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;
// 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.
//
// 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[] {
-
-
-
- //back left cubes: temp Channel 1
- new TowerMapping(0, 3*Cube.EDGE_HEIGHT, 72, new CubeMapping[] {
- new CubeMapping(0, 14, -45 , WRL), // #1
- new CubeMapping(10, -12, -20, WFL), //#2
- new CubeMapping(5, 9, 45, WRR), //#3
-
-
- }),
- //back left cube tower: Channel 2
- new TowerMapping(0, Cube.EDGE_HEIGHT, 70, new CubeMapping[] {
- new CubeMapping(18, -2.5, 45, WRL), //#4
- new CubeMapping(15, -6, 45, WFR), //#5
- new CubeMapping(-6 , 7, 5, WRR), //#6
- new CubeMapping(18, 11, -5, WFL)
-
- }),
-
- //second from left back tower: Channel 3
- new TowerMapping(31, Cube.EDGE_HEIGHT, 73.5, new CubeMapping[] {
- new CubeMapping( 12.5, 5.5 , 10 , WRR),
- new CubeMapping( 16.5, 2.5 , 30, WRR),
- new CubeMapping( 16.5, 3, 10, WRR),
- new CubeMapping(.5, 4.5, -10 , WFL)
- } ),
-
- //center tower, Channel 4
- new TowerMapping(106, Cube.EDGE_HEIGHT, 84, new CubeMapping[] {
- new CubeMapping( -3.5, -2, 10, WFL),
- new CubeMapping( -11, 5, 30, WFR),
- new CubeMapping( 13.5, 2, 15, WRR),
- new CubeMapping(20.75, -4, 35 , WRL)
- } ),
-
- //second from back right tower, Channel 5
-
- new TowerMapping(160, Cube.EDGE_HEIGHT, 78, new CubeMapping[] {
- new CubeMapping( -31.5, -.5 , 5 , WFR),
- new CubeMapping( 7, -.5, 60, WRL),
- new CubeMapping( -5.5, -3, 0, WFR),
- new CubeMapping(22 , 2 , 30 , WRL)
- }),
-
-
- //back right cubes: temp Channel 6
- new TowerMapping(201, Cube.EDGE_HEIGHT, 72, new CubeMapping[] {
- new CubeMapping(7.5, 6, 25, WRL),
- new CubeMapping(-4.5, -0.5, 18, WFR),
- new CubeMapping(8.5, .5, 30, WRL),
- new CubeMapping(-7, -14, 10, WFR)
-
- }),
+ // 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.
-
-
-
-
- //tower to the right of BASS BOX
- new TowerMapping (192, Cube.EDGE_HEIGHT, 40, new CubeMapping[] {
- new CubeMapping(-6, 4, -10, WRL),
- new CubeMapping(5 ,5 , 5, WFR ),
- new CubeMapping(-2, .5 , -3, WFL),
- new CubeMapping(-10, 5.5 , -20, WRR )
- }),
-
- //end right tower in middle, right of previous tower
- //new TowerMapping (214, Cube.EDGE_HEIGHT, 37, new CubeMapping[] {
- //new CubeMapping(10,0 , 50, WRR),
- //new CubeMapping(5 ,5 , 65, WFL)
- //}),
-// // DJ booth, from back left to back right
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(3, 28, 3, WFL),
- new CubeMapping(-4, -8, 10, WFR),
- new CubeMapping(-15, 8, 40, WFR)
-
-
- }),
+ ////////////////////////////////////////////////////////////////////////
+ // dan's proposed lattice
+ ArrayList<StaggeredTower> scubes = new ArrayList<StaggeredTower>();
+ if (NumBackTowers != 9) exit();
+ for (int i=0; i<NumBackTowers; i++) scubes.add(new StaggeredTower(
+ (i+1)*CW, // x
+ (i % 2 == 0) ? 0 : CH * 2./3. , // y
+ - ((i % 2 == 0) ? 0 : 11) + 97 , // z
+ -135, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight-1) ); // num cubes
+
+ 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));
+ }
-
-
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(-7.25, 7.5, -25, WFR),
- new CubeMapping(7.5, -15.75, 12, WRL),
-
-
- }),
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(19.625, 5.375, -22, WFR),
- new CubeMapping(8, -14.5, 10, WRR),
- }),
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(48, 4.75, -35, WRL),
- new CubeMapping(8, -15, 10, WRR),
- }),
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(78.75, 3.75, -28, WRR),
- new CubeMapping(8, -15, 10, WRR),
- }),
-
- // next two are right DJ channel
-
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(105, 20.5, 20, WRR),
- new CubeMapping(6, -6, 30, WFR),
- }),
-
- new TowerMapping(BBX, BBY, BBZ, new CubeMapping[] {
- new CubeMapping(104.75, 0, -27, WRL),
- new CubeMapping(8, -15, 10, WFL),
- }),
-
-
- };
+
+ TowerMapping[] towerCubes = new TowerMapping[] {};
// Single cubes can be constructed directly here if you need them
Cube[] singleCubes = new Cube[] {
- // Back left channel behind speaker
- new Cube(15, int( Cube.EDGE_HEIGHT), 39, 0, 10, 0, WRL),
-
- // Top left Channel Above DJ booth
-
- //new Cube(35, int(5*Cube.EDGE_HEIGHT ), 52, 0, 10, 0, WRR),
- //new Cube(56, int(5*Cube.EDGE_HEIGHT ), 69, 0, 10, 0, WFL),
- //new Cube(76, int(5*Cube.EDGE_HEIGHT ), 61, 0, -45, 0, WRL),
-
- // Next channel to the right, same height
- //new Cube(85, int(5*Cube.EDGE_HEIGHT ), 77, 0, 20, 0, WRL),
- //new Cube(92, int(6*Cube.EDGE_HEIGHT ), 63, 0,20, 0, WRR),
- //new Cube(86, int(6*Cube.EDGE_HEIGHT ), 47, 0, -45, 0, WRL),
- //new Cube(123, int(6*Cube.EDGE_HEIGHT ), 31, 0, 20, 0, WFR),
-
- // Next channel to right, same height
- //new Cube(111, int(5*Cube.EDGE_HEIGHT ), 79, 0, 30, 0, WRL),
- //new Cube(125, int(6*Cube.EDGE_HEIGHT ), 76, 0,27, 0, WRL),
- //new Cube(144, int(5*Cube.EDGE_HEIGHT ), 44, 0, 45, 0, WRR),
- //new Cube(134, int(5*Cube.EDGE_HEIGHT ), 42, 0, 45, 0, WRL),
-
- // Next channel to right
- new Cube(185, int(4*Cube.EDGE_HEIGHT ), 73, 0, -45, 0, WRR),
- //new Cube(170, int(5*Cube.EDGE_HEIGHT ), 58, 0,40, 0, WRL),
- //new Cube(158, int(6*Cube.EDGE_HEIGHT ), 34, 0, 40, 0, WFR),
- //new Cube(130, int(6*Cube.EDGE_HEIGHT ), 10, 0, -5, 30, WRL),
-
- // Next channel highest to the right
- //new Cube(203, int(5*Cube.EDGE_HEIGHT ), 55, 0, 35, 0, WRR),
- //new Cube(174, int(5*Cube.EDGE_HEIGHT ), 32, 0,35, 0, WFR),
- //new Cube(178, int(6.5*Cube.EDGE_HEIGHT ), 16, 0, 20 , 30, WRL),
- //new Cube(212, int(6.5*Cube.EDGE_HEIGHT ), 23, 0, 20 ,30, WRR),
-
- // Last channel
- //new Cube(204, int(5*Cube.EDGE_HEIGHT ), 28, 0, 25, 0, WFR),
- //new Cube(185, int(6*Cube.EDGE_HEIGHT ), 38, 0,40, 0, WRR),
-
- // New cubes above DJ deck
- new Cube(BBX + 78.5, BBY + 2*Cube.EDGE_HEIGHT, BBZ, 0, 10, 0, WRR),
- new Cube(BBX + 49.5, BBY + 2*Cube.EDGE_HEIGHT, BBZ - 7, 0, 10, 0, WRR),
- new Cube(BBX + 13, BBY + 2*Cube.EDGE_HEIGHT, BBZ + 11, 0, -30, 0, WRL),
- new Cube(BBX - 15, BBY + 2*Cube.EDGE_HEIGHT, BBZ + 30, 0, -35, 0, WRR),
-
- // New cubes above DJ deck at crazy angles
- new Cube(BBX - 5, BBY + 3*Cube.EDGE_HEIGHT, BBZ + 15.5, 0, -15, 0, WRL),
- new Cube(BBX + 27, BBY + 3*Cube.EDGE_HEIGHT, BBZ + 12.5, 0, -18, -15, WRR),
- new Cube(BBX + 59, BBY + 3*Cube.EDGE_HEIGHT + 4, BBZ + 12.5, -12, 10, -10, WRL),
- new Cube(BBX + 93, BBY + 3*Cube.EDGE_HEIGHT + 7, BBZ + 20.5, -15, 20, -35, WRR),
-
- // New cubes on right side of DJ deck
- new Cube(161, BBY + 2*Cube.EDGE_HEIGHT, 15, 0, -40, 0, WFR),
- new Cube(161, BBY + 3*Cube.EDGE_HEIGHT, 24, 0, -30, 0, WFL),
- new Cube(165, BBY + 4*Cube.EDGE_HEIGHT, 41, 0, 5, 0, WFR),
-
- // New cubes top back left
- new Cube(BBX + 32, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 7, 0, -25, 0, WFR),
- new Cube(BBX + 5.5, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH +7, 0, -25, 0, WFL),
- new Cube(BBX - 23, 5*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 11, 0, -25, 0, WFL),
- new Cube(BBX - 33, 5*Cube.EDGE_HEIGHT + 8, BBZ +BassBox.EDGE_DEPTH- 29, 0, 10, 0, WFL),
-
- // On top of previous channel
- new Cube(BBX + 22, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH , 0, 5, 0, WRL),
- new Cube(BBX + 27, 6*Cube.EDGE_HEIGHT - 13, BBZ + BassBox.EDGE_DEPTH- 25, 0, 3, -20, WRR),
- new Cube(BBX +5, 6*Cube.EDGE_HEIGHT - 13, BBZ + BassBox.EDGE_DEPTH -27, 0, 5, -15, WRL),
- new Cube(BBX - 11, 6*Cube.EDGE_HEIGHT -1.5, BBZ +BassBox.EDGE_DEPTH - 11, 0, 30, 0, WRR),
-
- // Top center
- new Cube(BBX +37, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH +13 , 0, 15, 0, WRR),
- new Cube(BBX + 64, 6*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 25, 0, 15, 0, WFR),
- new Cube(BBX + 64, 6*Cube.EDGE_HEIGHT - 3, BBZ + BassBox.EDGE_DEPTH -4 , 0, 0, -30, WRL),
- new Cube(BBX + 87.5, 6*Cube.EDGE_HEIGHT + 13, BBZ +BassBox.EDGE_DEPTH - 10, 0, 0, 0, WRL),
-
- // Top right
- new Cube(BBX + 76, 107.5, BBZ + BassBox.EDGE_DEPTH + 23, 0, -40, 0, WRR),
- new Cube(BBX + 98, 129, BBZ + BassBox.EDGE_DEPTH - 5, 0, 10, 0, WRR),
- new Cube(BBX + 104, 107.5, BBZ + BassBox.EDGE_DEPTH + 17, 0, -35, 0, WRR),
- new Cube(BBX + 129, 107.5, BBZ +BassBox.EDGE_DEPTH +10, 0, -35, 0, WFL),
-
- new Cube(179, 4*Cube.EDGE_HEIGHT, BBZ + BassBox.EDGE_DEPTH + 14,0, -20, 0 , WFR),
-
- // Lonely cube at top left, one cube channel
- new Cube(BBX - 36, 4*Cube.EDGE_HEIGHT + 8, BBZ +BassBox.EDGE_DEPTH- 38, 0, 10, 0, WFL)
-
- // new Cube(x, y, z, rx, ry, rz, wiring),
+ // 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,-135,0, WRR),
};
// The bass box!
- BassBox bassBox = new BassBox(BBX, 0, BBZ);
+ // 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(-12, 6, 0, 15),
-// new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15)
+ // new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15)
});
//////////////////////////////////////////////////////////////////////
// These guts just convert the shorthand mappings into usable objects
ArrayList<Tower> towerList = new ArrayList<Tower>();
ArrayList<Cube> tower;
- Cube[] cubes = new Cube[80];
+ Cube[] cubes = new Cube[100];
int cubeIndex = 1;
float px, pz, ny;
for (TowerMapping tm : towerCubes) {
}
towerList.add(new Tower(tower));
}
- for (Cube cube : singleCubes) {
- cubes[cubeIndex++] = cube;
+
+
+ for (Cube cube : singleCubes) cubes[cubeIndex++] = cube;
+ for (Cube cube : dcubes) cubes[cubeIndex++] = cube;
+for (StaggeredTower st : scubes) {
+ tower = new ArrayList<Cube>();
+ for (int i=0; i < st.n; i++)
+ tower.add(cubes[cubeIndex++] = new Cube(st.x, st.y + CH* 4/3.*i, st.z, 0, st.r, 0, WRR));
+ towerList.add(new Tower(tower));
}
return new Model(towerList, cubes, bassBox, speakers);
// 8 channels map to: 3, 4, 7, 8, 13, 14, 15, 16.
return new PandaMapping[] {
- new PandaMapping(
- "10.200.1.30", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 39, 40, 41, 42 }), // 30 J3 *
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 36, 35}), // 30 J4 //ORIG *
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 20, 21, 22, 23}), // 30 J7 *
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 16, 17, 18, 19}), // 30 J8 *
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J13 (not working)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J14 (unplugged)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J15 (unplugged)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 53, 54, 55, 72 }), // 30 J16
- }),
+ // new PandaMapping(
+ // "10.200.1.30", new ChannelMapping[] {
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 39, 40, 41, 42 }), // 30 J3 *
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 37, 38, 36, 35}), // 30 J4 //ORIG *
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J7 *
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 16, 17, 18, 19}), // 30 J8 *
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J13 (not working)
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J14 (unplugged)
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 30 J15 (unplugged)
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 53, 54, 55, 72 }), // 30 J16
+ // }),
new PandaMapping(
"10.200.1.29", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 29 J3 (not connected)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 29 J4 (not connected)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 28, 29, 30, 2}), // 29 J7
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 33, 34, 32, 31}), // 29 J8 //XXX
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 29 J13 //XX //bassbox (not working)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 29 J14 (not working)
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 12, 13, 14, 15 }), // 29 J15
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 8, 9, 10, 11 }), // 29 J16
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,2,3,4}), // 29 J3 (not connected)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,2,3,4 }), // 29 J4 (not connected)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,2,3,4}), // 29 J7
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 1,2,3,4}), // 29 J8 //XXX
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 8,9,10}), // 29 J13 //XX //bassbox (not working)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 8,9,10 }), // 29 J14 (not working)
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 14,15,16,17 }), // 29 J15
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 14,15,16,17 }), // 29 J16
}),
new PandaMapping(
"10.200.1.28", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 60, 61, 62, 63 }), // 28 J3
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 56, 57, 58, 59}), // 28 J4
+/* new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 60, 61, 62, 63 }), // 28 J3
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 33, 34, 32, 31}), // 28 J4
new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 45, 46, 47, 48 }), // 28 J7
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 28 J8
+ new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 24, 25, 26, 27}), // 28 J8
new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 4, 5, 6, 7}), // 28 J13
new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 64, 65, 66, 67 }), // 28 J14
new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 68, 69, 70, 71 }), // 28 J15
new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 49, 50, 51, 52}), // 28 J16
- }),
- new PandaMapping(
- "10.200.1.31", new ChannelMapping[] {
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 24, 25, 26, 27}), // 31 J8
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 73 }),
- new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 31 J16
- }),
+*/
+ }),
+ // new PandaMapping(
+ // "10.200.1.31", new ChannelMapping[] {
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 31 J3
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 31 J4
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 73}), // 31 J7
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 24, 25, 26, 27}), // 31 J8
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 31 J13
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 56, 57, 58, 59}), // 31 J14
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { 20, 21, 22, 23}), // 31 J15
+ // new ChannelMapping(ChannelMapping.MODE_CUBES, new int[] { }), // 31 J16
+ // }),
};
}
public final Cube.Wiring wiring;
CubeMapping(float dx, float dz, Cube.Wiring wiring) {
- this(dx, dz, 0, wiring);
+ this(dx, dz, 0., wiring);
}
-
CubeMapping(float dx, float dz, float ry) {
this(dz, dz, ry, Cube.Wiring.FRONT_LEFT);
}
}
}
+class StaggeredTower {
+ public final float x, y, z, r;
+ public final int n;
+ StaggeredTower(float _x, float _y, float _z, float _r, int _n) { x=_x; y=_y; z=_z; r=_r; n=_n;}
+}
+
/**
* Each panda board has an IP address and a fixed number of channels. The channels
* each have a fixed number of pixels on them. Whether or not that many physical