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.in .5i
.sp 3
.NH
INTRODUCTION
.PP
MGED is the latest BRL graphics editor and is similar in operation
to its predecessors, GED and VGED.
This booklet is intended to serve as a guide to MGED users and assumes
some general knowledge of the GED environment.
For further GED background, read BRL report ARBRL-TR-02480.
This booklet will cover the major differences between MGED and VGED/GED.
All the commands will be discussed and a command summary table presented.
Also, a section will be devoted to the hardware interfaces for each
major class of workstations which MGED supports.
.NH
GENERAL OVERVIEW
.PP
MGED is presently installed on the VAX and GOULD class of computers at BRL.
Workstations supported by MGED are the Vector General 3300 3DI, the Megatek
7250, the Raster Tech One/80, and the Tektronix 4014 class.
MGED can also be executed on any terminal by attaching the NULL (nu) processor
as an option.
One uses MGED by simply entering "mged file", where 'file' is a mged data file.
You will be asked which processor you wish to use:
.nf
attach <vg|mg|rat|tek|nu> (mg) ?
.fi
To use the Megatek (default) enter a "CR".
To use the Vector General enter "vg", "rat" for Raster Tech, "tek" for
Tektronix 4014, or "nu" for any alphanumeric terminal.
During the editing process the processor being used can be dropped by
entering "release".
At this point the present processor is dropped and the null one is put into use.
To use another processor, enter "attach type" where type is vg, mg, rat, or tek.
.NH
DATA STRUCTURE DIFFERENCES AND CONVERSIONS
.PP
The data file structure for MGED has changed some.
An "ident" record has been added which contains a title for the description, the
units of the description, and a version identification.
All numerical information in the new data file is stored in a fixed base
unit and all work (input and output) is done in a user-selected local unit.
The user can change his local unit at ANY time by using the "units" command.
This command is discussed later.
This way of handling units was selected to "free" the user from worrying
about producing targets with the units he needs for different applications.
.PP
At the present time, there are quite a few "different" GED data files
floating around BRL.
To end any questions about which GED file you may have, simply run the
"cv" conversion code: "cv oldfile newfile" .
The cv code will look at the input file (oldfile), determine its type,
then convert it to the new type GED file (newfile), asking you for
any needed information.
You will then be ready to run MGED on "newfile".
.NH
SOLID EDITING DIFFERENCES
.PP
The actual editing process for solids has not changed.
The "selection" of which solid to edit has changed slightly, however.
To select a solid for editing, first press the "solid pick" button.
Then as before, the tablet is used to select the solid, except now
it is a one-step process with the solid at the bottom of the
illuminated path being selected.
As before, the parameters of the solid record is listed on the
screen during solid editing.
However, in addition, the parameters of that solid as it exists
at the bottom of the path is also listed and these are the
values you will be changing.
As before, the only way out of solid editing is to accept or
reject what you have done (see Figure 1).
.bp
.sp 6i
This page saved for figure 1.
.bp
.sp 5
.NH
OBJECT EDITING DIFFERENCES
.PP
As with solid editing, the actual process of object editing has not changed.
In fact, the selection process is still a two step process (first select
the path, then select an object in the path).
The difference is that a KEY point is now selected, and all object editing
is done about this point.
This KEY point is the vertex of the solid at the bottom of the path
selected for editing.
This solid at the bottom of the path is the KEY solid, and its parameters
are listed and continually updated on the screen, and it parameters are
labeled on the display (see Figure 2).
Three commands for precise editing in this mode have been added (like the
"p" command in solid editing).
These commands are: rotobj, scale, translate and do what one would expect.
These commands will be discussed in detail later.
If no KEY solid exists at the bottom of the selected path (i.e. the object has
been "E'd"), then the center of the region at the bottom of the path becomes
the KEY point.
.bp
.sp 4i
This page reserved for Figure 2.
.bp
.sp 5i
In the following section, the commands of MGED will be discussed.
First, a summary table will be presented, then each command will be
discussed in detail.
.bp
.in .5i
.sp 5
.TS
box;
c s s
c s s
c s s
c|c|c
l|l|l.
MGED COMMAND SUMMARY
=
Key Argument[s] Description
_
e obj1 obj2 ... objn display objects on the screen
E obj1 obj2 ... objn display objects evaluating regions
B obj1 obj2 ... objn Zap screen, display objects
d obj1 obj2 ... objn delete objects from screen
cp oldobj newobj copy 'oldobj' to 'newobj'
Z -none- Zap (clear) the screen
g groupname obj1 obj2....objn group objects
r region op1 sol1....opn soln create/modify a region
i object instname brname create instance of an object
mv oldname newname rename object
l object list object information
kill obj1 obj2 ,,, objn remove objects from the file
t -none- table of contents
mirror oldobj newobj axis mirror image of an object
mirface #### axis mirror face #### about an axis
extrude #### distance extrude an arb face
item region item air change region item/air codes
mater region material los change region mat/los codes
rm comb mem1 mem2....memn delete members from combination
units <mm|cm|m|in|ft> change the units of the objectfile
title new title change the title of the description
p dx [dy dz] precise commands for solid editing
rotobj xdeg ydeg zdeg rotate(absolute) an edited object
scale factor scale(absolute) an edited object
translate x y z translate an edited object
arb name rot fb make arb8 with rot and fb
analyze <solid> print much info about a solid
summary <s|r|g> solid/region/group summary
tops -none- list all top level objects
make name type create a primitive
fix -none- restart the display after hangup
rt [options] raytrace view onto framebuffer
release -none- release current display processor
attach <mg|vg> attach new display processor
ted -none- text edit a solids parameters
vrot xdeg ydeg zdeg rotate view
ill name illuminate object
sed solidname solid edit the named solid
center x y z set view center
press button-label emulate button press
knob id value emulate knob twist
size value set view size
x -none- debug list of objects displayed
status -none- print view status
refresh -none- send new control list
edcomb comb flag item air mat los edit comb record info
q -none- quit
% -none- escape to shell
? -none- help message
.TE
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
cp oldobj newobj
.sp 2
This command is used to produce a copy of an object (solid or comb). In this case, the
object "oldobj" will be copied into an object called "newobj".
NOTE: in VGED one could only copy solids.
.sp 2
Examples:
cp arb8 hullbot.s
cp tgc wheelrim.s
cp torso.r driver_torso
cp proto.man driver
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
Z
.sp 2
This is the Zap command and clears all objects from the screen.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
d obj1 obj2 ... objn
.sp 2
This command allows one to remove objects from the display screen. In
this case "obj1" thru "objn" will be removed from the display.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
mv old new
.sp 2
This command is used to rename objects in the data file. In this
case, the object "old" will be renamed "new".
A note of caution: the name is changed only in the object record itself, not
in any member records. Thus if the object "old" appears as a member
of any other object, the name will not be changed there.
.sp 2
Examples:
mv test hull
mv g00 air
mv g1 turret
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
units ab
.sp 2
This command allows one to change the local or working units at ANY time.
The only allowable values for "ab" are "mm", "cm", "m", "in", or "ft".
Examples:
units mm
units in
.bp
.sp 10
.ce
-----------------------------------------------------------------------------------------------------
.sp 3
.ce
g group obj1 obj2 ..... objn
.sp 2
This command creates or appends to a combination record and
is used to group objects together either for editing or displaying
purposes. In this case, "obj1" through "objn" are added as members
to the combination "group". If "group" does not exist, it is
created and "obj1" through "objn" are added as members.
NOTE: no checking if "obji" is already a member of "group".
.sp 2
Examples:
g shell hull turret
g tank wheels engine crew shell
g tank track
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
r region op1 sol1 op2 sol2 .... opn soln
.sp 2
This command is used to create regions or append to regions.
If "region" exists, then solids "sol1" through "soln" are
added as members with "op1" through "opn" as the defining operations.
If "region" does not exist, then it is created and solids "sol1" through
"soln" are added as members with "op1" through "opn" as the
defining operations. A region is merely a combination
record with a flag set and is distinguished from other combinations (groups)
since it has meaning to the COMGEOM solid modeling system.
When a region is created, the item and air codes are set equal to zero. To change
the item and air codes use the "item" command.
Note: In the past all members of a region had to be solids, but
recently regions have been allowed as members of regions. Hence,
the names "soli" can also be regions now.
Also...as in grouping, no checking for members already in a region.
.sp 2
Examples:
r hulltop.r + hulltop.s - hullleft.s - hullright.s
r gun + gun.s - gunin.s
r gunair + gunin.s
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
i object combname brname
.sp 2
This command is used to make an instance of an object.
An instance of an object is produced by creating a combination
and making the object a member.
In this case, an instance of "object" is made by
creating the combination record "combname" (if "combname" does not
already exist) and adding "object" as a member. This member also
has a second name "brname" added to the member record, which can be
thought of as the name of this branch in the hierarchical data structure.
If "combname" already exists, then "object" is added as the next member
and "brname" is added as the branch name.
An instance is used to refer to an object, without making actual copies
of the object. Instances are useful when one is adding a certain
component to a target description many times.
Furthermore, any modifications to an object which has been instanced need only be
done in the original (prototype) object.
These modifications will then be automatically reflected in all the
instances of the object.
.sp 2
Examples:
i heround he1 .he1.
i heround he2 .he2.
i heat heat1 .heat1.
i heat heat2 .heat2.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
title newtitle
.sp 2
This command allows one to change the title of the target at any time.
The string "newtitle" will become the new title and is limited to 72
characters including blanks.
Examples:
title XM89A - New version of tank
title M345 (groups are m345 and m345a)
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
extrude #### distance
.sp 2
This command allows the user to project
a face(####) of an arb being edited a normal distance to create a new arb.
The value of "face" is 4 digits such as 1256. If the face is projected
in the wrong direction use a negative "distance". One use for this command is
for producing armor plates of a desired thickness.
.sp 2
.nf
Examples:
extrude 1234 20
extrude 2367 34.75
extrude 2367 -34.75
.fi
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
rm comb mem1 mem2 .... memn
.sp 2
This command allows one to delete members from a combination (group or region) record.
In this case, members "mem1" through "memn" will be deleted from
the combination "comb".
.sp
Examples:
rm tank hull wheels
rm region1 solid8 solid112
rm turtop.r tursidel.s tursider.s
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
l object
.sp 2
This command is used to list information about objects in the data file.
The information listed depends on what type of record "object" is.
If "object" is a combination record, then the members are listed.
If "object" is a solid record, then the GED general solid type and
the parameters as presently in the data file are listed.
Note: only the solid parameters as they exist in the solid record are
listed, no transformation matrix is applied.
Hence, if the solid was edited as a member of a combination, the "l"
command will not reflect the editing in the listed parameters.
.sp 2
Examples:
l hull
l turret
l turtop.s
l arb8
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
analyze <solid>
.sp 2
This command produces information about a solid(all except ars).
The information includes surface area(s) and volume.
Also, in the case of arbs, edge lengths and rot and fallback angles
and plane equations are given for each face.
If "solid" is present that solid name will be used and analyzed.
If "solid" is absent, the solid at the bottom of the present path
being edited will be analyzed.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
mirror oldobj newobj axis
.sp 2
This command is used to create a new object which is
the mirror image of an existing object about an axis.
In this case, a mirror image of the object "oldobj" will created
about the axis indicated by "axis" and the new object record will
be called "newobj".
The only acceptable values for the parameter "axis" are "x", "y", and "z".
Note: in VGED one could only mirror solids.
.sp
Examples:
mirror tur.left.s tur.right.s y
mirror tur.top.s tur.bot.s z
mirror tur.front.s tur.back.s x
mirror lt_gun rt_gun y
.sp 3
CONSIDERATIONS:
When to mirror regions? groups?
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
arb name rot fb
.sp 2
This command allows one to create an arb8 with desired rot and fallback angles.
In this case, an arb8 with name = "name" will be created with the desired
rotation angle of "rot" degrees and the fallback angle of "fb" degrees.
.sp
Examples:
arb top1.s 0 90
arb sidelt.s 90 0
arb upglacis.s 0 60
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
item region ident air
.sp 2
This command allows one to change the item or
air code numbers of a region. If the air code ("air") is not included,
a zero is assumed.
To change the air code, a zero item code must be used (see second
example below).
.sp 2
Examples:
item region1 105
item region7 0 2
item region11 129 0
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
mater region material los
.sp 2
This command is used to change the material and/or the los percent for
a region.
.sp 1
Examples:
mater hull.r1 1 100
mater turret.r34 2 88
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
e obj1 obj2 ... objn
.sp 2
This command allows one to display objects on the screen.
In this case, "obj1" thru "objn" will be displayed on the screen.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
E obj1 obj2 ... objn
.sp 2
This command is the same as the "e" command, except the regions will
be evaluated before being displayed.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
B obj1 obj2 ... objn
.sp 2
This command is the same as the "e" command, except that the screen
is cleared (Zap) before the objects are displayed.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
kill obj1 obj2 ... objn
.sp 2
This command allows one to remove objects from the file itself.
Only the object records themselves are removed, any references made
to these objects still will exist.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
t
.sp 2
This is the table of contents command, and will produce a list of all
objects presently included in the file.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
tops
.sp 2
This command will search the target file hierarchy, and list all "top level"
objects (objects which are not members of any other object).
This command is useful to make sure objects have been grouped properly.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
make name type
.sp 2
This command will create a solid of a specified type.
This solid will be named "name" and the solid type will be "type".
The acceptable types are: arb8, arb7, arb6, arb5, arb4, tor, tgc, tec,
rec, trc, rcc, ellg, ell, sph.
This new solid will be drawn at the center of the screen.
This command should be used instead of the old "cp" command to create
solids for editing.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
mirface #### axis
.sp 2
This command allows one to mirror a face of an edited arb about an axis.
This command is quite useful for adding air to a "symmetric" target.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
summary <s|r|g>
.sp 2
This command will produce a summary of objects in the target file.
If the options s, r, or g are entered a listing of the solids, regions,
or groups will also be presented.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
p dx [dy dz]
.sp 2
This is the parameter modification command and is used during solid
editing to make precise changes.
The actual meaning of the values typed after the "p", depend on what
editing option is being performed.
If one were translating a solid, then the values would be the x,y,z
coordinates of the vertex of the solid.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
release
.sp 2
This command releases the current display device (attaches the null device).
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
attach device
.sp 2
This command allows one to attach a display device (the present display device
is released first).
The present acceptable values for "device" are vg, mg, tek, rat, and nu.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
rotobj xdeg ydeg zdeg
.sp 2
This command allows one to make precise rotations of an object during
object editing.
The "object rotation" option must be in effect for this command to mean
anything.
The object will be rotated "xdeg" about the x-axis, "ydeg" about the
y-axis, and "zdeg" about the z-axis.
The rotation is "absolute"....the total rotation since the beginning
of object editing will be equal to the input values.
The rotation is done about the "KEY" point for the object being edited.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
scale xxx.xx
.sp 2
This command allows one to make precise scaling changes to an object
during object editing.
The "object scale" option must be in effect for this command to have meaning.
The object will be scaled by a TOTAL amount equal to the input value.
The scaling is done about the "KEY" point of the object being edited.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
translate xxx.xx yyy.yy zzz.zz
.sp 2
This command allows one to make precise translation changes to an object
during object editing.
The "object translation" option must be in effect for this command to have
meaning.
The "KEY" point of the object being edited will move to the input coordinates.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
fix
.sp 2
This command will "fix" (restart) the display device after a hardware error.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
rt <-fxxx>
.sp 2
This command will produce a color shaded image of objects on the display.
This color shaded image will appear on a framebuffer (IKONAS).
The resolution of the image (number of rays) is equal to xxx from the "-f"
option.
If the -f option is absent, 64x64 ray resolution will be used.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
knob id value
.sp 2
This command is used to emulate a "knob twist".
Generally this command is used for display devices which have no actual
knob peripherals (e.g. tek).
Any non-zero number entered for "value" is converted to 1 (if "value" is
greater than zero) or is converted to -1 (if "value is less than zero).
The user must enter the same command with "value" equal to zero to
stop the action invoked by the knob twist.
The "id" defines which knob is to be "twisted" :
.nf
x rotates about x-axis
y rotates about y-axis
z rotates about z-axis
X slew view in x direction
Y slew view in y direction
Z zoom the view
Examples:
knob x 1
knob x 0
knob Z -1
knob Z 0
.fi
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
sed name
.sp 2
This command allows one to immediately enter the solid edit mode
with the solid "name" as the edited solid.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
ill name
.sp 2
This command is used to illuminate an object ... a path containing this
object ("name") will be illuminated.
This command is primarily used with display devices which do not have
a tablet to pick objects for editing.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
vrot xdeg ydeg zdeg
.sp 2
This command rotates the VIEW "xdeg" degrees about the screen x-axis,
"ydeg" degrees about the screen y-axis, and "zdeg" degrees about the
screen z-axis.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
center xx.xx yy.yy zz.zz
.sp 2
This command moves the screen center to (xx.xx, yy.yy, zz.zz).
Using this command is one way of slewing the view.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
size xx.xx
.sp 2
This command sets the view size to xx.xx and is one way of zooming
the display.
Making the view size smaller has the effect of zooming in on the view.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
x
.sp 2
This command produces a list of all objects displayed, listing the center
of the object, its size, and if it is in the present view.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
refresh
.sp 2
This command will send a new display list to the display device.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
status
.sp 2
This is a debug command which prints the status of the current view, including all
editing matrices.
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
press button-label
.sp 2
This command allows one to emulate a button press and is generally used
on display devices which do not have actual button peripherals.
The following are the strings allowed for "button-label" and all produce
the indicated view on the device screen:
.nf
top, bottom, right, left, front, rear, 90,90, 35,25
.fi
The following is a listing of the remaining acceptable strings for
"button-label" and the resulting action:
.nf
reset reset the view
save save the present view
restore restore the saved view
adc display the angle-distance cursor
oill begin object illumination (pick)
sill begin solid illumination (pick)
oscale object scale
ox object translation in x direction only
oy object translation in y direction only
oxy object translation
orot object rotation
sedit put up solid parameter menu
srot solid rotation
sxy solid translation
sscale solid scale
accept accept editing done
reject reject editing done
Examples:
press 90,90
press front
press oill
press orot
press reject
.fi
.bp
.sp 10
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
%
.sp 2
This command allows one to escape to the shell.
To return to mged, enter a control-d.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
?
.sp 2
This is the help command and produces a listing of all the available commands.
.sp 5
.ce
------------------------------------------------------------------------------------------------------
.sp 3
.ce
q
.sp 2
This is the normal quit (halt) command.
.bp
.sp 10
.PP
Using the Vector General terminals has changed very little.
The buttons have changed slightly while the knobs have remained
the same.
The pen, in the viewing state, slews the view in a somewhat different
manner.
When pressed, the point which it is pointing at will be drawn at
the center of the screen.
.bp
.sp 10
.PP
The Megatek terminals may be new to most VGED/GED users.
The "buttons" and "knobs" of the Megateks are located in the same box.
There are not enough buttons or knobs to have ONE assigned meaning, hence
most buttons and three knobs have dual functions.
.PP
To toggle the functions of the buttons, use the upper right button (toggle button).
When the light on this button is ON, the functions listed on the RIGHT above
each button is the current function.
When the light on the "toggle" button is OFF, the functions labeled on the
LEFT are then in effect.
The left/right meaning of these buttons is grouped generally according to
viewing functions on the left and editing functions on the right.
.PP
A similar situation is in effect in the case of the Megatek knobs.
The second function of the first three knobs is only in effect when
the angle-distance cursor (ADC) is on the screen.
.PP
The Megatek tablet has a mouse instead of a pen.
This mouse has four buttons on it.
The yellow (top) button is used during illumination and editing just as the
pen on the Vector General terminals.
However, in the viewing mode, when pushed, the point which it was pointing
at will be drawn at the center of the screen.
The blue (bottom) button has this same function at ALL times and is used
to "slew" the display during editing.
The white (left) and the green (right) buttons on the mouse are used for
zooming the display at a fixed rate.
The white button will zoom out and the green button will zoom in.
.bp
.sp 10
.PP
To run MGED on the tek4014 class of terminals one needs to have TWO
terminals - the graphics terminal (4014 or one which emulates a 4014) and
another terminal to enter commands on.
.nf
The procedure is as follows:
1. login on the graphics terminal
2. enter "tty" to find out which terminal number has been assigned
3. enter "sleep 32000" to put the graphics terminal in sleep mode
4. login on the other terminal
5. enter "mged file" to execute MGED
6. enter "tek" to select the tek4014 device processor
7. enter the tty value found in step 2.
8. perform editing
9. enter "q" to quit MGED
10. enter control-c on the graphics terminal to end the sleep mode
11. logout on both terminals
.fi
Since there are no knobs or buttons on the tek4014 class of terminals, one
is forced to use the "press" and "knob" commands to emulate these peripherals.
Other commands which can/should be used are:
.nf
ill put up a desired path
center slew the display
size zoom the display
sed solid edit immediately
.fi
.PP
The main force behind the writing of a driver for the tek4014 terminals, was
to allow the use of the Teletype 5620 terminals.
These graphic terminals have an internal processor and different windows
can be set up which represent different terminals.
Hence two terminals are NOT necessary.
The use of the Teletype 5620 terminals is then the same as the procedure
outlined above, except each window represents a terminal.
.PP
The button box layout for the SGI Iris is as below.
Note that the "right" button shows you the right side of the
model, as if you were looking in from the left.
To achieve the customary draftsman views, this function
goes on the left.
.nf
.cs
|----------|----------|----------|----------|
| | | | Zero |
| Help | ADC | Reset | Knobs |
|----------|----------|----------|----------|----------|----------|
| Obj | Obj | Obj | Obj | | Save |
| Scale | ScaleX | ScaleY | ScaleZ | empty | View |
|----------|----------|----------|----------|----------|----------|
| Obj | Obj | Obj | Obj | | Restore |
| TransX | TransY | TransXY | Rotate | empty | View |
|----------|----------|----------|----------|----------|----------|
| Solid | Solid | Solid | Solid | Obj | Solid |
| Trans | Rot | Scale | Menu | Pick | Pick |
|----------|----------|----------|----------|----------|----------|
| REJECT | Bottom | Top | Rear | 90,90 | ACCEPT |
|----------|----------|----------|----------|----------|----------|
| Right | Front | Left | 35,25 |
|----------|----------|----------|----------|