2 * DOUBLE BLACK DIAMOND DOUBLE BLACK DIAMOND
5 * ///\\\ ///\\\ ///\\\ ///\\\
6 * \\\/// \\\/// \\\/// \\\///
9 * EXPERTS ONLY!! EXPERTS ONLY!!
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.
16 static final float SPACING = 27;
17 static final float RISER = 13.5;
18 static final float FLOOR = 0;
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).
26 static final float[][] TOWER_CONFIG = new float[][] {
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 },
40 public Model buildModel() {
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.
47 List<Tower> towers = new ArrayList<Tower>();
48 Cube[] cubes = new Cube[200];
52 float x, y, z, xd, zd, num;
53 for (float[] tc : TOWER_CONFIG) {
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);
69 cubes[cubeIndex++] = cube;
72 towers.add(new Tower(tower));
75 return new Model(towers, cubes);