* when physical changes or tuning is being done to the structure.
*/
-class TowerMapping {
- public final float x, y, z;
- public final float[][] cubePositions;
-
- TowerMapping(float x, float y, float z, float[][] cubePositions) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.cubePositions = cubePositions;
- }
-}
-
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 reference position. Typically the first cube
- // will just be {0, 0}.
+ // 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.
-
- final float STACKED_RELATIVE = 1;
- final float STACKED_REL_SPIN = 2;
- final float BASS_DEPTH = BassBox.EDGE_DEPTH + 4;
-
- TowerMapping[] mapping = new TowerMapping[] {
- // Front left cubes
-// new TowerMapping(0, 0, 0, new float[][] {
-// {STACKED_RELATIVE, 0, 0},
-// {STACKED_RELATIVE, 5, -10, 20},
-// {STACKED_RELATIVE, 0, -6},
-// {STACKED_RELATIVE, -5, -2, -20},
-// }),
-//
-// new TowerMapping(Cube.EDGE_WIDTH + 2, 0, 0, new float[][] {
-// {STACKED_RELATIVE, 0, 0},
-// {STACKED_RELATIVE, 0, 5, 10},
-// {STACKED_RELATIVE, 0, 2, 20},
-// {STACKED_RELATIVE, 0, 0, 30},
-// }),
-
- // Back Cubes behind DJ platform (in order of increasing x)
- new TowerMapping(50, 5, BASS_DEPTH, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 2, 0, 20},
- {STACKED_RELATIVE, -2, 10},
- {STACKED_RELATIVE, -5, 15, -20},
- {STACKED_RELATIVE, -2, 13},
- }),
-
- new TowerMapping(79, 5, BASS_DEPTH, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 2, 0, 20},
- {STACKED_RELATIVE, 4, 10},
- {STACKED_RELATIVE, 2, 15, -20},
- {STACKED_RELATIVE, 0, 13},
- }),
-
- new TowerMapping(107, 5, BASS_DEPTH, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 4, 0, 20},
- {STACKED_RELATIVE, 6, 10},
- {STACKED_RELATIVE, 3, 15, -20},
- // {STACKED_RELATIVE, 8, 13},
- }),
-
- new TowerMapping(133, 5, BASS_DEPTH, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, -2, 0, 20},
- {STACKED_RELATIVE, 0, 10},
- {STACKED_RELATIVE, 2, 15, -20},
- // {STACKED_RELATIVE, 4, 13}
- }),
-
- new TowerMapping(165, 5, BASS_DEPTH, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, -1, 20},
- {STACKED_RELATIVE, 2, 10},
- {STACKED_RELATIVE, -2, 15, -20},
- {STACKED_RELATIVE, 3, 13},
- }),
-
- // front DJ cubes
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, -10, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + Cube.EDGE_HEIGHT, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 3, 0},
- {STACKED_RELATIVE, 2, -10, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 5, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 1, 0, 10},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 9, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, -1, 0},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 10, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, -1, 0},
- }),
-
- // left dj cubes
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, Cube.EDGE_HEIGHT + 2, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, 2, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 2*Cube.EDGE_HEIGHT + 4, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, 2, 20},
- }),
-
- // right dj cubes
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, Cube.EDGE_HEIGHT + 2, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, 2, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BassBox.EDGE_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH, 2*Cube.EDGE_HEIGHT + 4, new float[][] {
- {STACKED_RELATIVE, 0, 0},
- {STACKED_RELATIVE, 0, 2, 20},
- }),
+ // 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.
-// new TowerMapping(200, 0, 0, new float[][] {
-// {STACKED_RELATIVE, 0, 10},
-// {STACKED_RELATIVE, 5, 0, 20},
-// {STACKED_RELATIVE, 0, 4},
-// {STACKED_RELATIVE, -5, 8, -20},
-// {STACKED_RELATIVE, 0, 3},
-// }),
-
-// new TowerMapping(0, 0, Cube.EDGE_HEIGHT + 10, new float[][] {
-// {STACKED_RELATIVE, 10, 0, 40},
-// {STACKED_RELATIVE, 3, -2, 20},
-// {STACKED_RELATIVE, 0, 0, 40},
-// {STACKED_RELATIVE, 0, 0, 60},
-// {STACKED_RELATIVE, 0, 0, 40},
-// }),
-
- new TowerMapping(20, 0, 2*Cube.EDGE_HEIGHT + 18, new float[][] {
- {STACKED_RELATIVE, 0, 0, 40},
- {STACKED_RELATIVE, 10, 0, 20},
- {STACKED_RELATIVE, 5, 0, 40},
- {STACKED_RELATIVE, 10, 0, 60},
- {STACKED_RELATIVE, 12, 0, 40},
- }),
-
-// new TowerMapping(210, 0, Cube.EDGE_HEIGHT + 15, new float[][] {
-// {STACKED_RELATIVE, 0, 0, 40},
-// {STACKED_RELATIVE, 5, 0, 20},
-// {STACKED_RELATIVE, 8, 0, 40},
-// {STACKED_RELATIVE, 3, 0, 60},
-// {STACKED_RELATIVE, 0, 0, 40},
-// }),
-
- new TowerMapping(210, 0, 2*Cube.EDGE_HEIGHT + 25, new float[][] {
- {STACKED_RELATIVE, 0, 0, 40},
- {STACKED_RELATIVE, 5, 0, 20},
- {STACKED_RELATIVE, 2, 0, 40},
- {STACKED_RELATIVE, 5, 0, 60},
- {STACKED_RELATIVE, 0, 0, 40},
- }),
-
+ // 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),
};
- ArrayList<Tower> towerList = new ArrayList<Tower>();
- ArrayList<Cube> tower;
- Cube[] cubes = new Cube[79];
- int cubeIndex = 1;
- float tx, ty, tz, px, pz, ny, dx, dz, ry;
- for (TowerMapping tm : mapping) {
- tower = new ArrayList<Cube>();
- px = tx = tm.x;
- ny = ty = tm.y;
- pz = tz = tm.z;
- int ti = 0;
- for (float[] cp : tm.cubePositions) {
- float mode = cp[0];
- if (mode == STACKED_RELATIVE) {
- dx = cp[1];
- dz = cp[2];
- ry = (cp.length >= 4) ? cp[3] : 0;
- tower.add(cubes[cubeIndex++] = new Cube(px = tx + dx, ny, pz = tz + dz, 0, ry, 0));
- ny += Cube.EDGE_HEIGHT;
- } else if (mode == STACKED_REL_SPIN) {
- // Same as above but the front left of this cube is actually its back right for wiring
- // TODO(mcslee): implement this
- }
- }
- towerList.add(new Tower(tower));
+ // The bass box!
+ BassBox bassBox = BassBox.noBassBox(); // no bass box at all
+
+ // The speakers!
+ List<Speaker> 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)
}
+ );
- BassBox bassBox = new BassBox(56, 0, 2);
+ List<StaggeredTower> scubes = new ArrayList<StaggeredTower>();
- List<Speaker> speakers = new ArrayList<Speaker>();
- speakers.add(new Speaker(-12, 6, 0, 15));
- speakers.add(new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH, 6, 6, -15));
+ float[] pos = new float[3];
+ pos[0] = 50;
+ pos[2] = 100;
+ scubes.add(new StaggeredTower(//tower 1
+ pos[0], // x
+ 0, // y
+ pos[2], // z
+ 0, 4, new Cube.Wiring[] {
+ WRR, WRR, WRR, WRR, WRR, WRR
+ }
+ ));
- return new Model(towerList, cubes, bassBox, speakers);
-}
-public PandaMapping[] buildPandaList() {
- return new PandaMapping[] {
- new PandaMapping(
- "10.200.1.28", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_BASS),
- new ChannelMapping(ChannelMapping.MODE_FLOOR),
- new ChannelMapping(ChannelMapping.MODE_SPEAKER, 0),
- new ChannelMapping(ChannelMapping.MODE_SPEAKER, 1),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1, 2, 3, 4 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 5, 6, 7, 8 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 9, 10, 11, 12 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 13, 14, 15, 16 }),
- }),
+ pos[0] += 25;
+ pos[2] -= 10;
+ scubes.add(new StaggeredTower(// tower 2
+ pos[0], // x
+ 15, // y
+ pos[2], // z
+ 0, 4, new Cube.Wiring[] {
+ WRR, WRR, WRR, WRR, WRR, WRR
+ }
+ ));
- new PandaMapping(
- "10.200.1.29", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 17, 18, 19, 20 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 21, 22, 23, 24 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 25, 26, 27, 28 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 29, 30, 31, 32 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 33, 34, 35, 36 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 39, 40 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 41, 42, 43, 44 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 45, 46, 47, 48 }),
- }),
- };
-}
+ pos[0] += 25;
+ pos[2] += -12.5;
+ scubes.add(new StaggeredTower(//tower 3
+ pos[0], // x
+ 0, // y
+ pos[2], // z
+ 0, 5, new Cube.Wiring[] {
+ WRR, WRR, WRR, WRR, WRR, WRR
+ }
+ ));
-/**
- * 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();
- }
+ pos[0] += -32.75;
+ pos[2] += -13;
+ scubes.add(new StaggeredTower(//tower 4
+ pos[0], // x
+ 0, // y
+ pos[2], // z
+ 0, 6, new Cube.Wiring[] {
+ WRR, WRR, WRR, WRR, WRR, WRR
}
- }
-}
+ ));
-/**
- * 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 {
+ pos[0] += 26;
+ pos[2] += -16;
+ scubes.add(new StaggeredTower(//tower 5
+ pos[0], // x
+ 15, // y
+ pos[2], // z
+ 0, 6, new Cube.Wiring[] {
+ WRR, WRR, WRR, WRR, WRR, WRR
+ }
+ ));
- // How many cubes per channel xc_PB is configured for
- public final static int CUBES_PER_CHANNEL = 4;
+ pos[0] += 26;
+ pos[2] += -4.5;
+ scubes.add(new StaggeredTower(//tower 6
+ pos[0], // x
+ 0, // y
+ pos[2], // z
+ 0, 6, new Cube.Wiring[] {
+ WRR, WRR, WRR, WRR, WRR, WRR
+ }
+ ));
- // 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_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);
+ pos[0] += -56.5;
+ pos[2] += -6.5;
+ scubes.add(new StaggeredTower(// tower 7
+ pos[0], // x
+ 15, // y
+ pos[2], // z
+ 0, 4, new Cube.Wiring[] {
+ WRR, WRR, WRR, WRR, WRR, WRR
+ }
+ ));
+
+ pos[0] += 26;
+ pos[2] += -16.5;
+ scubes.add(new StaggeredTower(//tower 8
+ pos[0], // x
+ 0, // y
+ pos[2], // z
+ 0, 5, new Cube.Wiring[] {
+ WRR, WRR, WRR, WRR, WRR, WRR
}
- 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_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);
- }
- }
+ ));
+
+ pos[0] += 27;
+ pos[2] += -4.5;
+ scubes.add(new StaggeredTower(//tower 9
+ pos[0], // x
+ 15, // y
+ pos[2], // z
+ 0, 5, new Cube.Wiring[] {
+ WRR, WRR, WRR, WRR, WRR, WRR
+ }
+ ));
+
+
+ //////////////////////////////////////////////////////////////////////
+ // BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! //
+ //////////////////////////////////////////////////////////////////////
+
+ // These guts just convert the shorthand mappings into usable objects
+ List<Tower> towerList = new ArrayList<Tower>();
+ List<Cube> tower;
+ Cube[] cubes = new Cube[200];
+ int cubeIndex = 1;
+
+ for (Cube cube : singleCubes) {
+ cubes[cubeIndex++] = cube;
+ }
+ for (StaggeredTower st : scubes) {
+ tower = new ArrayList<Cube>();
+ 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));
}
-
- this.mode = mode;
- for (int i = 0; i < objectIndices.length; ++i) {
- objectIndices[i] = (i < rawObjectIndices.length) ? rawObjectIndices[i] : NO_OBJECT;
+ towerList.add(new Tower(tower));
+ }
+
+ return new Model(towerList, cubes, bassBox, speakers);
+}
+
+class StaggeredTower {
+ public final float x, y, z, r;
+ public final int n;
+ public final Cube.Wiring[] wiring;
+ StaggeredTower(float _x, float _y, float _z, float _r, int _n) {
+ this(_x, _y, _z, _r, _n, new Cube.Wiring[] {
}
+ );
+ }
+ StaggeredTower(float _x, float _y, float _z, float _r, int _n, Cube.Wiring[] _wiring) {
+ x=_x;
+ y=_y;
+ z=_z;
+ r=_r;
+ n=_n;
+ wiring=_wiring;
}
}