diff --git a/docs/tutorial.md b/docs/tutorial.md index 02344e2f..8989bd49 100644 --- a/docs/tutorial.md +++ b/docs/tutorial.md @@ -40,10 +40,10 @@ fun main(){ **We will analyze which basic properties solids have using `box` solid.** *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. -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 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`. -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. +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. +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`. +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. 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. `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. * `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; @@ -148,15 +148,15 @@ polyline(Point3D(30, 20, 10), Point3D(30, -100, 30), Point3D(30, -100, 30), Poin ### 2) Box 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` -* `y` - y-axis length of the `box` -* `z` - z-axis length of the `box` +* `x` — x-axis length of the `box` +* `y` — y-axis length of the `box` +* `z` — 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.* -* `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. @@ -264,9 +264,9 @@ It takes in six values: `bottomRadius`, `height`, `upperRadius`, `startAngle`, ` 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` — `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: ```kotlin @@ -307,7 +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`. 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`