From: greena1re Date: Thu, 27 Feb 2014 10:36:36 +0000 (-0800) Subject: Merge branch 'master' of https://github.com/sugarcubes/SugarCubes X-Git-Url: https://git.piment-noir.org/?p=SugarCubes.git;a=commitdiff_plain;h=f7d5c024df2b13297fb20785170f6dc446c6d4fd;hp=77c62639984c01295a20c7710d089e857f76a0b0 Merge branch 'master' of https://github.com/sugarcubes/SugarCubes --- diff --git a/AlexGreen.pde b/AlexGreen.pde index 0c6dcc6..54af5c0 100644 --- a/AlexGreen.pde +++ b/AlexGreen.pde @@ -616,6 +616,17 @@ float cfloor = c.y; } } } + JGraphAdapterDemo graph1; + + +// class SpinningCube extends SCPattern{ +// LXProjection spin1, spin2, spin3; +// SawLFO + +//} + + + class PixelGraph implements EdgeFactory { diff --git a/DanUtil.pde b/DanUtil.pde index 44478be..d2cb568 100644 --- a/DanUtil.pde +++ b/DanUtil.pde @@ -250,7 +250,7 @@ class dVertex { dVertex(Strip _s, LXPoint _p) { s = _s; ci = _p.index; } LXPoint getPoint(int i) { return s.points.get(dir>0 ? i : 15-i); } - void setOpp(dVertex _opp) { opp = _opp; dir = (ci < opp.ci ? 1 : -1); } + void setOpp( dVertex _opp) { opp = _opp; dir = (ci < opp.ci ? 1 : -1); } } //---------------------------------------------------------------------------------------------------------------------------------- class dPixel { dVertex v; int pos; dPixel(dVertex _v, int _pos) { v=_v; pos=_pos; } } diff --git a/SugarCubes.pde b/SugarCubes.pde index 0afeefe..3dc9791 100644 --- a/SugarCubes.pde +++ b/SugarCubes.pde @@ -26,15 +26,52 @@ LXPattern[] patterns(LX lx) { return new LXPattern[] { +<<<<<<< HEAD + new SineSphere(glucose), + //new CubeCurl(glucose), + // DanH + new Noise(glucose), + new Play (glucose), + new Pong (glucose), + new Worms(glucose), + +======= new SineSphere(lx), //new CubeCurl(lx), +>>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3 // Slee // new Cathedrals(lx), new Swarm(lx), new MidiMusic(lx), new Pulley(lx), +<<<<<<< HEAD + new ViolinWave(glucose), + new BouncyBalls(glucose), + new SpaceTime(glucose), + new ShiftingPlane(glucose), + new AskewPlanes(glucose), + new Blinders(glucose), + new CrossSections(glucose), + new Psychedelia(glucose), + new TimRaindrops(glucose), + new TimCubes(glucose), + new MultipleCubes(glucose), + + new Traktor(glucose).setEligible(false), + new BassPod(glucose).setEligible(false), + new CubeEQ(glucose).setEligible(false), + new PianoKeyPattern(glucose).setEligible(false), + + new StripBounce(glucose), + + // AntonK + //new AKPong(glucose), + new Swim(glucose), + new Balance(glucose), + +======= new ViolinWave(lx), new BouncyBalls(lx), new SpaceTime(lx), @@ -59,12 +96,24 @@ LXPattern[] patterns(LX lx) { new Play (lx), new Pong (lx), new Worms(lx), +>>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3 + + // JR new Gimbal(lx), // Alex G +<<<<<<< HEAD + // Tim + new TimMetronome(glucose), + new TimPlanes(glucose), + new TimPinwheels(glucose), + + // new TimTrace(glucose), + new TimSpheres(glucose), +======= // Tim new TimMetronome(lx), new TimPlanes(lx), @@ -73,6 +122,7 @@ LXPattern[] patterns(LX lx) { new TimCubes(lx), // new TimTrace(lx), new TimSpheres(lx), +>>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3 // Jackie new JackieSquares(lx), @@ -88,6 +138,16 @@ LXPattern[] patterns(LX lx) { new VSTowers(lx), // Toby +<<<<<<< HEAD + new GlitchPlasma(glucose), + new FireEffect(glucose).setEligible(false), + + new SoundRain(glucose).setEligible(false), + new SoundSpikes(glucose).setEligible(false), + new FaceSync(glucose), + + // Jack +======= new GlitchPlasma(lx), new FireEffect(lx).setEligible(false), new StripBounce(lx), @@ -98,6 +158,7 @@ LXPattern[] patterns(LX lx) { // Jack new Swim(lx), new Balance(lx), +>>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3 // Ben // new Sandbox(lx), diff --git a/_Mappings.pde b/_Mappings.pde index 8798fb5..7335b86 100644 --- a/_Mappings.pde +++ b/_Mappings.pde @@ -13,9 +13,230 @@ * 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