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(); } }
private void DrawTrajectory(int ID, bool f) { MechanismInfo mi = FindMechanismInfo(ID); if (mi.Number == 8) { Dots choise = mi.choise; Mechanism_8 mechanism = (Mechanism_8)mi.mechanism; Point _O2 = new Point((int)(mechanism.R1 + mechanism.r2), (int)(((mechanism.l - mechanism.R1) / 2 - Math.PI * mechanism.r2 / 2) + mechanism.State.deltaO2)); Point _A = new Point((int)(_O2.X + mechanism.r2 * 3 * Math.Cos(mechanism.State.rot2) / 4), (int)(_O2.Y - mechanism.r2 * 3 * Math.Sin(mechanism.State.rot2) / 4)); Point _B = new Point((int)(_O2.X + mechanism.r2 * Math.Cos(mechanism.State.rot2 + 3 * Math.PI / 4)), (int)(_O2.Y - mechanism.r2 * Math.Sin(mechanism.State.rot2 + 3 * Math.PI / 4))); CustomVertex.PositionColored A = new CustomVertex.PositionColored(new Vector3((float)_A.X, (float)_A.Y, 0), Color.Blue.ToArgb()); A.Color = Color.Blue.ToArgb(); CustomVertex.PositionColored B = new CustomVertex.PositionColored(new Vector3((float)_B.X, (float)_B.Y, 0), Color.Silver.ToArgb()); B.Color = Color.Red.ToArgb(); if (trajectories_vertex.Count < 2) { trajectories_vertex.Add(new List <CustomVertex.PositionColored>()); trajectories_vertex.Add(new List <CustomVertex.PositionColored>()); trajectories_vertex[0].Add(A); trajectories_vertex[1].Add(B); } if (f) { trajectories_vertex[0].Clear(); trajectories_vertex[1].Clear(); } trajectories_vertex[0].Add(A); trajectories_vertex[1].Add(B); //РИСОВАНИЕ КУРВ 3D List <CustomVertex.PositionColored> real_trajectoriesA = new List <CustomVertex.PositionColored>(); List <CustomVertex.PositionColored> real_trajectoriesB = new List <CustomVertex.PositionColored>(); for (int i = 0; i < trajectories_vertex[0].Count; i++) { real_trajectoriesA.Add(new CustomVertex.PositionColored(new Vector3(trajectories_vertex[0][i].X / mi.zoom, trajectories_vertex[0][i].Y / mi.zoom, 0), trajectories_vertex[0][i].Color)); real_trajectoriesB.Add(new CustomVertex.PositionColored(new Vector3(trajectories_vertex[1][i].X / mi.zoom, trajectories_vertex[1][i].Y / mi.zoom, 0), trajectories_vertex[1][i].Color)); } mi.d3d.VertexFormat = CustomVertex.PositionColored.Format; DirectMatrix displace = DirectMatrix.Translation(-(float)(mechanism.R1 * 2) / mi.zoom, -(float)(mechanism.R1 * 2) / mi.zoom, 0); Material kolesoMaterial = new Material(); kolesoMaterial.Diffuse = Color.Blue; mi.d3d.RenderState.Lighting = true; if ((choise == Dots.A) || (choise == Dots.Both)) { mi.d3d.Material = kolesoMaterial; Mesh ball2 = Mesh.Sphere(mi.d3d, (float)mechanism.r2 / (4 * mi.zoom), 50, 20); mi.d3d.Transform.World = displace * DirectMatrix.Translation((float)(_A.X) / mi.zoom, (float)(_A.Y) / mi.zoom, 0) * DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) * DirectMatrix.Translation(0, 0, 6f); ball2.DrawSubset(0); ball2.Dispose(); mi.d3d.Transform.World = displace * DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) * DirectMatrix.Translation(0, 0, 6f); mi.d3d.DrawUserPrimitives(PrimitiveType.LineStrip, real_trajectoriesA.Count - 1, real_trajectoriesA.ToArray()); } if ((choise == Dots.B) || (choise == Dots.Both)) { kolesoMaterial.Diffuse = Color.Red; mi.d3d.Material = kolesoMaterial; Mesh ball2 = Mesh.Sphere(mi.d3d, (float)mechanism.r2 / (4 * mi.zoom), 50, 20); mi.d3d.Transform.World = displace * DirectMatrix.Translation((float)(_B.X) / mi.zoom, (float)(_B.Y) / mi.zoom, 0) * DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) * DirectMatrix.Translation(0, 0, 6f); ball2.DrawSubset(0); ball2.Dispose(); mi.d3d.Transform.World = displace * DirectMatrix.RotationX((float)(mi.rotateY * Math.PI / 180)) * DirectMatrix.RotationY((float)(mi.rotateZ * Math.PI / 180)) * DirectMatrix.Translation(0, 0, 6f); mi.d3d.DrawUserPrimitives(PrimitiveType.LineStrip, real_trajectoriesB.Count - 1, real_trajectoriesB.ToArray()); } } }