aboutsummaryrefslogtreecommitdiff
path: root/Занимательное программирование/3/5_ideal_gas/geometry.pas
blob: cbbff5da03a97b1b58e4397992ab013b67a4142d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
unit Geometry;

{$mode ObjFPC}{$H+}

interface

uses
  Classes, SysUtils;

type
  { Вершины }
  Vertex = record
    x, y, z: Real; { Координаты вершины }
  end;
  { Ребра }
  Edge = record
    src, dest: Integer; { Индексы соединяемых вершин }
  end;

  Object3D = class
  public
    vertices: array of Vertex; { вершины }
    edges: array of Edge; { ребра }
    xc, yc, zc: Real; { координаты центра объекта }
    vx, vy, vz: Real; { значения составляющих его скорости }
    xa, ya, za: Real; { скорость вращения вокруг оси }

    constructor Create(var center, velocity, axis: Vertex);

    procedure MoveCenter();
  end;

  Matrix = array[1..4, 1..4] of Real; { матрица 4x4 }
  Column = array[1..4] of Real; { столбец }

function CopyObject3D(Shape: Object3D): Object3D;

{ умножение матрицы на матрицу }
function MMMult(lhs, rhs: Matrix): Matrix;
{ умножение матрицы на столбец }
function MCMult(lhs: Matrix; rhs: Column): Column;
{ матрица поворота модели }
function RotateMatrix(xa, ya, za: Real): Matrix;
function MoveMatrix(tx, ty, tz: Real): Matrix;
function ResizeMatrix(sx, sy, sz: Real): Matrix;
procedure RotateShape(Shape: Object3D);
procedure MoveShape(Shape: Object3D; Width, Height: Real);
procedure ResizeShape(var Shape: Object3D; sx, sy, sz: Real);

implementation

constructor Object3D.Create(var center, velocity, axis: Vertex);
const
  size = 10;
  cubeVertices: array of Vertex = (
    (x: -size; y: -size; z: -size),
    (x: -size; y: size; z: -size),
    (x: size; y: size; z: -size),
    (x: size; y: -size; z: -size),
    (x: -size; y: -size; z: size),
    (x: -size; y: size; z: size),
    (x: size; y: size; z: size),
    (x: size; y: -size; z: size)
  );
  cubeEdges: array of Edge = (
    (src: 0; dest: 1),
    (src: 1; dest: 2),
    (src: 2; dest: 3),
    (src: 3; dest: 0),
    (src: 4; dest: 5),
    (src: 5; dest: 6),
    (src: 6; dest: 7),
    (src: 7; dest: 4),
    (src: 0; dest: 4),
    (src: 1; dest: 5),
    (src: 2; dest: 6),
    (src: 3; dest: 7)
  );
begin
  vertices := cubeVertices;
  edges := cubeEdges;
  xc := center.x;
  yc := center.y;
  zc := center.z;
  vx := velocity.x;
  vy := velocity.y;
  vz := velocity.z;
  xa := axis.x;
  ya := axis.y;
  za := axis.z
end;

procedure Object3D.MoveCenter();
begin
  xc := xc + Vx;
  yc := yc + Vy;
  zc := zc + Vz
end;

function CopyObject3D(Shape: Object3D): Object3D;
begin
  CopyObject3D.vertices := Copy(Shape.vertices, 0);
  CopyObject3D.edges := Copy(Shape.edges, 0);

  CopyObject3D.xc := Shape.xc;
  CopyObject3D.yc := Shape.yc;
  CopyObject3D.zc := Shape.zc
end;

function MMMult(lhs, rhs: Matrix): Matrix;
var
   i, j, k: Integer;
   r: Matrix;
   s: Real;
begin
  for i := 1 to 4 do
    for j := 1 to 4 do
    begin
      s := 0;
      for k := 1 to 4 do
        s := s + lhs[i, k] * rhs[k, j];
      r[i, j] := s;
    end;
  MMMult := r;
end;

function MCMult(lhs: Matrix; rhs: Column): Column;
var
  k, i: Integer;
  s: Real;
  r: Column;
begin
  for i := 1 to 4 do { аналогично MMMult }
  begin
    s := 0;

    for k := 1 to 4 do
      s := s + lhs[i, k] * rhs[k];
    r[i] := s;
  end;

  MCMult := r;
end;

function RotateMatrix(xa, ya, za: Real): Matrix;
var
  xr, yr, zr: Matrix;
begin
  { матрица поворота вокруг оси Ox }
  xr[1, 1] := 1;
  xr[1, 2] := 0;
  xr[1, 3] := 0;
  xr[1, 4] := 0;

  xr[2, 1] := 0;
  xr[2, 2] := Cos(xa);
  xr[2, 3] := -Sin(xa);
  xr[2, 4] := 0;

  xr[3, 1] := 0;
  xr[3, 2] := Sin(xa);
  xr[3, 3] := Cos(xa);
  xr[3, 4] := 0;

  xr[4, 1] := 0;
  xr[4, 2] := 0;
  xr[4, 3] := 0;
  xr[4, 4] := 1;

  { матрица поворота вокруг оси Oy }
  yr[1, 1] := Cos(ya);
  yr[1, 2] := 0;
  yr[1, 3] := Sin(ya);
  yr[1, 4] := 0;

  yr[2, 1] := 0;
  yr[2, 2] := 1;
  yr[2, 3] := 0;
  yr[2, 4] := 0;

  yr[3, 1] := -Sin(ya);
  yr[3, 2] := 0;
  yr[3, 3] := Cos(ya);
  yr[3, 4] := 0;

  yr[4, 1] := 0;
  yr[4, 2] := 0;
  yr[4, 3] := 0;
  yr[4, 4] := 1;

  { матрица поворота вокруг оси Oz }
  zr[1, 1] := Cos(za);
  zr[1, 2] := -Sin(za);
  zr[1, 3] := 0;
  zr[1, 4] := 0;

  zr[2, 1] := Sin(za);
  zr[2, 2] := Cos(za);
  zr[2, 3] := 0;
  zr[2, 4] := 0;

  zr[3, 1] := 0;
  zr[3, 2] := 0;
  zr[3, 3] := 1;
  zr[3, 4] := 0;

  zr[4, 1] := 0;
  zr[4, 2] := 0;
  zr[4, 3] := 0;
  zr[4, 4] := 1;

  RotateMatrix := MMMult(MMMult(xr, yr), zr)
end;

function MoveMatrix(tx, ty, tz: Real): Matrix;
begin
  MoveMatrix[1, 1] := 1;
  MoveMatrix[1, 2] := 0;
  MoveMatrix[1, 3] := 0;
  MoveMatrix[1, 4] := tx;

  MoveMatrix[2, 1] := 0;
  MoveMatrix[2, 2] := 1;
  MoveMatrix[2, 3] := 0;
  MoveMatrix[2, 4] := ty;

  MoveMatrix[3, 1] := 0;
  MoveMatrix[3, 2] := 0;
  MoveMatrix[3, 3] := 1;
  MoveMatrix[3, 4] := tz;

  MoveMatrix[4, 1] := 0;
  MoveMatrix[4, 2] := 0;
  MoveMatrix[4, 3] := 0;
  MoveMatrix[4, 4] := 1
end;

function ResizeMatrix(sx, sy, sz: Real): Matrix;
begin
  ResizeMatrix[1, 1] := sx;
  ResizeMatrix[1, 2] := 0;
  ResizeMatrix[1, 3] := 0;
  ResizeMatrix[1, 4] := 0;

  ResizeMatrix[2, 1] := 0;
  ResizeMatrix[2, 2] := sy;
  ResizeMatrix[2, 3] := 0;
  ResizeMatrix[2, 4] := 0;

  ResizeMatrix[3, 1] := 0;
  ResizeMatrix[3, 2] := 0;
  ResizeMatrix[3, 3] := sz;
  ResizeMatrix[3, 4] := 0;

  ResizeMatrix[4, 1] := 0;
  ResizeMatrix[4, 2] := 0;
  ResizeMatrix[4, 3] := 0;
  ResizeMatrix[4, 4] := 1
end;

procedure RotateShape(Shape: Object3D);
var
  rm: Matrix;
  i: Integer;
  c: Column;
begin
  rm := RotateMatrix(Shape.xa, Shape.ya, Shape.za); { сгенерировать матрицу вращения }
  c[4] := 1; { последний элемент столбца всегда равен единице }

  for i := 0 to High(Shape.vertices) do { цикл по всем вершинам }
  begin { High(a) возвращает верхний индекс массива a }
    c[1] := Shape.vertices[i].x; { инициализация столбца }
    c[2] := Shape.vertices[i].y;
    c[3] := Shape.vertices[i].z;

    c := MCMult(rm, c); { вызов преобразования }

    Shape.vertices[i].x := c[1]; { внесение изменений в модель }
    Shape.vertices[i].y := c[2]; { в соответствии с полученным }
    Shape.vertices[i].z := c[3] { результатом преобразования }
  end
end;

procedure MoveShape(Shape: Object3D; Width, Height: Real);
begin
  if Shape.xc > Width then
  begin
    Shape.xc := Width;
    Shape.Vx := -Shape.Vx
  end;
  if Shape.xc < -Width then
  begin
    Shape.xc := -Width;
    Shape.Vx := -Shape.Vx
  end;

  if Shape.yc > Height then
  begin
    Shape.yc := Height;
    Shape.Vy := -Shape.Vy
  end;
  if Shape.yc < -Height then
  begin
    Shape.yc := -Height;
    Shape.Vy := -Shape.Vy
  end;

  if Shape.zc > 500 then
  begin
    Shape.zc := 500;
    Shape.Vz := -Shape.Vz
  end;
  if Shape.zc < 200 then
  begin
    Shape.zc := 200;
    Shape.Vz := -Shape.Vz
  end;
end;

procedure ResizeShape(var Shape: Object3D; sx, sy, sz: Real);
var
  mm: Matrix;
  i: Integer;
  c: Column;
begin
  mm := ResizeMatrix(sx, sy, sz);
  c[4] := 1;

  for i := 0 to High(Shape.vertices) do
  begin
    c[1] := Shape.vertices[i].x;
    c[2] := Shape.vertices[i].y;
    c[3] := Shape.vertices[i].z;

    c := MCMult(mm, c);

    Shape.vertices[i].x := c[1];
    Shape.vertices[i].y := c[2];
    Shape.vertices[i].z := c[3]
  end
end;

end.