-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) ? 0 : 11) + 97 , // z
- 225, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight-1) ); // 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) + 97 -pow(CH*CH + CW*CW, .5), // z
- 225, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight-1) );
- 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}) );
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