* when physical changes or tuning is being done to the structure.
*/
+<<<<<<< HEAD
+final int MaxCubeHeight = 6;
+final int NumBackTowers = 16;
+
public Model buildModel() {
// Shorthand helpers for specifying wiring more quickly
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;
// 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),
+ //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
-
+ // 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)
- }
- );
-
- 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
- }
- ));
+ // 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) ? 11 : 0) + 80 , // z
+ -45, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight) ); // 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) + 80 - pow(CH*CH + CW*CW, .5), // z
+ 225, (i % 2 == 0) ? MaxCubeHeight : MaxCubeHeight-1) );
+
+ // for (int i=0; i<2 ; i++) scubes.add(new StaggeredTower(
+ // (i+1)*CW, // x
+ // 0 , // y
+ // - 0 + 97 - 2*pow(CH*CH + CW*CW, .5), // z
+ // 225, MaxCubeHeight ) );
+
+ 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}) );
+
+
+
- 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
- }
- ));
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
// These guts just convert the shorthand mappings into usable objects
- List<Tower> towerList = new ArrayList<Tower>();
- List<Cube> tower;
+ ArrayList<Tower> towerList = new ArrayList<Tower>();
+ ArrayList<Cube> tower;
Cube[] cubes = new Cube[200];
int cubeIndex = 1;
+ float px, pz, ny;
+ for (TowerMapping tm : towerCubes) {
+ px = tm.x;
+ ny = tm.y;
+ pz = tm.z;
+ tower = new ArrayList<Cube>();
+ for (CubeMapping cm : tm.cubeMappings) {
+ tower.add(cubes[cubeIndex++] = new Cube(px = px + cm.dx, ny, pz = pz + cm.dz, 0, cm.ry, 0, cm.wiring));
+ ny += Cube.EDGE_HEIGHT;
+ }
+ towerList.add(new Tower(tower));
+ }
+
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++) {
+ 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));
}
return new Model(towerList, cubes, bassBox, speakers);
}
+=======
+static final float SPACING = 27;
+static final float RISER = 13.5;
+static final float FLOOR = 0;
+>>>>>>> 21dffb1b77608cacc57382f3eb6eac3ed16054c3
+
+/**
+ * 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[][] {
+ 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 },
+
+};
+
+public Model buildModel() {
+
+ List<Tower> towers = new ArrayList<Tower>();
+ Cube[] cubes = new Cube[200];
+ int cubeIndex = 1;
-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[] {
+ 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;
}
- );
- }
- 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;
+ 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;
+ }
+ towers.add(new Tower(tower));
}
-}
+ return new Model(towers, cubes);
+}