new TowerMapping (192, Cube.EDGE_HEIGHT, 40, new CubeMapping[] { new CubeMapping(-6, 4, -10, WRL), new CubeMapping(5 ,5 , 5, WFR ), new CubeMapping(-2, .5 , -3, WFL), new CubeMapping(-10, 5.5 , -20, WRR ) }), //end right tower in middle, right of previous tower new TowerMapping (214, Cube.EDGE_HEIGHT, 37, new CubeMapping[] { new CubeMapping(10,0 , 50, WRR), new CubeMapping(5 ,5 , 65, WFL) }), // // DJ booth, from back left to back right new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] { new CubeMapping(3, 28, 3, WFL), new CubeMapping(-2, 11.5, 10, WFR), new CubeMapping(10.5, 4.5, 40, WFR) }), new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] { new CubeMapping(-7.25, 7.5, -25, WFR), new CubeMapping(7.5, -15.75, 12, WRL), }), new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] { new CubeMapping(19.625, 5.375, -22, WFR), new CubeMapping(8, -14.5, 10, WRR), }), new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] { new CubeMapping(48, 4.75, -35, WRL), new CubeMapping(8, -15, 10, WRR), }), new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] { new CubeMapping(78.75, 3.75, -28, WRR), new CubeMapping(8, -15, 10, WRR), }), // next two are right DJ channel new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] { new CubeMapping(105, 20.5, 20, WRR), new CubeMapping(6, -6, 30, WFR), }), new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] { new CubeMapping(104.75, 0, -27, WRL), new CubeMapping(8, -15, 10, WFL), }), }; // Single cubes can be constructed directly here if you need them Cube[] singleCubes = new Cube[] { //back left channel behind speaker new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL), new Cube(-6, int(Cube.EDGE_HEIGHT), 47, 0, 20, 0, WFR), new Cube(0, int(2*Cube.EDGE_HEIGHT), 46, 0, 40, 0, WRR), // Top left Channel Above DJ booth new Cube(33, int(4.5*Cube.EDGE_HEIGHT ), 28, 0, 10, 0, WRR), new Cube(35, int(5*Cube.EDGE_HEIGHT ), 52, 0, 10, 0, WRR), new Cube(56, int(5*Cube.EDGE_HEIGHT ), 69, 0, 10, 0, WFL), new Cube(76, int(5*Cube.EDGE_HEIGHT ), 61, 0, -45, 0, WRL), //next channel to the right, same height new Cube(85, int(5*Cube.EDGE_HEIGHT ), 77, 0, 20, 0, WRL), new Cube(92, int(6*Cube.EDGE_HEIGHT ), 63, 0,20, 0, WRR), new Cube(86, int(6*Cube.EDGE_HEIGHT ), 47, 0, -45, 0, WRL), new Cube(123, int(6*Cube.EDGE_HEIGHT ), 31, 0, 20, 0, WFR), // next channel to right, same height new Cube(111, int(5*Cube.EDGE_HEIGHT ), 79, 0, 30, 0, WRL), new Cube(125, int(6*Cube.EDGE_HEIGHT ), 76, 0,27, 0, WRL), new Cube(144, int(5*Cube.EDGE_HEIGHT ), 44, 0, 45, 0, WRR), new Cube(134, int(5*Cube.EDGE_HEIGHT ), 42, 0, 45, 0, WRL), //next channel to right new Cube(185, int(4*Cube.EDGE_HEIGHT ), 73, 0, -45, 0, WRR), new Cube(170, int(5*Cube.EDGE_HEIGHT ), 58, 0,40, 0, WRL), new Cube(158, int(6*Cube.EDGE_HEIGHT ), 34, 0, 40, 0, WFR), new Cube(130, int(6*Cube.EDGE_HEIGHT ), 10, 0, -5, 30, WRL), //next channel highest to the right new Cube(203, int(5*Cube.EDGE_HEIGHT ), 55, 0, 35, 0, WRR), new Cube(174, int(5*Cube.EDGE_HEIGHT ), 32, 0,35, 0, WFR), new Cube(178, int(6.5*Cube.EDGE_HEIGHT ), 16, 0, 20 , 30, WRL), new Cube(212, int(6.5*Cube.EDGE_HEIGHT ), 23, 0, 20 ,30, WRR), //last channel new Cube(204, int(5*Cube.EDGE_HEIGHT ), 28, 0, 25, 0, WFR), new Cube(185, int(6*Cube.EDGE_HEIGHT ), 38, 0,40, 0, WRR), // new Cube(x, y, z, rx, ry, rz, wiring), }; // The bass box! //BassBox bassBox = new BassBox(BBX, 0, BBZ); //test for Alex, should be commented out // The speakers! //List speakers = Arrays.asList(new Speaker[] { // each speaker parameter is x, y, z, rotation, the left speaker comes first // new Speaker(-12, 6, 0, 15), // new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15) // }); ////////////////////////////////////////////////////////////////////// // 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[80]; 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; } return new Model(towerList, cubes, null, null); } /** * This function maps the panda boards. We have an array of them, each has * an IP address and a list of channels. */ public PandaMapping[] buildPandaList() { final int LEFT_SPEAKER = 0; final int RIGHT_SPEAKER = 1; return new PandaMapping[] { new PandaMapping( // 8 maps to: 3, 4, 7, 8, 13, 14, 15, 16. So if it's J4, "10.200.1.30", new ChannelMapping[] { new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 52, 53, 54, 55}), //30 J3 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 64, 65, 66, 67}), //30 J4 //ORIG new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,2,3,7 }), //30 J7 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 39, 40, 38, 37}), //30 J8 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 16, 17, 18, 19 }), //30 J13 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 20, 21, 22, 23}), //30 J14 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 24, 25, 26, 27 }), // 30 J15 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 28, 29 }), // 30 J16 }), new PandaMapping( "10.200.1.29", new ChannelMapping[] { new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 68, 65, 66, 67 }), //29 J3 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 30,31 }), //29 J4 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 20, 21, 22, 23 }), // 29 J7 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 60, 61 , 62, 63 }), //29 J8 //XXX new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 17, 18, 19, 20 }), //29 J13 //XX //bassbox new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 24, 25, 26, 27}), //29 J14 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 41,42,43,44 }), //29 J15 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 16, 17,18,19 }), //29 J16 }), new PandaMapping( "10.200.1.28", new ChannelMapping[] { new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 56, 57, 58, 59 }), //28 J3 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 64, 69 }), //28 J4 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 48, 49, 50, 51 }), //28 J7 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 13, 14 , 15, 16 }), //28 J8 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 8,9,10,11 }), //28 J13 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 35,36,34,33}), //28 J14 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 12, 13, 14, 15 }), //28 J15 new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 30, 31, 32, 48 }), //28 J16 }), }; } class TowerMapping { public final float x, y, z; public final CubeMapping[] cubeMappings; TowerMapping(float x, float y, float z, CubeMapping[] cubeMappings) { this.x = x; this.y = y; this.z = z; this.cubeMappings = cubeMappings; } } class CubeMapping { public final float dx, dz, ry; public final Cube.Wiring wiring; CubeMapping(float dx, float dz, Cube.Wiring wiring) { this(dx, dz, 0, wiring); } CubeMapping(float dx, float dz, float ry) { this(dz, dz, ry, Cube.Wiring.FRONT_LEFT); } CubeMapping(float dx, float dz, float ry, Cube.Wiring wiring) { this.dx = dx; this.dz = dz; this.ry = ry; this.wiring = wiring; } } /** * Each panda board has an IP address and a fixed number of channels. The channels * each have a fixed number of pixels on them. Whether or not that many physical * pixels are connected to the channel, we still send it that much data. */ class PandaMapping { // How many channels are on the panda board public final static int CHANNELS_PER_BOARD = 8; // How many total pixels on the whole board public final static int PIXELS_PER_BOARD = ChannelMapping.PIXELS_PER_CHANNEL * CHANNELS_PER_BOARD; final String ip; final ChannelMapping[] channelList = new ChannelMapping[CHANNELS_PER_BOARD]; PandaMapping(String ip, ChannelMapping[] rawChannelList) { this.ip = ip; // Ensure our array is the right length and has all valid items in it for (int i = 0; i < channelList.length; ++i) { channelList[i] = (i < rawChannelList.length) ? rawChannelList[i] : new ChannelMapping(); if (channelList[i] == null) { channelList[i] = new ChannelMapping(); } } } } /** * Each channel on a pandaboard can be mapped in a number of modes. The typial is * to a series of connected cubes, but we also have special mappings for the bass box, * the speaker enclosures, and the DJ booth floor. * * This class is just the mapping meta-data. It sanitizes the input to make sure * that the cubes and objects being referenced actually exist in the model. * * The logic for how to encode the pixels is contained in the PandaDriver. */ class ChannelMapping { // How many cubes per channel xc_PB is configured for public final static int CUBES_PER_CHANNEL = 4; // How many total pixels on each channel public final static int PIXELS_PER_CHANNEL = Cube.POINTS_PER_CUBE * CUBES_PER_CHANNEL; public static final int MODE_NULL = 0; public static final int MODE_CUBES = 1; public static final int MODE_BASS = 2; public static final int MODE_SPEAKER = 3; public static final int MODE_STRUTS_AND_FLOOR = 4; public static final int MODE_INVALID = 5; public static final int NO_OBJECT = -1; final int mode; final int[] objectIndices = new int[CUBES_PER_CHANNEL]; ChannelMapping() { this(MODE_NULL); } ChannelMapping(int mode) { this(mode, new int[]{}); } ChannelMapping(int mode, int rawObjectIndex) { this(mode, new int[]{ rawObjectIndex }); } ChannelMapping(int mode, int[] rawObjectIndices) { if (mode < 0 || mode >= MODE_INVALID) { throw new RuntimeException("Invalid channel mapping mode: " + mode); } if (mode == MODE_SPEAKER) { if (rawObjectIndices.length != 1) { throw new RuntimeException("Speaker channel mapping mode must specify one speaker index"); } int speakerIndex = rawObjectIndices[0]; if (speakerIndex < 0 || speakerIndex >= glucose.model.speakers.size()) { //throw new RuntimeException("Invalid speaker channel mapping: " + speakerIndex); } } else if ((mode == MODE_STRUTS_AND_FLOOR) || (mode == MODE_BASS) || (mode == MODE_NULL)) { if (rawObjectIndices.length > 0) { //throw new RuntimeException("Bass/floor/null mappings cannot specify object indices"); } } else if (mode == MODE_CUBES) { for (int rawCubeIndex : rawObjectIndices) { if (glucose.model.getCubeByRawIndex(rawCubeIndex) == null) { throw new RuntimeException("Non-existing cube specified in cube mapping: " + rawCubeIndex); } } } this.mode = mode; for (int i = 0; i < objectIndices.length; ++i) { objectIndices[i] = (i < rawObjectIndices.length) ? rawObjectIndices[i] : NO_OBJECT; } } }