X-Git-Url: https://git.piment-noir.org/?p=SugarCubes.git;a=blobdiff_plain;f=_Mappings.pde;h=53ff88924b7a0848d8ea57176121da344987d8a0;hp=bb5c4384df1e3cae2f8f57d7f8b554fac168b767;hb=e18b4cb735a6e1f2d6cb2e7b1709d4a575cfe795;hpb=e037f60f518373c3bb952f79a2ae66950e55a52f diff --git a/_Mappings.pde b/_Mappings.pde index bb5c438..53ff889 100644 --- a/_Mappings.pde +++ b/_Mappings.pde @@ -13,204 +13,65 @@ * 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; - final float CW = Cube.EDGE_WIDTH ; +static final float SPACING = 27; +static final float RISER = 13.5; +static final float FLOOR = 0; - // Positions for the bass box - final float BBY = BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH; - final float BBX = 56; - final float BBZ = 2; +/** + * 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[][] { + // x, z, y, # + 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 }, + +}; - // 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. +public Model buildModel() { - // To-Do: (Mark Slee, Alex Green, or Ben Morrow): The Cube # is determined by the order in this list. + // TODO: (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. - - // 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.noBassBox(); // no bass box at all - - // 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) - } - ); - - List scubes = new ArrayList(); - - 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 towerList = new ArrayList(); - List tower; + + List towers = new ArrayList(); Cube[] cubes = new Cube[200]; - int cubeIndex = 1; - - for (Cube cube : singleCubes) { - 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)); + 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; } - 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[] { + 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; } - ); - } - 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; + towers.add(new Tower(tower)); } + + return new Model(towers, cubes, BassBox.noBassBox(), new ArrayList()); }