New images, raw version of inheritance.md, hierarchy.md, and Vision.puml #60

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@ -40,10 +40,10 @@ 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` — 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` — 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, which set 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`. 3. `rotation` — it's the point, which set 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`.
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 — 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 don't 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.
@ -123,7 +123,7 @@ Now, let's see which solids can be visualized:
It's scarcely a solid, but it can be visualized, so we mention it. 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` build lines, obviously. Let's take a look at it's work.
`polyline` requires two values - `points`, and `name`: `polyline` requires two values — `points`, and `name`:
* `points` is a `vararg` with `Point3D` type. It takes pairs of points, which you want to connect. * `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`. * `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; It's type is `String`. **This value can be required by any solid;
@ -148,15 +148,15 @@ polyline(Point3D(30, 20, 10), Point3D(30, -100, 30), Point3D(30, -100, 30), Poin
### 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` — x-axis length of the `box`
* `y` - y-axis length of the `box` * `y` — y-axis length of the `box`
* `z` - z-axis length of the `box` * `z` — z-axis length of the `box`
These values have `Float` type. These values have `Float` type.
*`x`, `y`, and `z` are necessary values, which cannot be ignored. You have to set them.* *`x`, `y`, and `z` are necessary values, which cannot be ignored. You have to set them.*
* `name` - `box`'es identifier. You've already met it. * `name` — `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.
@ -263,9 +263,9 @@ It takes in six values: `bottomRadius`, `height`, `upperRadius`, `startAngle`, `
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 radius of a bottom base, and `height` sets 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` — `0f`, `angle` — `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` — an angle, starting with which segment will be left, `angle` — an angle of cone, which will be set from `startAngle`.
Let's build a classic cone: Let's build a classic cone:
```kotlin ```kotlin
@ -306,7 +306,7 @@ 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` — 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`