Fix cone segmenta and cone surface representation
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@ -1,8 +1,8 @@
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package space.kscience.visionforge.examples
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import kotlin.math.PI
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import space.kscience.visionforge.Colors
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import space.kscience.visionforge.solid.*
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import kotlin.math.PI
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fun main() = makeVisionFile {
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vision("canvas") {
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@ -30,7 +30,7 @@ fun main() = makeVisionFile{
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}
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tube(30,20, 20){
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cylinder(30,20, name = "cylinder"){
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detail = 31
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y = -220
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}
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@ -22,60 +22,53 @@ public class ConeSegment(
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public val phi: Float = PI2,
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) : SolidBase<ConeSegment>(), GeometrySolid {
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init {
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require(bottomRadius > 0) { "Bottom radius must be positive" }
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require(topRadius > 0) { "Top radius must be positive" }
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require(bottomRadius > 0) { "Cone segment bottom radius must be positive" }
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require(height > 0) { "Cone segment height must be positive" }
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require(topRadius >= 0) { "Cone segment top radius must be non-negative" }
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//require(startAngle >= 0)
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require(phi in (0f..(PI2)))
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}
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override fun <T : Any> toGeometry(geometryBuilder: GeometryBuilder<T>) {
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val segments: Int = detail ?: 32
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require(segments >= 4) { "The number of segments in cone segment is too small" }
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val segments = detail ?: 32
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require(segments >= 4) { "The number of segments in cone is too small" }
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val angleStep = phi / (segments - 1)
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/**
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* Top and bottom shape
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*/
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fun shape(r: Float, z: Float): List<Point3D> = (0 until segments).map { i ->
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Point3D(r * cos(phiStart + angleStep * i), r * sin(phiStart + angleStep * i), z)
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}
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with(geometryBuilder) {
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// top and bottom faces
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val bottomOuterPoints: List<Point3D> = shape(topRadius, -height / 2)
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val upperOuterPoints: List<Point3D> = shape(bottomRadius, height / 2)
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geometryBuilder.apply {
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//creating shape in x-y plane with z = 0
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val bottomPoints = shape(bottomRadius, -height / 2)
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val topPoints = shape(topRadius, height / 2)
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//outer face
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for (it in 1 until segments) {
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face4(bottomOuterPoints[it - 1], bottomOuterPoints[it], upperOuterPoints[it], upperOuterPoints[it - 1])
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face4(bottomPoints[it - 1], bottomPoints[it], topPoints[it], topPoints[it - 1])
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}
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//if the cone is closed
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if (phi == PI2) {
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face4(bottomOuterPoints.last(), bottomOuterPoints[0], upperOuterPoints[0], upperOuterPoints.last())
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face4(bottomPoints.last(), bottomPoints[0], topPoints[0], topPoints.last())
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}
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//top and bottom cups
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val zeroBottom = Point3D(0f, 0f, -height / 2)
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val zeroTop = Point3D(0f, 0f, height / 2)
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val zeroTop = Point3D(0f, 0f, +height / 2)
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for (it in 1 until segments) {
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face(bottomOuterPoints[it - 1], zeroBottom, bottomOuterPoints[it])
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face(upperOuterPoints[it - 1], upperOuterPoints[it], zeroTop)
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face(bottomPoints[it - 1], zeroBottom, bottomPoints[it])
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face(topPoints[it - 1], topPoints[it], zeroTop)
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}
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// closed surface
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if (phi == PI2) {
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face(bottomOuterPoints.last(), zeroBottom, bottomOuterPoints[0])
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face(upperOuterPoints.last(), upperOuterPoints[0], zeroTop)
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face(bottomPoints.last(), zeroBottom, bottomPoints[0])
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face(topPoints.last(), topPoints[0], zeroTop)
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} else {
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face4(zeroTop, zeroBottom, bottomOuterPoints[0], upperOuterPoints[0])
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face4(zeroTop, zeroBottom, bottomOuterPoints.last(), upperOuterPoints.last())
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face4(zeroTop, zeroBottom, bottomPoints[0], topPoints[0])
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face4(zeroTop, zeroBottom, bottomPoints.last(), topPoints.last())
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}
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}
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}
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}
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@VisionBuilder
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@ -21,8 +21,8 @@ public class ConeSurface(
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public val height: Float,
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public val topRadius: Float,
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public val topInnerRadius: Float,
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public val startAngle: Float = 0f,
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public val angle: Float = PI2,
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public val phiStart: Float = 0f,
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public val phi: Float = PI2,
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) : SolidBase<ConeSurface>(), GeometrySolid {
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init {
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@ -30,16 +30,16 @@ public class ConeSurface(
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require(height > 0) { "Cone surface height must be positive" }
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require(bottomInnerRadius >= 0) { "Cone surface bottom inner radius must be non-negative" }
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//require(startAngle >= 0)
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require(angle in (0f..(PI2)))
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require(phi in (0f..(PI2)))
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}
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override fun <T : Any> toGeometry(geometryBuilder: GeometryBuilder<T>) {
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val segments = detail ?: 32
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require(segments >= 4) { "The number of segments in tube is too small" }
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val angleStep = angle / (segments - 1)
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val angleStep = phi / (segments - 1)
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fun shape(r: Float, z: Float): List<Point3D> = (0 until segments).map { i ->
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Point3D(r * cos(startAngle + angleStep * i), r * sin(startAngle + angleStep * i), z)
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Point3D(r * cos(phiStart + angleStep * i), r * sin(phiStart + angleStep * i), z)
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}
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geometryBuilder.apply {
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@ -52,17 +52,17 @@ public class ConeSurface(
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face4(bottomOuterPoints[it - 1], bottomOuterPoints[it], topOuterPoints[it], topOuterPoints[it - 1])
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}
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if (angle == PI2) {
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if (phi == PI2) {
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face4(bottomOuterPoints.last(), bottomOuterPoints[0], topOuterPoints[0], topOuterPoints.last())
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}
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if (bottomInnerRadius == 0f) {
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val zeroBottom = Point3D(0f, 0f, 0f)
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val zeroTop = Point3D(0f, 0f, height)
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val zeroBottom = Point3D(0f, 0f, -height / 2)
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val zeroTop = Point3D(0f, 0f, height / 2)
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(1 until segments).forEach {
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face(bottomOuterPoints[it - 1], zeroBottom, bottomOuterPoints[it])
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face(topOuterPoints[it - 1], topOuterPoints[it], zeroTop)
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}
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if (angle == PI2) {
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if (phi == PI2) {
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face(bottomOuterPoints.last(), zeroBottom, bottomOuterPoints[0])
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face(topOuterPoints.last(), topOuterPoints[0], zeroTop)
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} else {
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@ -96,7 +96,7 @@ public class ConeSurface(
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topOuterPoints[it]
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)
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}
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if (angle == PI2) {
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if (phi == PI2) {
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face4(bottomInnerPoints[0], bottomInnerPoints.last(), topInnerPoints.last(), topInnerPoints[0])
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face4(
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bottomInnerPoints.last(),
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@ -135,8 +135,8 @@ public inline fun MutableVisionContainer<Solid>.tube(
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height = height.toFloat(),
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topRadius = radius.toFloat(),
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topInnerRadius = innerRadius.toFloat(),
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startAngle = startAngle.toFloat(),
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angle = angle.toFloat()
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phiStart = startAngle.toFloat(),
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phi = angle.toFloat()
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).apply(block).also { setChild(name, it) }
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@VisionBuilder
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@ -156,6 +156,6 @@ public inline fun MutableVisionContainer<Solid>.coneSurface(
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height = height.toFloat(),
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topRadius = topOuterRadius.toFloat(),
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topInnerRadius = topInnerRadius.toFloat(),
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startAngle = startAngle.toFloat(),
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angle = angle.toFloat()
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phiStart = startAngle.toFloat(),
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phi = angle.toFloat()
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).apply(block).also { setChild(name, it) }
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@ -34,7 +34,7 @@ public class ThreePlugin : AbstractPlugin(), ElementVisionRenderer {
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objectFactories[Box::class] = ThreeBoxFactory
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objectFactories[Convex::class] = ThreeConvexFactory
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objectFactories[Sphere::class] = ThreeSphereFactory
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objectFactories[ConeSegment::class] = ThreeConeFactory
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// objectFactories[ConeSegment::class] = ThreeConeFactory
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objectFactories[PolyLine::class] = ThreeSmartLineFactory
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objectFactories[SolidLabel::class] = ThreeCanvasLabelFactory
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objectFactories[AmbientLightSource::class] = ThreeAmbientLightFactory
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