Merge pull request #57 from kiruma524/dev

Tutorial and changed names
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@ -108,7 +108,7 @@ fun VisionLayout<Solid>.showcase() {
} }
demo("extrude", "extruded shape") { demo("extrude", "extruded shape") {
extrude { extruded {
shape { shape {
polygon(8, 50) polygon(8, 50)
} }

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@ -1,8 +1,8 @@
# Tutorial # Tutorial
#### The main goal of this tutorial is to show all capabilities of ... (this part will be supplemented) #### The main goal of this tutorial is to show the main capabilities of the visualization instrument.
The simple visualization can be made with function `main`. (this part will be supplemented as well) The simple visualization can be made with function `main`. (this part will be supplemented)
```kotlin ```kotlin
import kotlinx.html.div import kotlinx.html.div
import space.kscience.dataforge.context.Context import space.kscience.dataforge.context.Context
@ -16,12 +16,20 @@ fun main(){
} }
context.makeVisionFile ( context.makeVisionFile (
Paths.get("customFile.html"), Paths.get("nameFile.html"),
resourceLocation = ResourceLocation.EMBED resourceLocation = ResourceLocation.EMBED
){ ){
div { div {
//first vision
vision { vision {
solid { solid {
//solids which you want to visualize
}
}
//second vision
vision {
solid {
//solids which you want to visualize
} }
} }
} }
@ -32,13 +40,13 @@ fun main(){
**We will analyze which basic properties solids have using `box` solid.** **We will analyze which basic properties solids have using `box` solid.**
*Basic properties:* *Basic properties:*
1. `opacity` - It is set in `float`. It takes on values from 0 to 1, which represent percents of solid opacity. It's initial value is 1. 1. `opacity` &mdash; It is set in `float`. It takes on values from 0 to 1, which represent percents of solid opacity. It's initial value is 1.
2. `color` - It can be specified as `Int`, `String`, or as three `Ubytes`, which represent color in `rgb`. Elementally, the solid will have `green` color. 2. `color` &mdash; It can be specified as `Int`, `String`, or as three `Ubytes`, which represent color in `rgb`. Elementally, the solid will have `green` color.
3. `rotation` - it's the point, around which the solid will be rotated. Initially, the value is `Point3D(0, 0, 0)`. Changing `x` coordinate of the point, you make pivot around `x axis`. The same for other coordinates: changing `y` - pivot around `y axis`, changing `z` - pivot around `z axis`. 3. `rotation` &mdash; it's the point, which sets rotations along axes. Initially, the value is `Point3D(0, 0, 0)`. Changing `x` coordinate of the point, you make pivot around `x axis`. The same for other coordinates: changing `y` &mdash; pivot around `y axis`, changing `z` &mdash; pivot around `z axis`.
4. position, which is given by values `x`, `y`, `z`. Initial values are `x = 0`, `y = 0`, `z = 0`. The coordinate system is Cartesian. It's elemental position is this - vertical `y` axis and horizontal `Oxz` plane. 4. position, which is given by values `x`, `y`, `z`. Initial values are `x = 0`, `y = 0`, `z = 0`. The coordinate system is Cartesian. It's elemental position is this &mdash; vertical `y` axis and horizontal `Oxz` plane.
Let's see how properties are set in solids. Let's see how properties are set in solids.
The `small box` will have elemental values of properties. If you will not set properties, it will have the same `position`, `color`, `rotation`, and `opacity` values. The `small box` will have elemental values of properties. If you don't set properties, it will have the same `position`, `color`, `rotation`, and `opacity` values.
***You can see that `box` take four values. Later, we will discuss what they do in more detail. Now, it does not really matter.*** ***You can see that `box` take four values. Later, we will discuss what they do in more detail. Now, it does not really matter.***
```kotlin ```kotlin
@ -106,21 +114,49 @@ fun main(){
![](../docs/images/two-boxes-1.png) ![](../docs/images/two-boxes-1.png)
![](../docs/images/two-boxes-2.png) ![](../docs/images/two-boxes-2.png)
***There is plenty of other properties, especially of those, which you can create by yourself. Here we mention just small part.*** ***There is plenty of other properties, especially those, which you can create by yourself. Here we mention just a small part.***
## Basic Solids ## Basic Solids
Now, let's see which solids can be visualized: Now, let's see which solids can be visualized:
### 1) PolyLine ### 1) PolyLine
It's scarcely a solid, but it can be visualized, so we mention it.
`polyline` build lines, obviously. Let's take a look at it's work.
`polyline` requires two values &mdash; `points`, and `name`:
* `points` is a `vararg` with `Point3D` type. It takes pairs of points, which you want to connect.
* `name` is an identifier of *any solid*; but in this case, it is an identifier of `polyline`.
It's type is `String`. **This value can be required by any solid;
you can set it, you can not to set it, but without you won't be able to control solid, since it won't be inherited.**
This is an example of polyline with other solid `box`:
```kotlin
box(100, 100, 100, name = "box"){
x = -10
y = -10
z = -10
opacity = 0.4
}
polyline(Point3D(30, 20, 10), Point3D(30, -100, 30), Point3D(30, -100, 30), Point3D(50, -100, 30), name = "polyline"){
color("red")
}
```
![](../docs/images/polyline-points.png)
![](../docs/images/polyline-points-2.png)
### 2) Box ### 2) Box
First thing which has to be mentioned is that `box` takes four values: `box(x, y, z, name)` First thing which has to be mentioned is that `box` takes four values: `box(x, y, z, name)`
* `x` - x-axis length of the `box` * `x` &mdash; x-axis length of the `box`
* `y` - y-axis length of the `box` * `y` &mdash; y-axis length of the `box`
* `z` - z-axis length of the `box` * `z` &mdash; z-axis length of the `box`
These values have `Float` type. *`x`, `y`, and `z` are necessary values, which cannot be ignored. You have to set them.* These values have `Float` type.
* `name` - `box`'es identifier with `String` type. *It's an optional value, but without it you won't be able to control solid.* *`x`, `y`, and `z` are necessary values, which cannot be ignored. You have to set them.*
* `name` &mdash; `box`'es identifier. You've already met it.
Let's create just usual `box` with equal ribs. Let's create just usual `box` with equal ribs.
@ -137,11 +173,11 @@ Now, let's make `box` with bigger `y` value.
color("black") color("black")
} }
``` ```
As you can see, only rib of `y-axis` differs from other ribs. As you can see, only the rib of `y-axis` differs from other ribs.
![](../docs/images/high-box.png) ![](../docs/images/high-box.png)
For final trial, let's create `box` with bigger `x` value. For a final trial, let's create a `box` with a bigger `x` value.
```kotlin ```kotlin
box(65, 40, 40, name = "wide box") { box(65, 40, 40, name = "wide box") {
@ -151,16 +187,16 @@ For final trial, let's create `box` with bigger `x` value.
color("black") color("black")
} }
``` ```
Predictably, only `x-axis` rib bigger than other ribs. Predictably, only the `x-axis` rib is bigger than other ribs.
![](../docs/images/wide-box.png) ![](../docs/images/wide-box.png)
### 3) Sphere ### 3) Sphere
It takes in two values: `radius`, and `name`. It takes in two values: `radius`, and `name`.
Actually, `name` is general value for all solids, so do not wonder, since all solids need their own identifier. We bring you to mind that `name` is a general value for all solids, so do not wonder, since all solids need their own identifier.
As for `radius`, it has `Float` type, and, as you can guess, it sets radius of the sphere, which will be created. As for `radius`, it has `Float` type, and, as you can guess, it sets the radius of the sphere which will be created.
```kotlin ```kotlin
sphere(50, name = "sphere") { sphere(50, name = "sphere") {
x = 0 x = 0
@ -186,7 +222,7 @@ It is solid which has six edges. It is set by eight values: `node1`,..., `node8`
![](../docs/images/scheme.png) ![](../docs/images/scheme.png)
As hexagon takes in specific points, we understand that this solid cannot be moved, it fixed in space, and it can't make pivots. As the hexagon takes in specific points, we understand that this solid cannot be moved, it is fixed in space, and it can't make pivots.
Let's make classic parallelepiped. Let's make classic parallelepiped.
```kotlin ```kotlin
@ -208,7 +244,7 @@ Let's make classic parallelepiped.
Now, let's make a custom hexagon. Now, let's make a custom hexagon.
```kotlin ```kotlin
hexagon( hexagon(
Point3D(5, 30, 5), Point3D(5, 30, 5),
Point3D(24, 30, 8), Point3D(24, 30, 8),
Point3D(20, 30, -10), Point3D(20, 30, -10),
@ -217,19 +253,20 @@ Now, let's make a custom hexagon.
Point3D(12, 16, 0), Point3D(12, 16, 0),
Point3D(10, 16, -5), Point3D(10, 16, -5),
Point3D(6.5, 12, -3), Point3D(6.5, 12, -3),
name = "custom_hexagon"){ name = "custom_hexagon"
) {
color("brown") color("brown")
} }
``` ```
![](../docs/images/custom-hexagon.png) ![](../docs/images/custom-hexagon.png)
### 3) Cone ### 3) Cone
It takes in six values: `bottomRadius`, `height`, `upperRadius`, `startAngle`, `angle`, and `name`. It takes in six values: `bottomRadius`, `height`, `upperRadius`, `startAngle`, `angle`, and `name`.
Obviously, `bottomRadius` is responsible for radius of a bottom base, and `height` sets height of a cone along the `z-axis`. Obviously, `bottomRadius` is responsible for the radius of a bottom base, and `height` sets the height of a cone along the `z-axis`.
As it takes such values as `upperRadius`, `startAngle`, `angle`, `cone` can build not only usual cones, but also cone segments. Initially, `upperRadius` will have `0.0` value, `startAngle` - `0f`, `angle` - `PI2`, so if you don't set them, you'll get just a simple cone. As it takes such values as `upperRadius`, `startAngle`, `angle`, `cone` can build not only usual cones, but also cone segments. Initially, `upperRadius` will have `0.0` value, `startAngle` &mdash; `0f`, `angle` &mdash; `PI2`, so if you don't set them, you'll get just a simple cone.
Setting `upperRadius`, you make a frustum cone, since it sets a radius of the upper base of a cone. Set `startAngle`, and `angle` let to cut off segments by planes perpendicular to the base. `startAngle` - an angle, starting with which segment will be left, `angle` - an angle of cone, which will be set from `startAngle`. Setting `upperRadius`, you make a frustum cone, since it sets a radius of the upper base of a cone. Set `startAngle`, and `angle` let to cut off segments by planes perpendicular to the base. `startAngle` &mdash; an angle, starting with which segment will be left, `angle` &mdash; an angle of cone, which will be set from `startAngle`.
Let's build a classic cone: Let's build a classic cone:
```kotlin ```kotlin
@ -270,7 +307,7 @@ cone(60, 100, 20, PI*3/4, angle = PI/3, name = "cone") {
This solid is set by seven values:`bottomOuterRadius`, `bottomInnerRadius`, `height`, `topOuterRadius`, `topInnerRadius`, `startAngle`, and `angle`. This solid is set by seven values:`bottomOuterRadius`, `bottomInnerRadius`, `height`, `topOuterRadius`, `topInnerRadius`, `startAngle`, and `angle`.
In addition to `height`, `startAngle`, and `angle`, which work as they work in `cone`, there are some new values. In addition to `height`, `startAngle`, and `angle`, which work as they work in `cone`, there are some new values.
`bottomOuterRadius`, and `bottomInnerRadius` set properties of the bottom circle, `topOuterRadius`, `topInnerRadius` - of the upper circle. They have no initial value, so that means they have to be set. `bottomOuterRadius`, and `bottomInnerRadius` set properties of the bottom circle, `topOuterRadius`, `topInnerRadius` &mdash; of the upper circle. They have no initial value, so that means they have to be set.
Generally, `cone`, and `coneSurface` buildings work in the same way, it's possible to make `coneSurface`'s fragments as in `cone` Generally, `cone`, and `coneSurface` buildings work in the same way, it's possible to make `coneSurface`'s fragments as in `cone`
@ -331,3 +368,6 @@ tube(50, 40, 20, 0f, PI, name = "fragmented tube"){
![](../docs/images/tube-fragment.png) ![](../docs/images/tube-fragment.png)
### 7) Extruded ### 7) Extruded
`extruded` is set by two values: `shape`, and `layer`.
* `shape` is a value of `List<Point2D>` type. It's just a list of all points of the solid. *`shape` has to consist of not less than two points!*
* `layer` is `MutableList` types variable. (here is a sentence with a description of the work of this function). *The amount of `layer`-s has to be more than one*

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@ -248,7 +248,7 @@ private class GdmlTransformerEnv(val settings: GdmlTransformer) {
name = name name = name
) )
} }
is GdmlXtru -> extrude(name) { is GdmlXtru -> extruded(name) {
shape { shape {
solid.vertices.forEach { solid.vertices.forEach {
point(it.x * lScale, it.y * lScale) point(it.x * lScale, it.y * lScale)
@ -284,7 +284,7 @@ private class GdmlTransformerEnv(val settings: GdmlTransformer) {
name = name, name = name,
) )
is GdmlOrb -> sphere(solid.r * lScale, name = name) is GdmlOrb -> sphere(solid.r * lScale, name = name)
is GdmlPolyhedra -> extrude(name) { is GdmlPolyhedra -> extruded(name) {
//getting the radius of first //getting the radius of first
require(solid.planes.size > 1) { "The polyhedron geometry requires at least two planes" } require(solid.planes.size > 1) { "The polyhedron geometry requires at least two planes" }
val baseRadius = solid.planes.first().rmax * lScale val baseRadius = solid.planes.first().rmax * lScale

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@ -94,7 +94,9 @@ public class Extruded(
public class ExtrudeBuilder( public class ExtrudeBuilder(
public var shape: List<Point2D> = emptyList(), public var shape: List<Point2D> = emptyList(),
public var layers: ArrayList<Layer> = ArrayList(),
public var layers: MutableList<Layer> = ArrayList(),
config: Config = Config() config: Config = Config()
) : SimpleVisionPropertyContainer<Extruded>(config) { ) : SimpleVisionPropertyContainer<Extruded>(config) {
public fun shape(block: Shape2DBuilder.() -> Unit) { public fun shape(block: Shape2DBuilder.() -> Unit) {
@ -109,7 +111,7 @@ public class ExtrudeBuilder(
} }
@VisionBuilder @VisionBuilder
public fun VisionContainerBuilder<Solid>.extrude( public fun VisionContainerBuilder<Solid>.extruded(
name: String? = null, name: String? = null,
action: ExtrudeBuilder.() -> Unit = {} action: ExtrudeBuilder.() -> Unit = {}
): Extruded = ExtrudeBuilder().apply(action).build().also { set(name, it) } ): Extruded = ExtrudeBuilder().apply(action).build().also { set(name, it) }