// 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.
+
+ ////////////////////////////////////////////////////////////////////////
+ // 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));
+ }
+
+
TowerMapping[] towerCubes = new TowerMapping[] {};
// Single cubes can be constructed directly here if you need them
// new Speaker(TRAILER_WIDTH - Speaker.EDGE_WIDTH + 8, 6, 3, -15)
});
-
- ////////////////////////////////////////////////////////////////////////
- // 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));
- }
-
//////////////////////////////////////////////////////////////////////
// BENEATH HERE SHOULD NOT REQUIRE ANY MODIFICATION!!!! //
//////////////////////////////////////////////////////////////////////