-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.
-
- // 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<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)
- }
- );
-
- List<StaggeredTower> scubes = new ArrayList<StaggeredTower>();
-
- 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
- }
- ));