* when physical changes or tuning is being done to the structure.
*/
-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 ;
+static final float SPACING = 27;
+static final float RISER = 13.5;
+static final float FLOOR = 0;
- // Positions for the bass box
- final float BBY = BassBox.EDGE_HEIGHT + BoothFloor.PLEXI_WIDTH;
- final float BBX = 56;
- final float BBZ = 2;
+/**
+ * Definitions of tower positions. This is all that should need
+ * to be modified. Distances are measured from the left-most cube.
+ * The first value is the offset moving NE (towards back-right).
+ * The second value is the offset moving NW (negative comes forward-right).
+ */
+static final float[][] TOWER_CONFIG = new float[][] {
+ // x, z, y, #
+ new float[] { 0, 0, RISER, 4 },
+ new float[] { 25, -10, RISER, 4 },
+ new float[] { 50, -22.5, FLOOR, 5 },
+ new float[] { 17.25, -35.5, FLOOR, 6 },
+ new float[] { 43.25, -51.5, RISER, 6 },
+ new float[] { 69.25, -56, FLOOR, 6 },
+ new float[] { 12.75, -62.5, RISER, 4 },
+ new float[] { 38.75, -78.5, FLOOR, 5 },
+ new float[] { 65.75, -83, RISER, 5 },
+
+};
- // 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.
+public Model buildModel() {
- // To-Do: (Mark Slee, Alex Green, or Ben Morrow): The Cube # is determined by the order in this list.
+ // TODO: (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
- }
- ));
-
-
- //////////////////////////////////////////////////////////////////////
- // BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! //
- //////////////////////////////////////////////////////////////////////
-
- // These guts just convert the shorthand mappings into usable objects
- List<Tower> towerList = new ArrayList<Tower>();
- List<Cube> tower;
+ List<Tower> towers = new ArrayList<Tower>();
Cube[] cubes = new Cube[200];
- int cubeIndex = 1;
-
- for (Cube cube : singleCubes) {
- cubes[cubeIndex++] = cube;
- }
- for (StaggeredTower st : scubes) {
- tower = new ArrayList<Cube>();
- for (int i = 0; i < st.n; i++) {
- Cube.Wiring w = (i < st.wiring.length) ? st.wiring[i] : WRR;
- tower.add(cubes[cubeIndex++] = new Cube(st.x, st.y + CH* 4/3.*i, st.z, 0, st.r, 0, w));
+ int cubeIndex = 1;
+
+ float rt2 = sqrt(2);
+ float x, y, z, xd, zd, num;
+ for (float[] tc : TOWER_CONFIG) {
+ x = -tc[1];
+ z = tc[0];
+ y = tc[2];
+ num = tc[3];
+ if (z < x) {
+ zd = -(x-z)/rt2;
+ xd = z*rt2 - zd;
+ } else {
+ zd = (z-x)/rt2;
+ xd = z*rt2 - zd;
}
- towerList.add(new Tower(tower));
- }
-
- return new Model(towerList, cubes, bassBox, speakers);
-}
-
-class StaggeredTower {
- public final float x, y, z, r;
- public final int n;
- public final Cube.Wiring[] wiring;
- StaggeredTower(float _x, float _y, float _z, float _r, int _n) {
- this(_x, _y, _z, _r, _n, new Cube.Wiring[] {
+ List<Cube> tower = new ArrayList<Cube>();
+ for (int n = 0; n < num; ++n) {
+ Cube cube = new Cube(xd + 24, y, zd + 84, 0, -45, 0);
+ tower.add(cube);
+ cubes[cubeIndex++] = cube;
+ y += SPACING;
}
- );
- }
- StaggeredTower(float _x, float _y, float _z, float _r, int _n, Cube.Wiring[] _wiring) {
- x=_x;
- y=_y;
- z=_z;
- r=_r;
- n=_n;
- wiring=_wiring;
+ towers.add(new Tower(tower));
}
-}
+ return new Model(towers, cubes);
+}