Esempio n. 1
0
        private void Draw_8_3D(MechanismInfo mi)
        {
            Material kolesoMaterial = new Material();

            kolesoMaterial.Diffuse           = Color.Purple;
            kolesoMaterial.Specular          = Color.Yellow;
            kolesoMaterial.SpecularSharpness = 1;


            if (mi.Number != -1 && mi.Window != null)
            {
                int koef = mi.zoom;

                Mechanism_8 mechanism = (Mechanism_8)mi.mechanism;
                mechanism.ReturnState(mi.Timems * 0.01);

                //for static ball

                //for rope moving block
                float x = (float)(mechanism.R1 + mechanism.r2);
                float y = (float)(((mechanism.l - mechanism.R1) / 2 - Math.PI * mechanism.r2 / 2));
                //for ropes
                float xx = (float)(x + 2 * mechanism.r2);
                //for block
                int    lv = 100;
                double yb = mechanism.R1 + lv - mi.Timems * mechanism.v_block * 0.01;

                if ((yb < (mechanism.R1 / 2) || (y + mechanism.State.deltaO2) < 0.01) && mi.Timems != 0 && mi.Timer.Enabled)
                {
                    mi.Timer.Stop(); return;
                }



                DirectMatrix displace = DirectMatrix.Translation(-(float)(mechanism.R1 * 2) / koef, -(float)(mechanism.R1 * 2) / koef, 0);



                mi.d3d.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Wheat, 1.0f, 0);
                mi.d3d.BeginScene();

                SetupProjections(mi);

                mi.d3d.RenderState.FillMode = (mi.XRay)? Microsoft.DirectX.Direct3D.FillMode.Solid : Microsoft.DirectX.Direct3D.FillMode.WireFrame;
                mi.d3d.RenderState.Lighting = true;

                Mechanism_8 m8 = mi.mechanism as Mechanism_8;

                //Большое неподвижное колесо
                Mesh static_wheel = Mesh.Cylinder(mi.d3d, (float)m8.R1 / koef, (float)m8.R1 / koef, 0.1f, 50, 10);

                mi.d3d.Material        = kolesoMaterial;
                mi.d3d.Transform.World = DirectMatrix.RotationZ((float)mechanism.State.rot1) * displace *
                                         DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) *
                                         DirectMatrix.Translation(0, 0, 6f);
                static_wheel.DrawSubset(0);

                //Вращающееся колесо
                Mesh nonstatic_wheel = Mesh.Cylinder(mi.d3d, (float)m8.r2 / koef, (float)m8.r2 / koef, 0.1f, 50, 10);

                mi.d3d.Transform.World = DirectMatrix.RotationZ(-(float)mechanism.State.rot2) * displace *

                                         DirectMatrix.Translation(x / koef, (float)(y + mechanism.State.deltaO2) / koef, 0) *
                                         DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180))
                                         * DirectMatrix.Translation(0, 0, 6f);
                nonstatic_wheel.DrawSubset(0);

                //Маленькое неподвижное колесо
                Mesh static_wheel1 = Mesh.Cylinder(mi.d3d, (float)m8.r1 / (koef), (float)m8.r1 / koef, 0.1f, 50, 10);
                kolesoMaterial.Diffuse = Color.Tomato;
                mi.d3d.Material        = kolesoMaterial;
                mi.d3d.Transform.World = DirectMatrix.RotationZ((float)mechanism.State.rot1) * displace * DirectMatrix.Translation(0, 0, 0.1f) *
                                         DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180))
                                         * DirectMatrix.Translation(0, 0, 6f);

                static_wheel1.DrawSubset(0);



                float len = (float)(y + mechanism.State.deltaO2);
                if (len < 0)
                {
                    len = -len;
                }

                kolesoMaterial.Diffuse = Color.DimGray;
                mi.d3d.Material        = kolesoMaterial;
                Mesh rope_left = Mesh.Cylinder(mi.d3d, 0.01f, 0.01f,
                                               len / koef, 50, 10
                                               );
                mi.d3d.Transform.World =
                    DirectMatrix.RotationX((float)Math.PI / 2) * displace *
                    DirectMatrix.Translation((float)(mechanism.R1) / koef, len / (2 * koef), 0) *
                    DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) *
                    DirectMatrix.Translation(0, 0, 6f);
                rope_left.DrawSubset(0);

                Mesh rope_right = Mesh.Cylinder(mi.d3d, 0.01f, 0.01f,
                                                len / koef, 50, 10
                                                );
                mi.d3d.Transform.World =
                    DirectMatrix.RotationX((float)Math.PI / 2) * displace *
                    DirectMatrix.Translation((float)(mechanism.R1 + 2 * mechanism.r2) / koef, len / (2 * koef), 0) *
                    DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) *
                    DirectMatrix.Translation(0, 0, 6f);
                rope_right.DrawSubset(0);

                Mesh rope_block = Mesh.Cylinder(mi.d3d, 0.01f, 0.01f,
                                                (float)yb / koef, 50, 10
                                                );
                mi.d3d.Transform.World =
                    DirectMatrix.RotationX((float)Math.PI / 2) * displace *
                    DirectMatrix.Translation((float)(-mechanism.r1) / koef, (float)yb / (2 * koef), 0.08f) *
                    DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) *
                    DirectMatrix.Translation(0, 0, 6f);
                rope_block.DrawSubset(0);


                //грузик
                kolesoMaterial.Diffuse = Color.ForestGreen;
                mi.d3d.Material        = kolesoMaterial;
                Mesh block = Mesh.Box(mi.d3d, 0.1f, 0.05f, 0.2f);

                mi.d3d.Transform.World =
                    DirectMatrix.RotationX((float)Math.PI / 2) * displace *
                    DirectMatrix.Translation((float)(-mechanism.r1) / koef, (float)(yb + 0.05f) / koef, 0.08f) *
                    DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) *
                    DirectMatrix.Translation(0, 0, 6f);
                block.DrawSubset(0);

                kolesoMaterial.Diffuse = Color.PapayaWhip;
                mi.d3d.Material        = kolesoMaterial;
                Mesh ball1 = Mesh.Sphere(mi.d3d, (float)mechanism.r1 / (3 * koef), 50, 20);
                mi.d3d.Transform.World = displace *
                                         DirectMatrix.Translation(0, 0, -0.05f) *
                                         DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) *
                                         DirectMatrix.Translation(0, 0, 6f);
                ball1.DrawSubset(0);

                Mesh ball2 = Mesh.Sphere(mi.d3d, (float)mechanism.r1 / (3 * koef), 50, 20);
                mi.d3d.Transform.World = displace *
                                         DirectMatrix.Translation(0, 0, 0.15f) *
                                         DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) *
                                         DirectMatrix.Translation(0, 0, 6f);
                ball2.DrawSubset(0);

                mi.d3d.RenderState.CullMode = Cull.None;
                kolesoMaterial.Diffuse      = Color.Purple;
                mi.d3d.Material             = kolesoMaterial;

                Mesh platform = Mesh.Polygon(mi.d3d, (float)mechanism.r2 / koef, 6);
                mi.d3d.Transform.World = DirectMatrix.RotationX((float)Math.PI / 2) * displace *
                                         DirectMatrix.Translation((float)(mechanism.R1 + 2 * mechanism.r2) / koef, 0, 0) *
                                         DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) *
                                         DirectMatrix.Translation(0, 0, 6f);
                platform.DrawSubset(0);



                if (mi.choise != Dots.None)
                {
                    DrawTrajectory(mi.mechanism.ID, mi.Timems == 0);
                }

                mi.d3d.EndScene();
                mi.d3d.Present();


                if (mi.Timer.Enabled)
                {
                    mi.Timems += mi.Timer.Interval;
                }
                static_wheel.Dispose();
                static_wheel1.Dispose();
                nonstatic_wheel.Dispose();
                rope_left.Dispose();
                rope_right.Dispose();
                rope_block.Dispose();
                block.Dispose();
                ball1.Dispose();
                ball2.Dispose();
                platform.Dispose();
            }
        }
Esempio n. 2
0
        private void Draw_8(MechanismInfo mi)
        {
            if (mi.Number != -1 && mi.G != null)
            {
                Mechanism_8 mechanism = (Mechanism_8)mi.mechanism;

                mechanism.ReturnState(mi.Timems * 0.05);

                Bitmap   bp = new Bitmap(mi.Size.X, mi.Size.Y, mi.G);
                Graphics g  = Graphics.FromImage(bp);
                g.SmoothingMode = SmoothingMode.AntiAlias;

                HatchBrush Br  = new HatchBrush(HatchStyle.BackwardDiagonal, Color.Black, Color.White);
                Pen        p   = new Pen(Color.Black);
                SolidBrush SBr = new SolidBrush(Color.White);



                Rectangle Rect = new Rectangle();

                //for static ball
                float y0 = (float)(mechanism.Center.Y - mechanism.R1);
                float x0 = (float)(mechanism.Center.X - mechanism.R1);

                //for rope moving block
                float x = (float)(mechanism.Center.X + mechanism.R1);
                float y = (float)(mechanism.Center.Y + ((mechanism.l - mechanism.R1) / 2 - Math.PI * mechanism.r2 / 2));
                //for ropes
                float xx = (float)(x + 2 * mechanism.r2);
                //for block
                int    lv = 100;
                double yb = y0 + mechanism.R1 + lv - mi.Timems * mechanism.v_block * 0.05;

                if ((yb - (y0 + mechanism.R1) < 0.001 || ((y + mechanism.State.deltaO2) - mechanism.Center.Y) < 0.01) && mi.Timems != 0)
                {
                    mi.Timer.Stop(); return;
                }

                //clear
                Rect.Location = new Point(0, 0);
                Rect.Size     = new Size(bp.Size.Width, bp.Size.Height);
                g.FillRectangle(SBr, Rect);
                //block big static
                Rect.Location = new Point((int)x0, (int)y0);
                Rect.Size     = new Size((int)(2 * mechanism.R1), (int)(2 * mechanism.R1));
                g.FillEllipse(SBr, Rect);
                g.DrawEllipse(p, Rect);
                //block small static
                Rect.Location = new Point((int)(mechanism.Center.X - mechanism.r1), (int)(mechanism.Center.Y - mechanism.r1));
                Rect.Size     = new Size((int)(2 * mechanism.r1), (int)(2 * mechanism.r1));
                g.FillEllipse(SBr, Rect);
                g.DrawEllipse(p, Rect);
                //bearing draw
                Point side = new Point(mechanism.Center.X - 10, mechanism.Center.Y + 20);
                g.DrawLine(p, side, mechanism.Center);
                side.X = mechanism.Center.X + 10;
                side.Y = mechanism.Center.Y + 20;
                g.DrawLine(p, mechanism.Center, side);

                Rect.Location = new Point(mechanism.Center.X - 15, mechanism.Center.Y + 20);
                Rect.Size     = new Size(30, 7);
                g.FillRectangle(Br, Rect);

                g.DrawLine(p, mechanism.Center.X + 15, mechanism.Center.Y + 20, mechanism.Center.X - 15, mechanism.Center.Y + 20);
                //bearing ball
                Rect.Location = new Point(mechanism.Center.X - 5, mechanism.Center.Y - 5);
                Rect.Size     = new Size(10, 10);
                g.FillEllipse(SBr, Rect);
                g.DrawEllipse(p, Rect);

                //dot lines

                p.DashStyle = DashStyle.DashDot;
                g.DrawLine(p, (int)(mechanism.Center.X + mechanism.R1 * Math.Sin(mechanism.State.rot1)),
                           (int)(mechanism.Center.Y - mechanism.R1 * Math.Cos(mechanism.State.rot1)),
                           (int)(mechanism.Center.X - mechanism.R1 * Math.Sin(mechanism.State.rot1)),
                           (int)(mechanism.Center.Y + mechanism.R1 * Math.Cos(mechanism.State.rot1)));

                g.DrawLine(p, (int)(mechanism.Center.X - mechanism.R1 * Math.Cos(mechanism.State.rot1)),
                           (int)(mechanism.Center.Y - mechanism.R1 * Math.Sin(mechanism.State.rot1)),
                           (int)(mechanism.Center.X + mechanism.R1 * Math.Cos(mechanism.State.rot1)),
                           (int)(mechanism.Center.Y + mechanism.R1 * Math.Sin(mechanism.State.rot1)));
                p.DashStyle = DashStyle.Solid;
                //rope left
                g.DrawLine(p, x, mechanism.Center.Y, (float)(mechanism.Center.X + mechanism.R1), (int)(y + mechanism.State.deltaO2));
                //rope right
                g.DrawLine(p, xx, (int)(y + mechanism.State.deltaO2), (float)(x + 2 * mechanism.r2), y0);
                //mount
                g.DrawLine(p, xx - 30, y0, xx + 30, y0);
                Rect.Location = new Point((int)(xx - 30), (int)(y0 - 10));
                Rect.Size     = new Size(60, 10);
                g.FillRectangle(Br, Rect);
                //blockrope
                g.DrawLine(p, (float)(x0 + (mechanism.R1 - mechanism.r1)), (float)(y0 + mechanism.R1),
                           (float)(x0 + (mechanism.R1 - mechanism.r1)), (float)(yb));


                Rect.Location = new Point((int)(x0 + (mechanism.R1 - mechanism.r1) - 10), (int)yb);
                Rect.Size     = new Size(20, 30);
                g.FillRectangle(Br, Rect);
                g.DrawRectangle(p, Rect);

                //block moving
                Rect.Location = new Point((int)x, (int)(y - mechanism.r2 + mechanism.State.deltaO2));
                Rect.Size     = new Size((int)(2 * mechanism.r2), (int)(2 * mechanism.r2));
                g.FillEllipse(SBr, Rect);
                g.DrawEllipse(p, Rect);

                //dots line
                double xo2 = Rect.Location.X + mechanism.r2, yo2 = Rect.Location.Y + mechanism.r2;
                p.DashStyle = DashStyle.DashDot;
                g.DrawLine(p, (int)(xo2 - mechanism.r2 * Math.Sin(mechanism.State.rot2)),
                           (int)(yo2 - mechanism.r2 * Math.Cos(mechanism.State.rot2)),
                           (int)(xo2 + mechanism.r2 * Math.Sin(mechanism.State.rot2)),
                           (int)(yo2 + mechanism.r2 * Math.Cos(mechanism.State.rot2)));

                g.DrawLine(p, (int)(xo2 - mechanism.r2 * Math.Cos(mechanism.State.rot2)),
                           (int)(yo2 + mechanism.r2 * Math.Sin(mechanism.State.rot2)),
                           (int)(xo2 + mechanism.r2 * Math.Cos(mechanism.State.rot2)),
                           (int)(yo2 - mechanism.r2 * Math.Sin(mechanism.State.rot2)));
                p.DashStyle = DashStyle.Solid;
                //trajectories
                if (mi.choise != Dots.None)
                {
                    DrawTrajectory(mi.mechanism.ID, mi.Timems == 0, g);
                }
                mi.G.DrawImage(bp, 0, 0);

                g.Dispose();

                mi.Timems += mi.Timer.Interval;
            }
        }