Merge pull request #57 from kiruma524/dev
Tutorial and changed names
This commit is contained in:
commit
5b2da86838
@ -108,7 +108,7 @@ fun VisionLayout<Solid>.showcase() {
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}
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}
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demo("extrude", "extruded shape") {
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demo("extrude", "extruded shape") {
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extrude {
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extruded {
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shape {
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shape {
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polygon(8, 50)
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polygon(8, 50)
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}
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}
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docs/images/polyline-points-2.png
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docs/images/polyline-points.png
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@ -1,8 +1,8 @@
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# Tutorial
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# Tutorial
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#### The main goal of this tutorial is to show all capabilities of ... (this part will be supplemented)
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#### The main goal of this tutorial is to show the main capabilities of the visualization instrument.
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The simple visualization can be made with function `main`. (this part will be supplemented as well)
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The simple visualization can be made with function `main`. (this part will be supplemented)
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```kotlin
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```kotlin
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import kotlinx.html.div
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import kotlinx.html.div
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import space.kscience.dataforge.context.Context
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import space.kscience.dataforge.context.Context
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@ -16,12 +16,20 @@ fun main(){
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}
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}
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context.makeVisionFile (
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context.makeVisionFile (
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Paths.get("customFile.html"),
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Paths.get("nameFile.html"),
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resourceLocation = ResourceLocation.EMBED
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resourceLocation = ResourceLocation.EMBED
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){
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){
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div {
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div {
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//first vision
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vision {
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vision {
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solid {
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solid {
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//solids which you want to visualize
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}
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}
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//second vision
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vision {
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solid {
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//solids which you want to visualize
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}
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}
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}
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}
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}
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}
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@ -32,13 +40,13 @@ fun main(){
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**We will analyze which basic properties solids have using `box` solid.**
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**We will analyze which basic properties solids have using `box` solid.**
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*Basic properties:*
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*Basic properties:*
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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.
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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.
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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.
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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.
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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`.
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3. `rotation` — 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` — pivot around `y axis`, changing `z` — pivot around `z axis`.
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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.
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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.
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Let's see how properties are set in solids.
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Let's see how properties are set in solids.
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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.
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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.
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***You can see that `box` take four values. Later, we will discuss what they do in more detail. Now, it does not really matter.***
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***You can see that `box` take four values. Later, we will discuss what they do in more detail. Now, it does not really matter.***
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```kotlin
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```kotlin
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@ -106,21 +114,49 @@ fun main(){
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![](../docs/images/two-boxes-1.png)
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![](../docs/images/two-boxes-1.png)
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![](../docs/images/two-boxes-2.png)
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![](../docs/images/two-boxes-2.png)
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***There is plenty of other properties, especially of those, which you can create by yourself. Here we mention just small part.***
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***There is plenty of other properties, especially those, which you can create by yourself. Here we mention just a small part.***
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## Basic Solids
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## Basic Solids
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Now, let's see which solids can be visualized:
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Now, let's see which solids can be visualized:
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### 1) PolyLine
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### 1) PolyLine
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It's scarcely a solid, but it can be visualized, so we mention it.
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`polyline` build lines, obviously. Let's take a look at it's work.
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`polyline` requires two values — `points`, and `name`:
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* `points` is a `vararg` with `Point3D` type. It takes pairs of points, which you want to connect.
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* `name` is an identifier of *any solid*; but in this case, it is an identifier of `polyline`.
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It's type is `String`. **This value can be required by any solid;
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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.**
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This is an example of polyline with other solid `box`:
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```kotlin
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box(100, 100, 100, name = "box"){
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x = -10
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y = -10
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z = -10
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opacity = 0.4
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}
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polyline(Point3D(30, 20, 10), Point3D(30, -100, 30), Point3D(30, -100, 30), Point3D(50, -100, 30), name = "polyline"){
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color("red")
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}
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```
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![](../docs/images/polyline-points.png)
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![](../docs/images/polyline-points-2.png)
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### 2) Box
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### 2) Box
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First thing which has to be mentioned is that `box` takes four values: `box(x, y, z, name)`
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First thing which has to be mentioned is that `box` takes four values: `box(x, y, z, name)`
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* `x` - x-axis length of the `box`
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* `x` — x-axis length of the `box`
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* `y` - y-axis length of the `box`
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* `y` — y-axis length of the `box`
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* `z` - z-axis length of the `box`
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* `z` — z-axis length of the `box`
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These values have `Float` type. *`x`, `y`, and `z` are necessary values, which cannot be ignored. You have to set them.*
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These values have `Float` type.
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* `name` - `box`'es identifier with `String` type. *It's an optional value, but without it you won't be able to control solid.*
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*`x`, `y`, and `z` are necessary values, which cannot be ignored. You have to set them.*
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* `name` — `box`'es identifier. You've already met it.
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Let's create just usual `box` with equal ribs.
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Let's create just usual `box` with equal ribs.
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@ -137,11 +173,11 @@ Now, let's make `box` with bigger `y` value.
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color("black")
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color("black")
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}
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}
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```
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```
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As you can see, only rib of `y-axis` differs from other ribs.
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As you can see, only the rib of `y-axis` differs from other ribs.
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![](../docs/images/high-box.png)
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![](../docs/images/high-box.png)
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For final trial, let's create `box` with bigger `x` value.
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For a final trial, let's create a `box` with a bigger `x` value.
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```kotlin
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```kotlin
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box(65, 40, 40, name = "wide box") {
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box(65, 40, 40, name = "wide box") {
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@ -151,16 +187,16 @@ For final trial, let's create `box` with bigger `x` value.
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color("black")
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color("black")
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}
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}
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```
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```
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Predictably, only `x-axis` rib bigger than other ribs.
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Predictably, only the `x-axis` rib is bigger than other ribs.
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![](../docs/images/wide-box.png)
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![](../docs/images/wide-box.png)
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### 3) Sphere
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### 3) Sphere
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It takes in two values: `radius`, and `name`.
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It takes in two values: `radius`, and `name`.
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Actually, `name` is general value for all solids, so do not wonder, since all solids need their own identifier.
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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.
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As for `radius`, it has `Float` type, and, as you can guess, it sets radius of the sphere, which will be created.
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As for `radius`, it has `Float` type, and, as you can guess, it sets the radius of the sphere which will be created.
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```kotlin
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```kotlin
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sphere(50, name = "sphere") {
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sphere(50, name = "sphere") {
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x = 0
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x = 0
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@ -186,7 +222,7 @@ It is solid which has six edges. It is set by eight values: `node1`,..., `node8`
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![](../docs/images/scheme.png)
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![](../docs/images/scheme.png)
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As hexagon takes in specific points, we understand that this solid cannot be moved, it fixed in space, and it can't make pivots.
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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.
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Let's make classic parallelepiped.
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Let's make classic parallelepiped.
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```kotlin
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```kotlin
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@ -208,7 +244,7 @@ Let's make classic parallelepiped.
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Now, let's make a custom hexagon.
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Now, let's make a custom hexagon.
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```kotlin
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```kotlin
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hexagon(
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hexagon(
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Point3D(5, 30, 5),
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Point3D(5, 30, 5),
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Point3D(24, 30, 8),
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Point3D(24, 30, 8),
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Point3D(20, 30, -10),
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Point3D(20, 30, -10),
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@ -217,19 +253,20 @@ Now, let's make a custom hexagon.
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Point3D(12, 16, 0),
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Point3D(12, 16, 0),
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Point3D(10, 16, -5),
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Point3D(10, 16, -5),
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Point3D(6.5, 12, -3),
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Point3D(6.5, 12, -3),
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name = "custom_hexagon"){
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name = "custom_hexagon"
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) {
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color("brown")
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color("brown")
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}
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}
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```
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```
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![](../docs/images/custom-hexagon.png)
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![](../docs/images/custom-hexagon.png)
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### 3) Cone
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### 3) Cone
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It takes in six values: `bottomRadius`, `height`, `upperRadius`, `startAngle`, `angle`, and `name`.
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It takes in six values: `bottomRadius`, `height`, `upperRadius`, `startAngle`, `angle`, and `name`.
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Obviously, `bottomRadius` is responsible for radius of a bottom base, and `height` sets height of a cone along the `z-axis`.
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Obviously, `bottomRadius` is responsible for the radius of a bottom base, and `height` sets the height of a cone along the `z-axis`.
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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.
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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.
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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`.
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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`.
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Let's build a classic cone:
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Let's build a classic cone:
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```kotlin
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```kotlin
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@ -270,7 +307,7 @@ cone(60, 100, 20, PI*3/4, angle = PI/3, name = "cone") {
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This solid is set by seven values:`bottomOuterRadius`, `bottomInnerRadius`, `height`, `topOuterRadius`, `topInnerRadius`, `startAngle`, and `angle`.
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This solid is set by seven values:`bottomOuterRadius`, `bottomInnerRadius`, `height`, `topOuterRadius`, `topInnerRadius`, `startAngle`, and `angle`.
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In addition to `height`, `startAngle`, and `angle`, which work as they work in `cone`, there are some new values.
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In addition to `height`, `startAngle`, and `angle`, which work as they work in `cone`, there are some new values.
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`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.
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`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.
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Generally, `cone`, and `coneSurface` buildings work in the same way, it's possible to make `coneSurface`'s fragments as in `cone`
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Generally, `cone`, and `coneSurface` buildings work in the same way, it's possible to make `coneSurface`'s fragments as in `cone`
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@ -331,3 +368,6 @@ tube(50, 40, 20, 0f, PI, name = "fragmented tube"){
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![](../docs/images/tube-fragment.png)
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![](../docs/images/tube-fragment.png)
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### 7) Extruded
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### 7) Extruded
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`extruded` is set by two values: `shape`, and `layer`.
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* `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!*
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* `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) {
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name = name
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name = name
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)
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)
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}
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}
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is GdmlXtru -> extrude(name) {
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is GdmlXtru -> extruded(name) {
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shape {
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shape {
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solid.vertices.forEach {
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solid.vertices.forEach {
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point(it.x * lScale, it.y * lScale)
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point(it.x * lScale, it.y * lScale)
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@ -284,7 +284,7 @@ private class GdmlTransformerEnv(val settings: GdmlTransformer) {
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name = name,
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name = name,
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)
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)
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is GdmlOrb -> sphere(solid.r * lScale, name = name)
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is GdmlOrb -> sphere(solid.r * lScale, name = name)
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is GdmlPolyhedra -> extrude(name) {
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is GdmlPolyhedra -> extruded(name) {
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//getting the radius of first
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//getting the radius of first
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require(solid.planes.size > 1) { "The polyhedron geometry requires at least two planes" }
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require(solid.planes.size > 1) { "The polyhedron geometry requires at least two planes" }
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val baseRadius = solid.planes.first().rmax * lScale
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val baseRadius = solid.planes.first().rmax * lScale
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@ -94,7 +94,9 @@ public class Extruded(
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public class ExtrudeBuilder(
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public class ExtrudeBuilder(
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public var shape: List<Point2D> = emptyList(),
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public var shape: List<Point2D> = emptyList(),
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public var layers: ArrayList<Layer> = ArrayList(),
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public var layers: MutableList<Layer> = ArrayList(),
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config: Config = Config()
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config: Config = Config()
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) : SimpleVisionPropertyContainer<Extruded>(config) {
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) : SimpleVisionPropertyContainer<Extruded>(config) {
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public fun shape(block: Shape2DBuilder.() -> Unit) {
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public fun shape(block: Shape2DBuilder.() -> Unit) {
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@ -109,7 +111,7 @@ public class ExtrudeBuilder(
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}
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}
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@VisionBuilder
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@VisionBuilder
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public fun VisionContainerBuilder<Solid>.extrude(
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public fun VisionContainerBuilder<Solid>.extruded(
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name: String? = null,
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name: String? = null,
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action: ExtrudeBuilder.() -> Unit = {}
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action: ExtrudeBuilder.() -> Unit = {}
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): Extruded = ExtrudeBuilder().apply(action).build().also { set(name, it) }
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): Extruded = ExtrudeBuilder().apply(action).build().also { set(name, it) }
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