| 1 | /** |
| 2 | * DOUBLE BLACK DIAMOND DOUBLE BLACK DIAMOND |
| 3 | * |
| 4 | * //\\ //\\ //\\ //\\ |
| 5 | * ///\\\ ///\\\ ///\\\ ///\\\ |
| 6 | * \\\/// \\\/// \\\/// \\\/// |
| 7 | * \\// \\// \\// \\// |
| 8 | * |
| 9 | * EXPERTS ONLY!! EXPERTS ONLY!! |
| 10 | * |
| 11 | * This file implements the mapping functions needed to lay out the physical |
| 12 | * cubes and the output ports on the panda board. It should only be modified |
| 13 | * when physical changes or tuning is being done to the structure. |
| 14 | */ |
| 15 | |
| 16 | static final float SPACING = 27; |
| 17 | static final float RISER = 13.5; |
| 18 | static final float FLOOR = 0; |
| 19 | |
| 20 | /** |
| 21 | * Definitions of tower positions. This is all that should need |
| 22 | * to be modified. Distances are measured from the left-most cube. |
| 23 | * The first value is the offset moving NE (towards back-right). |
| 24 | * The second value is the offset moving NW (negative comes forward-right). |
| 25 | */ |
| 26 | static final float[][] TOWER_CONFIG = new float[][] { |
| 27 | // x, z, y, # |
| 28 | new float[] { 0, 0, RISER, 4 }, |
| 29 | new float[] { 25, -10, RISER, 4 }, |
| 30 | new float[] { 50, -22.5, FLOOR, 5 }, |
| 31 | new float[] { 17.25, -35.5, FLOOR, 6 }, |
| 32 | new float[] { 43.25, -51.5, RISER, 6 }, |
| 33 | new float[] { 69.25, -56, FLOOR, 6 }, |
| 34 | new float[] { 12.75, -62.5, RISER, 4 }, |
| 35 | new float[] { 38.75, -78.5, FLOOR, 5 }, |
| 36 | new float[] { 65.75, -83, RISER, 5 }, |
| 37 | |
| 38 | }; |
| 39 | |
| 40 | public Model buildModel() { |
| 41 | |
| 42 | // TODO: (Mark Slee, Alex Green, or Ben Morrow): The Cube # is determined by the order in this list. |
| 43 | // "raw object index" is serialized by running through towermapping and then individual cube mapping below. |
| 44 | // We can do better than this. The raw object index should be obvious from the code-- looking through the |
| 45 | // rendered simulation and counting through cubes in mapping mode is grossly inefficient. |
| 46 | |
| 47 | List<Tower> towers = new ArrayList<Tower>(); |
| 48 | Cube[] cubes = new Cube[200]; |
| 49 | int cubeIndex = 1; |
| 50 | |
| 51 | float rt2 = sqrt(2); |
| 52 | float x, y, z, xd, zd, num; |
| 53 | for (float[] tc : TOWER_CONFIG) { |
| 54 | x = -tc[1]; |
| 55 | z = tc[0]; |
| 56 | y = tc[2]; |
| 57 | num = tc[3]; |
| 58 | if (z < x) { |
| 59 | zd = -(x-z)/rt2; |
| 60 | xd = z*rt2 - zd; |
| 61 | } else { |
| 62 | zd = (z-x)/rt2; |
| 63 | xd = z*rt2 - zd; |
| 64 | } |
| 65 | List<Cube> tower = new ArrayList<Cube>(); |
| 66 | for (int n = 0; n < num; ++n) { |
| 67 | Cube cube = new Cube(xd + 24, y, zd + 84, 0, -45, 0); |
| 68 | tower.add(cube); |
| 69 | cubes[cubeIndex++] = cube; |
| 70 | y += SPACING; |
| 71 | } |
| 72 | towers.add(new Tower(tower)); |
| 73 | } |
| 74 | |
| 75 | return new Model(towers, cubes); |
| 76 | } |