Редактирование: Manipulator model

Перейти к: навигация, поиск

Внимание! Вы не авторизовались на сайте. Ваш IP-адрес будет публично видимым, если вы будете вносить любые правки. Если вы войдёте или создадите учётную запись, правки вместо этого будут связаны с вашим именем пользователя, а также у вас появятся другие преимущества.

Правка может быть отменена. Пожалуйста, просмотрите сравнение версий, чтобы убедиться, что это именно те изменения, которые вас интересуют, и нажмите «Записать страницу», чтобы изменения вступили в силу.
Текущая версия Ваш текст
Строка 57: Строка 57:
 
But it's not enough. We want to get motion and it should be smooth. So we need to go through many points between each position. There is a problem that appears if we try to rotate vector around two axis at the same time. Rotations are not additive, so we can't just rotate on a small angle each step. The solution is simple, we need to rotate vector on bigger angle on each step from the initial position.
 
But it's not enough. We want to get motion and it should be smooth. So we need to go through many points between each position. There is a problem that appears if we try to rotate vector around two axis at the same time. Rotations are not additive, so we can't just rotate on a small angle each step. The solution is simple, we need to rotate vector on bigger angle on each step from the initial position.
  
==About program interface in C#==
+
==About program interface==
 
Because program doesn't have help yet, I should give some information about it's interface.<br>
 
Because program doesn't have help yet, I should give some information about it's interface.<br>
 
I'll tell about each tab:
 
I'll tell about each tab:
Строка 65: Строка 65:
 
Left/Right – rotation around vertical axis<br>
 
Left/Right – rotation around vertical axis<br>
 
Ctrl + Up/Down/Left/Right – faster rotation<br>
 
Ctrl + Up/Down/Left/Right – faster rotation<br>
+/- (OemPlus/OemMinus) –Zoom<br>
+
+/- (OemPlus/OemMinus) –Foundation Zoom<br>
 
<gallery widths=550px heights=300px perrow = 1>
 
<gallery widths=550px heights=300px perrow = 1>
 
Файл:Graph_Tab_0.jpg‎
 
Файл:Graph_Tab_0.jpg‎
 
</gallery>
 
</gallery>
 
 
===Settings===
 
===Settings===
 
This one is responsible for customization of model appearance. You can change model color and opacity, quality and speed of basis rotation.
 
This one is responsible for customization of model appearance. You can change model color and opacity, quality and speed of basis rotation.
Строка 91: Строка 90:
 
Drawing of objects is done by triangulation, that means that we need to build it of triangles.
 
Drawing of objects is done by triangulation, that means that we need to build it of triangles.
 
Notice that back side of triangles is transparent as default.
 
Notice that back side of triangles is transparent as default.
<br><br><br>
 
  
==Cross-platform version for Linux Ubuntu==
+
 
===Strange crazy idea===
+
 
[[Файл:Linux_penguin.jpg|100px|right]]
+
 
[[Файл:Ubuntu_logo.png|80px|right]]
 
The number of Linux OS users is increasing so I came to idea of making this program portable for this OS. But I faced an immense problem: Wine & mono doesn't support WPF graphics. That were really bad news, which meant that I wont be able to run this program on Linux. And finally after scrolling about some hundred pages I thought: "I can't port C# program with WPF to Linux, but I want it to work there, so Let's rewrite it in C++ with QT and OpenGL!" This idea is crazy enough to be good i think.
 
===First steps===
 
The first thing I should do was to find a good cross-platform IDE which I will use, because I don't like compiling project from the terminal. Finally I installed QT Creator IDE and started studying it, by the way trying to writing something that resembles program interface...
 
  
 
==Maybe this can be used==
 
==Maybe this can be used==
Строка 131: Строка 125:
 
[[Медиа:Hand_Model_x86.zip|Hand_Model_x86.zip]]<br>
 
[[Медиа:Hand_Model_x86.zip|Hand_Model_x86.zip]]<br>
 
[[Медиа:Hand_Model_x64.zip|Hand_Model_x64.zip]]<br>
 
[[Медиа:Hand_Model_x64.zip|Hand_Model_x64.zip]]<br>
 
==Change log==
 
'''ver_1.0.0.34:'''
 
*Quaternion optimization + bugfix
 
*Improved triangulation quality
 
*Added simple Help
 
*Fixed bug in rotation of spheres
 
'''ver_1.0.0.33:'''
 
*Saving Graph settings to the binary file
 
*Rotation of hand parts
 
*Using quaternions instead of rotation tensors
 
*Rotation optimization
 
  
 
== See also ==
 
== See also ==
  
[[Проект "Фехтование"|project "Fencing"]]<br>
+
[[Проект "Фехтование"|project "Fencing"]]
 
[[ТМ|Department for Theoretical Mechanics]]
 
[[ТМ|Department for Theoretical Mechanics]]
  
 
==Links==
 
==Links==
[http://wat.gamedev.ru/articles/quaternions LINK] - some information about quaternions (RU)<br>
+
[http://wat.gamedev.ru/articles/quaternions] - some information about quaternions (RU)<br>
[http://www.wpftutorial.net/IntroductionTo3D.html LINK] - about 3D graphics in WPF (EN)<br>
+
[http://www.wpftutorial.net/IntroductionTo3D.html] - about 3D graphics in WPF
  
  
 
[[Category: Студенческие проекты]]
 
[[Category: Студенческие проекты]]
Вам запрещено изменять защиту статьи. Edit Создать редактором

Обратите внимание, что все добавления и изменения текста статьи рассматриваются как выпущенные на условиях лицензии Public Domain (см. Department of Theoretical and Applied Mechanics:Авторские права). Если вы не хотите, чтобы ваши тексты свободно распространялись и редактировались любым желающим, не помещайте их сюда.
Вы также подтверждаете, что являетесь автором вносимых дополнений или скопировали их из источника, допускающего свободное распространение и изменение своего содержимого.
НЕ РАЗМЕЩАЙТЕ БЕЗ РАЗРЕШЕНИЯ МАТЕРИАЛЫ, ОХРАНЯЕМЫЕ АВТОРСКИМ ПРАВОМ!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Отменить | Справка по редактированию  (в новом окне)
Источник — «http://tm.spbstu.ru/Manipulator_model»