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3097
连续式混凝土搅拌机设计
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混凝土搅拌机
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3097 连续式混凝土搅拌机设计,3097,连续式混凝土搅拌机设计,连续,混凝土搅拌机,设计
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摘 要混凝土搅拌机是施工机械装备中的重要设备,其产品质量和生产效率直接影响着建筑施工质量和建筑施工进度。强制式搅拌机是应用最普遍、使用率最高的混凝土搅拌机。双卧轴搅拌机是新型搅拌机型,因其搅拌质量好,生产率高,被广泛用于各种搅拌场合。本毕业设计从搅拌的目的和机理出发。工作时,物料在叶片推动下沿螺旋面移动,由于两轴的旋转方向相反,两轴间的物料产生挤压、翻滚和揉搓,以达到搅拌混合效果。长期的生产实践证明,通过对卧轴式搅拌机的叶片结构和曲面形状进行合理的布置和设计,混凝土的质量和生产效率会有很大的提高。结合三种叶片的优点,通过对他们进行有序、合理的布置,让混凝土在有限的时间进行尽可能的搅拌。对它们曲面形状进行理论分析和一些试验,克服传统搅拌机器的缺点,并注意到新型设计可能引起的新的问题。通过搅拌过程的分析,详细阐述了各参数的设计,并结合理论分析,给出了结论和建议。关键词:混凝土搅拌机;双卧轴; 改进型叶片 ABSTRACTConcrete mixer is the key device of construction machinery and equipment. It has product quality and production efficiency, which direct impacts on the construction quality and progress of construction. Compulsory mixer is the most common and the highest utilization rate of concrete mixers。Double horizontal shaft mixer is a new-style mixer, which is widely used in many conditions because of the high mixing quality and productivityThis paper begins with the mechanism and purpose of mixing. The materials leaves along the spiral of mobile on the work. Because of the two axis of rotation opposite direction, the materials between the two axis produces extrusion rolling and scrubbing, in order to meet the stirring mixed effect. It has been proved in the long-term production, through the horizontal Coaxial mixer surface of the leaf structure and shape of a reasonable layout and design, concretes quality and production efficiency will be greatly improvedCombining with the advantages of three leafs, Concrete is going to mix as much as possible in the limited time through their orderly, rational layout. I do some theoretical analysis and a number of tests for the leaf-surfaces shape. Though the new design test, it overcomes shortcomings of traditional mixer, and notes that the new design may cause new problems. Though the theoretical analysis of the mixing process and concretely explicating the parametric design .Finally, it gives conclusions and suggestionsKey words: concrete mixer; double horizontal shaft; improved blade 目 录前言11 总述31.1 搅拌的作用 31.1.1 混凝土的组成 31.1.2 搅拌的任务 31.1.3合理的搅拌机理 31.2 混凝土搅拌机的类型 41.3 国内外混凝土搅拌机的发展状况 61.4 本文的内容和方法 72 总体设计方案确定及动力元件选择82.1 总体设计方案 82.2 电动机的选型 82.3 减速器的选型 92.4 联轴器的选择与计算103 叶片的设计与计算 113.1 原有叶片的布置113.2 设计叶片的布置13 3.2.1叶片的布置14 3.2.2 裹轴现象163.3 叶片的主要参数17 3.3.1输送叶片主要参数的设计17 3.3.2 主轴转速的确定183.4 螺旋叶片的加工24 3.4.1 叶片螺旋面的成形24 3.4.2坯料形状的选择24 3.4.3 整圆坯料尺寸的确定24 3.4.4 压模主要尺寸的确定263.5 螺旋叶片的制造工艺273.5 螺旋叶片的校核274 轴的设计与计算 354.1 左轴的校核35 4.1.1 初步估算轴的直径35 4.1.2 轴的结构设计36 4.1.3 左轴加工工艺过程卡36 4.1.4 轴承的校核37 4.1.5轴的校核394.2 键的校核404.3 销轴的校核414.4 右轴的校核42 4.4.1初步估算轴的直径42 4.4.2 轴的结构设计434.4.3 轴的强度校核444.4.4 轴承的校核454.5 搅拌轴筒的校核46结论 48致谢 49参考文献 50附录:52外文资料与中文翻译 52河南理工大学万方科技学院2012届本科生毕业设计本科毕业设计外文翻译学院: 万方科技学院指导老师: 张昌娟专业班级: 08机制3班姓名: 王伟光学号: 0828070136附录:外文资料与中文翻译外文资料Extending Blender: Development of a Haptic Authoring ToolAbstract -In this paper, we present our work to extend a well known 3D graphic modeler - Blender - to support haptic modeling and rendering. The extension tool is named HAMLAT (Haptic Application Markup Language Authoring Tool). We describe the modifications and additions to the Blender source code which have been used to create HAMLAT Furthermore, we present and discuss the design decisions used when developing HAMLAT, and also an implementation road map which describes the changes to the Blender source code. Finally, we conclude with discussion of our future development and research avenues. Keywords - Haptics, HAML, Graphic Modelers, Blender, Virtual Environments. I. INTRODUCTION A. Motivation The increasing adoption of haptic modality in human-computer interaction paradigms has led to a huge demand for new tools that help novice users to author and edit haptic applications. Currently, the haptic application development process is a time consuming experience that requires programming expertise. The complexity of haptic applications development rises from the fact that the haptic application components (such as the haptic API, the device, the haptic rendering algorithms, etc.) need to interact with the graphic components in order to achieve synchronicity.Additionally, there is a lack of application portability as the application is tightly coupled to a specific device that necessitates the use of its corresponding API. Therefore, device and API heterogeneity lead to the fragmentation and disorientation of both researchers and developers. In view of all these considerations, there is a clear need for an authoring tool that can build haptic applications while hiding programming details from the application modeler (such as API, device, or virtual model).This paper describes the technical development of the Haptic Application Markup Language Authoring Tool (HAMLAT). It is intended to explain the design decisions used for developing HAMLAT and also provides an implementation road map, describing the source code of the project.B. BlenderHAMLAT is based on the Blender 1 software suite, which is an open-source 3D modeling package with a rich feature set. It has a sophisticated user interface which isnoted for its efficiency and flexibility, as well as its supports for multiple file formats, physics engine, modem computer graphic rendering and many other features.Because of Blenders open architecture and supportive community base, it was selected as the platform of choice for development of HAMLAT. The open-source nature of Blender means HAMLAT can easily leverage its existing functionality and focus on integrating haptic features which make it a complete hapto-visual modeling tool, since developing a 3D modeling platform from scratch requires considerable development time and expertise in order to reach the level of functionality of Blender. Also, we can take advantage of future improvements to Blender by merging changes from its source code into the HAMLAT source tree.HAMLAT builds on existing Blender components, such as the user-interface and editing tools, by adding new components which focus on the representation, modification, and rendering of haptic properties of objectsin a 3D scene. By using Blender as the basis for HAMLAT, we hope to develop a 3D haptic modeling tool which has the maturity and features of Blender combined with the novelty of haptic rendering.At the time of writing, HAMLAT is based on Blender version 2.43 source code.C. Project Goals As previously stated, the overall goal for the HAMLAT project is to produce a polished software application which combines the features of a modem graphic modeling tool with haptic rendering techniques. HAMLAT has the look and feel of a 3D graphical modeling package, but with the addition of features such as haptic rendering and haptic property descriptors. This allows artists, modelers, and developers to generate realistic 3D hapto-visual virtual environments. A high-level block diagram of HAMLAT is shown in Figure 1. It illustrates the flow of data in the haptic modeling. HAMLAT assists the modeler, or application developer, in building hapto-visual applications which may be stored in a database for later retrieval by another haptic application. By hapto-visual application we refer to any software which displays a 3D scene both visually and haptically to a user in a virtual setting. An XML file format, called HAML 2, is used to describe the 3D scenes and store the hapto-visual environments built by a modeler for later playback to an end user. Traditionally, building hapto-visual environments has required a strong technical and programming background. The task of haptically rendering a 3D scene is tedious since haptic properties must be assigned to individual objects in the scene and currently there are few high-level tools for accomplishing this task. HAMLAT bridges this gap by integrating into the HAML framework and delivering a complete solution for development of hapto- visual applications requiring no programming knowledge. The remainder of the paper is organized as follows: in Section 2, we present the proposed architecture extensions and discuss design constraints. Section 3 describes the implementation details and how haptic properties are added and rendered within the Blender framework. In Section 4 we discuss related issues and future work avenues. II. SYSTEM OVERVIEW AND ARCHITECTURE The Blender design philosophy is based on three main tasks: data storage, editing, and visualization. According to the legacy documentation 3, it follows a data- visualize-edit development cycle for the 3D modeling pipe line. A 3D scene is represented using data structures within the Blender architecture. The modeler views the scene, makes changes using the editing interface which directly modifies the underlying data structures, and then the cycle repeats.To better understand this development cycle, consider the representation of a 3D object in Blender. A 3D object may be represented by an array of vertices which have been organized as a polygonal mesh. Users may choose to operate on any subset of this data set. Editing tasks may include operations to rotate, scale, and translate the vertices, or perhaps a re-meshing algorithm to cleanup redundant vertices and transform from a quad to a triangle topology. The data is visualized using a graphical 3D renderer which is capable of displaying the object as a wireframe or as a shaded, solid surface. The visualization is necessary in order to see the effects of editing on the data. In a nutshell, this example defines the design philosophy behind Blenders architecture.In Blender, data is organized as a series of lists and base data types are combined with links between items in each list, creating complex scenes from simple structures. This allows data elements in each list to be reused, thus reducing the overall storage requirements. For example, a mesh may be linked by multiple scene objects, but the position and orientation may change for each object and the topology of the mesh remains the same. A diagram illustrating the organization of data structures and reuse of scene elements is shown in Figure 2. A scene object links to three objects, each of which link to two polygonal meshes. The meshes also share a common material property. The entire scene is rendered on one of several screens, which visualizes the scene.We adopt the Blender design approach for our authoring tool. The data structures which are used to represent objects in a 3D scene have been augmented to include fields for haptic properties (e.g., stiffness, damping); user interface components (e.g., button panels) which allow the modeler to change object properties have also been updated to include support for modifying the haptic properties of an object. Additionally, an interactive hapto-visual renderer has been implemented to display the 3D scene graphically and haptically, providing the modeler or artist with immediate feedback about the changes they make to the scene. in the current version of the HAMLAT. the modifications to the Blender framework include: data structures for representing haptic properties, an editing interface for modifying haptic properties, an external renderer for displaying and previewing haptically enabled scenes, scripts which allow scenes to be imported/exported in the HAML file format.A class diagram outlining the changes to the Blender ramework is shown in Figure 3. Components which are ertinent to HAMLAT are shaded in gray. HAMLAT builds on existing Blender sub-systems by extending them or haptic modeling purposes. Data structures for representing object geometry and graphical rendering areaugmented to include field which encompass the tactile properties necessary for haptic rendering.To allow the user to modify haptic properties GUI Components are integrated as part of the Blender editing panels. The operations triggered by these components operate directly on the d ata structures used for representing hatic cues and may be considered part of the editing step of the Blender design cycle.Similarly to the built-in graphical renderer, HAMLAT uses a custom rendlerer for displaying 3Ds scenes grphcal and haptcall, an is ineedn of the Blender renderer. This component is developed independently since haptical and graphical rendering must be performed simultaneously and synchronously. A simulation loop is used to update haptic rendering forces at a rate which maintains stability and quality. A detailed discussion of the implementation of these classes and their connectivity is given in the next section.III IMLIEMENTATIONA Data StructureA.1 Mesh Data TypeBlender uses many different data structures to represent the various types of objects in a 3D scene a vertices; a lamp contains colour and intensity values; and camera a object contains intrinsic viewing parameters.The Mesh data structure iS used by the Blender inframework to describe a polygonal mesh object. It iS of particular interest for hapic rendering since many solid objects in a 3D scene may be represented using this type of data structure. The tactile and kinesthetic cues, which are displayed due to interaction with virtual objects, are typically rendered based on the geometry of the mesh. Hptic rendering is performed based primary on data stored in this data type. Other scene components such as lamps, cameras, or lines are not intuitively rendered using force feedback haptic devices and are therefore not of current interest for haptic rendering.An augmented version of the Mesh data structure is shown in Figure 4. It contains fields for vertex and face data, plus some special custom data fields which allow data to be stored to/retrieved from disk and memory. We have modified this data type to include a pointer to a MHaptics data structure, which stores haptic properties such as stiffness, damping, and friction for the mesh elements (Figure 5).A.2 Edit Mesh Data TypeIt should be noted that the Mesh data type has a comPlimentary data structure, called EditMesh, which is used when editing mesh data. It holds a copy of the vertex, edge ,and face data for a polygonal mesh. when the user switches to editing mode, the Blender copies the data from a Mesh into an EditMesh and when editing is complete the data is copied back.Care must be taken to ensure that the hapic property data structure remains intact during the copy sequence. The EditMesh data structure has not been modified to contain a copy of the hapic property data ,but this may properties in edit mode is required). The editing mode is mainly used to modify mesh topology and geometry, not the haptic and graphical rendering characteristics,A.3 Haptic Properties In this section well briefly discuss the haptic properties which may currently be modeled using HAMLAT. It is important for the modeler to understand these properties and their basis for use in haptic rendering. The stiffness of an object defines how resistant it is to deformation by some applied force. Hard objects, such as a rock or table, have very high stiffness; soft objects, such as rubber ball, have low stiffness. The hardness-softness of an object is typically rendered using the spring-force equation: Where the force feedback vector f which is displayed to the user is computed using ks the stiffness coefficient (variable name stiffness)for the object and x the penetration depth (displacement) of the haptic proxy into an object. The stiffness coefficient has a range of 0,1, where 0 represents no resistance to deformation and 1 represents the maximum stiffness which may be rendered by the haptic device. The damping of an object defines its resistance to the rate of deformation due to some applied force. It is typically rendered using the force equation:Where kd is the damping coefficient (variable nameMHaptics; damping) anddepdt is the velocity ofthe haptic proxy as it;penetrates an object. The damping coefficient also has a range of 0,1 and may be used to model viscous behaviour of a material. It also increases the stability of the hapticrendering loop fordstiffmaterials.The static friction (variable name stjriction) and dynamic friction (variable name dyjriction) coefficient are used to model the frictional forces experienced whileexploring the surface of a 3D object. Static friction is experienced when the proxy is not moving over the objects surface, and an initial force must be used to overcome static friction. Dynamic friction is felt when the proxy moves across the surface, rubbing against it.Frictional coefficients also have a range of /0,1, with a value of 0 making the surface of a 3D object feel slippery and a value of 1 making the object feel veryrough. Frictional forces are typically rendered in a direction tangential to the collision point of the hapticproxy at an objects surface. B. Editing Blender uses a set of non-overlapping windows called spaces to modify various aspects of the 3D scene and its objects. Each space is divided into a set of areas andpanels which are context aware. That is, they provide functionality based on the selected object type.For example, if a camera is selected the panel will display components which allow the modeler to change the focal length and viewing angle of the camera, but these components will not appear if an object of another type is selected. Figure 6 shows a screen shot of the button space which is used to edit properties for a haptic mesh. It includes user-interface panels which allow a modeler to change the graphical shading properties of the mesh, perform simple re-meshing operations, and to modify the haptic properties of the selected mesh. HAMLAT follows the context-sensitive behavior of Blender by only displaying the haptic editing panel when a polygonal mesh object is selected. In the future, this panel may be duplicated to support haptic modeling for other object types, such as NURB surfaces. The Blender framework offers many user-interface components (e.g., buttons, sliders, pop-up menus) which may be used to edit the underlying data structures. The haptic properties for mesh objects are editable using sliders or by entering a float value into a text box located adjacent to the slider. When the value of the slider/text box is changed, it triggers an event in the Blender window sub-system. A unique identifier that the event is for the haptic property panel and the HAMLAT code should be called to update haptic properties for the currently selected mesh.C Hapto-Visual RenderingBlender currently support graphical rendering of scenes using an internal render or an external renderer (e.g., 4). In this spirit, the haptic renderer used by HAMLAT has been developed as an exteral renderer. It uses the OpenGL and OpenHaptics toolkit 5 to perform graphic and hapic rendering ,respectively.The 3D scene which is being modeled is rendered using two passes: the first pass render the scene graphically, and the second pass renders it haptically. The second pass is required because the OpenHaptics toolkit intercepts commands send to the OpenGL pipeline and uses them to display the scene using haptic rendering techniques. In this pass, the haptic properties of each mesh object are used much in the same way color and lighting are used by graphical rendering they define the type of material for each object. To save CPU cycles, the lighting and graphical material properties are excluded from the haptic rendering pass.Figure 7 shows source code which is used to apply the material properties during the haptic rendering pass. The haptic renderer is independent from the Blenderframework in that it exists outside the original source code. However, it is still heavily dependent on Blender data structures and types.D. ScriptingThe Blender Python (BPy) wrapper exposes many of the internal data structures, giving the internal Python scripting engine may access them. Similar to the datastructures used for representing mesh objects in the native Blender framework, wrappers allow user defined scripts to access and modify the elements in a 3D scene. The hapic properties of a mesh object may be accessed through the Mesh wrapper class. A haptics attribute has been added to each of these classes and accessed through the Python scripting system. Figure 8 shows Python code to read the haptic properties from a mesh object and export to a file. Similar code is used to import/export HAML scenes from/to files. An import script allows 3D scenes to be read from a HAML file and reproduced in the HAMLAT application; export script allows 3D scenes to be written to a HAML file, including haptic properties, and used in other HAML applications. The BPy wrappers also expose the Blender windowing system. Figure 9 shows a panel which appears when the user exports a 3D scene to the HAML file format. It allows the user to specify supplementary information about the application such as a description, target hardware, and system requirements. These are fields defined by the HAML specification 2 and are included with the authored scene as part of the HAML file format. User-interface components displayed on this panel areeasily extended to agree with the future revisions of HAML. The current version of HAMLAT shows that a unified modeling tool for graphics and haptics is possible. Promisingly, the features for modeling haptic properties have been integrated seamlessly into the Blender framework, which indicates it was a good choice as a platform for development of this tool. Blenders modular architecture will make future additions to its framework very straightforward.Currently, HAMLAT supports basic functionality for modeling and rendering hapto-visual applications. Scenes may be created, edited, previewed, and exported as part of a database for use in by other hapto-visual applications, such as the HAML player 6. However, there is room for growth and in there are many more ways we can continue leveraging existing Blender functionality. As per future work ,we plan to extend HAMLAT TO include support for other haptic platforms and devices.Currently, only the PHANTOM series of devices is supported since the interactive renderer is dependent on the OpenHaptics toolkit 5. In order to support otherd evices, a cross-platform library such as Chai3D or Haptik may be used to perform rendering. These libraries support force rendering for a large range of haptic hardware. Fortunately, due to the modularity of our implementation, only the interactive haptic rendering component need be altered for these changes. In addition to support multiple hardware platforms, a user interface component which allows the selection and configuration of haptic devices will be important. Most likely, this will be added as part of the user preferences panel in Blender. Adding support for haptic devices as part of editing asks is also a planned feature. This will allow the odeler to modify the shape, location, and other properties on in-scene objects. For example, the sculptingo de in Blender allows a user to manipulate the geometryf a 3D object using a natural interface, similar to eshaping a piece of clay. HAMLAT will build on this echnology by allowing the modeler to manipulate the irtual clay using high DOF haptic interfaces. 中文翻译:模拟搅拌机:一种建模工具的发展摘要-在本文中,我们目前的工作是拓展一个众所周知的三维图形建模-搅拌机,来支持触觉建模和绘制。这种模拟搅拌机命名为HAMLAT(触觉应用标记语言创作工具) 。我们修改和添加搅拌器的源代码,其中除已使用于创造HAMLAT此外,我们还提出在未来使用中将要改进发展的HAMLAT, 并有一个“计划路线图”的实施 ,其中描述了搅拌器的源代码的改变。最后,我们的结论是讨论我们未来模拟搅拌机的发展及研究途径。 关键词:触觉,HAMLAT,图形建模,搅拌器, 虚拟环境。 一介绍A. 动机 越来越多的通过触觉的方式在人类-电脑的互动方式的应用造成了对新的工具的巨大的需求,这些新的工具可以帮助新手用户写作和编辑触觉应用。目前,触觉的应用发展过程是一个耗时的经历,它需要编程知识。触觉应用的复杂性,从一个事实,即触觉应用组件(如触觉的空气污染指数,设备,该触觉描写算法等)需要互动图形组件,以实现同步。 此外,一个缺少应用可能性,因为应用是紧耦合到特定的装置必须使用其相应的空气污染指数。因此,设备和空气污染指数的异质性,导致两个研究人员和开发人员分裂和迷失方向。在检查所有需要考虑的事时,有对创作工具明确的需要,可以建立触觉的应用, 也可以隐藏在应用程序建模的编程(如空气污染指数,装置,或虚拟模型) 。 本文介绍了技术发展的触觉应用标记语言创作工具(HAMLAT)。它的用意是解释设计决定用于发展HAMLAT,还提供了执行“路线图”的一个应用,描述该项目的源代码。 B搅拌器HAMLAT是以搅拌器 1 软件套件为基础, 这是一个开放源码的三维建模套件拥有丰富的功能集。它有一个先进的用户界面,它以它的高效率和灵活性,以及它的支援多种档案格式,物理引擎,调制解调器等功能出名。 由于搅拌器的开放式体系结构和支持共同的基础,它被选定为发展ofhamlat平台的首选。搅拌器开放资源的性质,意味着HAMLAT可以轻易地利用其现有的功能和集中讨论相结合的特点,使其成为一个完整的触觉-可视化建模工具,发展为一个三维建模平台,从无到有,需要相当多的发展时间和专门技术,以便达到搅拌机水平的功能,。同时,我们可以利用由从它的源代码到HAMLAT源代码树的合并的变化改善未来的搅拌器HAMLAT建立在现有搅拌器组件,如用户界面和编辑工具,通过加入新组建,其中侧重在一个三维场景用于代表修改和渲染触觉特性的物体。HAMLAT用搅拌器并以此为基础,我们希望建立一个三维触觉建模工具,它具有成熟等特点,并结合搅拌器与ofhaptic渲染的新颖性。 在编写本报告的时候,HAMLAT是基于搅拌器2.43版本的源代码。 C.项目目标如前所述,HAMLAT项目的总体目标是为了产生一个抛光应用软件,它结合了调制解调器图形建模工具的特点与触觉绘制技术。HAMLAT有三维图形建模软件包“外观与感觉”,但是还有另外的功能,例如,作为触觉渲染和触觉直观的描述。这个允许艺术家,建造家,和开发商产生逼真的三维触觉 -可视化虚拟环境。 一个HAMLAT高层次的框图结果,在图1中表明。它说明了在触觉模型的数据流,HAMLAT协助建模者,或应用开发商,在建设触觉 -视觉应用,可存储在一个数据库中供日后由另一触觉的应用检索。由触觉-视觉的应用我们参考任何在视觉上显示三维场景的软件, haptically给一个用户一个虚拟的设置。一个XML文件的格式,所谓HAML 2 ,是用来描述三维场景和储存触觉-视觉环境,通过兴建一建模后播放给最终用户。 传统上,建设触觉 -视觉环境已需要一个强有力的技术和方案的背景。 绘制三维场景的任务是繁琐的。所以在现场触觉性能必须分配给个人,为完成这项任务,目前有几个问题。HAMLAT桥梁,这个差距通过融入haml框架和提供完整的解决方案,发展触觉-视觉应用,无需编程知识。 其余的文件,组织情况如下:在第2部分中,我们目前建议的架构扩展并讨论设计的限制。在第3部分中介绍执行的细节,以及触觉性使内部的搅拌器框架能如何补充和拓展。第4部分我们讨论工作中有关的问题和今后的工作途径。 二编辑和可视化搅拌器的设计理念,是基于三个主要任务:数据存储,编辑和可视化。据遗留的文件 3 ,它沿袭了开发周期为三维建模数据管道可视 - 编辑。一个三维场景代表的是在该搅拌器结构中使用数据结构。该建模者观看现场,进行更改,使用编辑界面直接修改底层的数据结构,然后循环重复。 为了更好地了解这方面的发展周期,考虑在搅拌器中一个三维物体的代表体。一个三维物体可代表一个数组的顶点,其中有举办了作为一个多边形网格。用户可以选择运作的任何数据集。编辑的任务可能包括行动,旋转,称重和翻译顶点,或者从四到三角拓扑结构,也许重新啮合算法,“清理”多余的顶点和变换,。数据可视化使用图形三维渲染这是能够显示的对象作为一个线框或作为一个阴影,固体表面可视化是必要的,就编辑整体而言便见影响,总而言之,这个例子定义设计背后是搅拌器的建筑理念。 在搅拌器中,数据是作为一个有组织的一系列名单和相应的数据类型相结合,与项目之间的联系在每份名单中,从简单的结构中创造复杂的场景,这使得数据元素,在每个清单都可以重复使用,从而减少整体的存储需求。举例来说,网格可能与多个现场的物体相连接,但位置和方向可能会改变,而每一个物件和拓扑结构的网格保持不变。说明该组织的数据结构和重用现场的要素是在如图2中所示。一个现场物件连结三个对象,其中每个链接到两个多边形网格。该网格也都有一个共同的物质财产。整个现场呈现的由数个可视化现场的屏幕到一个网络上。 我们采用搅拌器的设计方法,为我们创作工具。数据结构用来代表物体在一个三维场景已扩大到包括该领域的触觉特性(例如,刚度, 阻尼);用户界面组件(例如,按钮面板) 允许建模者改变对象属性而得到更新,包括支持修改触觉性能的一个对象。此外,互动触觉 -视觉渲染已实施,以显示三维场景生动和haptically ,反馈现场有关情况即时提供给建模者或艺术家。 在现在的HAMLAT的版本中,搅拌机的框架的写稿包括如下:* 数据结构代表触觉性能, * 编辑界面为了修改触觉性能, * 外部转译为展示及预览启用的场面, * 脚本让场面拟进口/出口以HAMLAT的档案格式。 概述了搅拌器框架的变化,在图3
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