* 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.
- TowerMapping[] mapping = new TowerMapping[] {
-
- new TowerMapping(0, 0, 0, new float[][] {
- {0, 0},
- {5, -10, 20},
- {0, -6},
- {-5, -2, -20},
- }),
- new TowerMapping(Cube.EDGE_WIDTH + 2, 0, 0, new float[][] {
- {0, 0},
- {0, 5, 10},
- {0, 2, 20},
- {0, 0, 30},
- }),
-
- // Back Cubes behind DJ platform (in order of increasing x)
- new TowerMapping(50, 5, BASS_DEPTH, new float[][] {
- {0, 0},
- {2, 0, 20},
- {-2, 10},
- {-5, 15, -20},
- {-2, 13},
- }),
-
- new TowerMapping(79, 5, BASS_DEPTH, new float[][] {
- {0, 0},
- {2, 0, 20},
- {4, 10},
- {2, 15, -20},
- {0, 13},
- }),
-
- new TowerMapping(107, 5, BASS_DEPTH, new float[][] {
- {0, 0},
- {4, 0, 20},
- {6, 10},
- {3, 15, -20},
- // {8, 13},
- }),
-
- new TowerMapping(133, 5, BASS_DEPTH, new float[][] {
- {0, 0},
- {-2, 0, 20},
- {0, 10},
- {2, 15, -20},
- // {4, 13}
- }),
-
- new TowerMapping(165, 5, BASS_DEPTH, new float[][] {
- {0, 0},
- {-1, 20},
- {2, 10},
- {-2, 15, -20},
- {3, 13},
- }),
-
- // front DJ cubes
- new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT, 10, new float[][] {
- {0, 0},
- {0, -10, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + Cube.EDGE_HEIGHT, BASS_HEIGHT, 10, new float[][] {
- {3, 0},
- {2, -10, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 5, BASS_HEIGHT, 10, new float[][] {
- {0, 0},
- {1, 0, 10},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 9, BASS_HEIGHT, 10, new float[][] {
- {0, 0},
- {-1, 0},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT, 10, new float[][] {
- {0, 0},
- {-1, 0},
- }),
-
- // left dj cubes
- new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT, Cube.EDGE_HEIGHT + 2, new float[][] {
- {0, 0},
- {0, 2, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT, 2*Cube.EDGE_HEIGHT + 4, new float[][] {
- {0, 0},
- {0, 2, 20},
- }),
-
- // right dj cubes
- new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT, Cube.EDGE_HEIGHT + 2, new float[][] {
- {0, 0},
- {0, 2, 20},
- }),
-
- new TowerMapping((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT, 2*Cube.EDGE_HEIGHT + 4, new float[][] {
- {0, 0},
- {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[][] {
- {0, 10},
- {5, 0, 20},
- {0, 4},
- {-5, 8, -20},
- {0, 3},
- }),
-
- new TowerMapping(0, 0, Cube.EDGE_HEIGHT + 10, new float[][] {
- {10, 0, 40},
- {3, -2, 20},
- {0, 0, 40},
- {0, 0, 60},
- {0, 0, 40},
- }),
-
- new TowerMapping(20, 0, 2*Cube.EDGE_HEIGHT + 18, new float[][] {
- {0, 0, 40},
- {10, 0, 20},
- {5, 0, 40},
- {10, 0, 60},
- {12, 0, 40},
- }),
-
- new TowerMapping(210, 0, Cube.EDGE_HEIGHT + 15, new float[][] {
- {0, 0, 40},
- {5, 0, 20},
- {8, 0, 40},
- {3, 0, 60},
- {0, 0, 40},
- }),
-
- new TowerMapping(210, 0, 2*Cube.EDGE_HEIGHT + 25, new float[][] {
- {0, 0, 40},
- {5, 0, 20},
- {2, 0, 40},
- {5, 0, 60},
- {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];
+ // 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)
+ }
+ );
+
+ List<StaggeredTower> scubes = new ArrayList<StaggeredTower>();
+
+ 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
+ }
+ ));
+
+
+ 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
+ }
+ ));
+
+ 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
+ }
+ ));
+
+ 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
+ }
+ ));
+
+ 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
+ }
+ ));
+
+ 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
+ }
+ ));
+
+ 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
+ }
+ ));
+
+ 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;
- float x, y, z, ry;
- for (TowerMapping tm : mapping) {
+
+ for (Cube cube : singleCubes) {
+ cubes[cubeIndex++] = cube;
+ }
+ for (StaggeredTower st : scubes) {
tower = new ArrayList<Cube>();
- x = tm.x;
- y = tm.y;
- z = tm.z;
- for (float[] cp : tm.cubePositions) {
- ry = (cp.length >= 3) ? cp[2] : 0;
- tower.add(cubes[cubeIndex++] = new Cube(x + cp[0], y, z + cp[1], 0, ry, 0));
- y += Cube.EDGE_HEIGHT;
+ 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);
-}
-
-public PandaMapping[] buildPandaList() {
- return new PandaMapping[] {
- new PandaMapping(
- "10.200.1.28", new int[][] {
- { 1, 2, 3, 4 }, // ch1
- { 5, 6, 7, 8 }, // ch2
- { 9, 10, 11, 12 }, // ch3
- { 13, 14, 15, 16 }, // ch4
- { 17, 18, 19, 20 }, // ch5
- { 21, 22, 23, 24 }, // ch6
- { 25, 26, 27, 28 }, // ch7
- { 29, 30, 31, 32 }, // ch8
- }),
+ }
- new PandaMapping(
- "10.200.1.29", new int[][] {
- { 33, 34, 35, 36 }, // ch9
- { 37, 38, 39, 40 }, // ch10
- { 41, 42, 43, 44 }, // ch11
- { 45, 46, 47, 48 }, // ch12
- { 49, 50, 51, 52 }, // ch13
- { 53, 54, 55, 56 }, // ch14
- { 57, 58, 59, 60 }, // ch15
- { 61, 62, 63, 64 }, // ch16
- }),
-
- };
+ return new Model(towerList, cubes, bassBox, speakers);
}
-class PandaMapping {
-
- // How many channels are on the panda board
- public final static int CHANNELS_PER_BOARD = 8;
-
- // 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;
-
- // How many total pixels on the whole board
- public final static int PIXELS_PER_BOARD = PIXELS_PER_CHANNEL * CHANNELS_PER_BOARD;
-
- final String ip;
- final int[][] channelList = new int[CHANNELS_PER_BOARD][CUBES_PER_CHANNEL];
-
- PandaMapping(String ip, int[][] rawChannelList) {
- this.ip = ip;
- for (int chi = 0; chi < CHANNELS_PER_BOARD; ++chi) {
- int[] cubes = (chi < rawChannelList.length) ? rawChannelList[chi] : new int[]{};
- for (int cui = 0; cui < CUBES_PER_CHANNEL; ++cui) {
- channelList[chi][cui] = (cui < cubes.length) ? cubes[cui] : 0;
- }
+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;
}
}
-