- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 5, BASS_HEIGHT + 0, 10, 0, 0, 0);
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 6, BASS_HEIGHT + Cube.EDGE_HEIGHT, 10, 0, 10, 0);
-
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 9, BASS_HEIGHT + 0, 10, 0, 0, 0);
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 8, BASS_HEIGHT + Cube.EDGE_HEIGHT, 10, 0, 0, 0);
-
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + 0, 10, 0, 0, 0);
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 14, BASS_HEIGHT + Cube.EDGE_HEIGHT, 10, 0, 0, 0);
-
- // left dj cubes
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + 0, Cube.EDGE_HEIGHT + 2, 0, 0, 0);
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 4, 0, 20, 0);
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + 0, 2*Cube.EDGE_HEIGHT + 4, 0, 0, 0);
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 6, 0, 20, 0);
-
- // right dj cubes
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + 0, Cube.EDGE_HEIGHT + 2, 0, 0, 0);
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 4, 0, 20, 0);
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + 0, 2*Cube.EDGE_HEIGHT + 4, 0, 0, 0);
- cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 6, 0, 20, 0);
-
- cubes[cubeIndex++] = new Cube(200, 0, 10, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(205, Cube.EDGE_HEIGHT, 0, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(200, 2*Cube.EDGE_HEIGHT, 4, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(195, 3*Cube.EDGE_HEIGHT, 8, 0, -20, 0);
- cubes[cubeIndex++] = new Cube(200, 4*Cube.EDGE_HEIGHT, 3, 0, 0, 0);
-
- cubes[cubeIndex++] = new Cube(200, 0, 10, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(205, Cube.EDGE_HEIGHT, 0, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(200, 2*Cube.EDGE_HEIGHT, 4, 0, 0, 0);
- cubes[cubeIndex++] = new Cube(195, 3*Cube.EDGE_HEIGHT, 8, 0, -20, 0);
-
- cubes[cubeIndex++] = new Cube(10, 0 , Cube.EDGE_HEIGHT + 10, 0, 40, 0);
- cubes[cubeIndex++] = new Cube(3, Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 8, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(0, 2*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 10, 0, 40, 0);
- cubes[cubeIndex++] = new Cube(0, 3*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 10, 0, 60, 0);
- cubes[cubeIndex++] = new Cube(0, 4*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 10, 0, 40, 0);
-
- cubes[cubeIndex++] = new Cube(20, 0, 2*Cube.EDGE_HEIGHT + 18, 0, 40, 0);
- cubes[cubeIndex++] = new Cube(30, Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(25, 2*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 40, 0);
- cubes[cubeIndex++] = new Cube(30, 3*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 60, 0);
- cubes[cubeIndex++] = new Cube(32, 4*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 40, 0);
-
- cubes[cubeIndex++] = new Cube(210, 0, Cube.EDGE_HEIGHT + 15, 0, 40, 0);
- cubes[cubeIndex++] = new Cube(215, Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(218, 2*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 40, 0);
- cubes[cubeIndex++] = new Cube(213, 3*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 60, 0);
- cubes[cubeIndex++] = new Cube(210, 4*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 40, 0);
-
- cubes[cubeIndex++] = new Cube(210, 0, 2*Cube.EDGE_HEIGHT + 25, 0, 40, 0);
- cubes[cubeIndex++] = new Cube(215, Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 20, 0);
- cubes[cubeIndex++] = new Cube(212, 2*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 40, 0);
- cubes[cubeIndex++] = new Cube(215, 3*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 60, 0);
- cubes[cubeIndex++] = new Cube(210, 4*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 40, 0);
-
- return cubes;
+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<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)
+ });
+
+
+ ////////////////////////////////////////////////////////////////////////
+ // dan's proposed lattice
+ ArrayList<StaggeredTower> scubes = new ArrayList<StaggeredTower>();
+ //if (NumBackTowers != 25) exit();
+ for (int i=0; i<NumBackTowers/2; i++) scubes.add(new StaggeredTower(
+ (i+1)*CW, // x
+ (i % 2 == 0) ? 0 : CH * 2./3. , // y
+ - ((i % 2 == 0) ? 11 : 0) + 80 , // z
+ -45, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight) ); // num cubes
+
+// for (int i=0; i<NumBackTowers/2; i++) scubes.add(new StaggeredTower(
+// (i+1)*CW, // x
+// (i % 2 == 0) ? 0 : CH * 2./3. , // y
+// - ((i % 2 == 0) ? 0 : 11) + 80 - pow(CH*CH + CW*CW, .5), // z
+// 225, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight-1) );
+
+ // for (int i=0; i<2 ; i++) scubes.add(new StaggeredTower(
+ // (i+1)*CW, // x
+ // 0 , // y
+ // - 0 + 97 - 2*pow(CH*CH + CW*CW, .5), // z
+ // 225, MaxCubeHeight ) );
+
+ ArrayList<Cube> dcubes = new ArrayList<Cube>();
+ // 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<Tower> towerList = new ArrayList<Tower>();
+ ArrayList<Cube> 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<Cube>();
+ 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;