- startup
- You should see a graphics window showing a house with a
little (hard to recognize) tree and a
control window showing the manag-menu.
Depending on the GraphicDevice (X or GL or ...) the house will
be displayed as a wireframe or solid by default.
(This can be switched, but not now).
First have a look into the transformation menu.
-
- In the trans-menu. Play with the translation rulers
- ..
- to move the object, with the
-
- ruler to scale it and with
- ..
- to rotate it.
-
- Press reset to reset the transformation if you lost the
object.
-
- Switch to sphere rotation mode. You can click inside
the sphere and then drag the mouse to rotate the object as if
turning a ball.
-
- Switch back to ruler rotation mode.
-
- Press reset to reset the transformation.
-
- Switch the camera on. The house is displayed perspectively.
-
- Switch the camera off.
-
- Press reset to reset the transformation.
-
- Back to the manag menu.
First we explore the data hiarchy tree (scene tree).
In the upper middle of the control window is a button
, this is the current object. The graphic window's
contents are the graphical view of this Scene. Since it is a Scene
it does nothing but display its sub node .
Press this button now:
-
- You stepped into the Scene tree. "House"
is the current object now. "main" moved to the left,
ready to bring you out again.
Two new buttons appeared, and
. These are sub objects of "House".
Nothing should have changed in the graphics window.
When asked to display, "House" will display both Scenes, the
tree and the chimney. "Chimney" displays the whole house. To see
the chimney press
-
- The tree disappears. The sub objects of
Chimney are the real chimney object
and the next scene .
-
- The chimney disappears out of the graphics
window. Note that the button moves up.
-
- Only the walls remain.
-
-
-
- Return.
-
- Walk onto the object. No sub objects are
displayed since there are none.
-
- Press the current object's button. You get
an info list in a layer which shows basic information, scroll
through the list using the scrollbar at the right side. This info
list works for every object. Sometimes you will open it accidently,
try to close it by pressing the
-
- button at the bottom of the layer.
-
- We now want a second chimney. Mark the
existing one. The button label changes, the
marked object's button becomes blue.
-
- We need a place to copy the object to. This
must be a Scene. The same scene is a good place.
-
- Link the object to another place. A Scene "C: Chimney"
is created. You don't see the copy because the objects are
drawn at the same place.
-
- Go there. The scene's object is
marked, too. It is the same object controlled by two scenes. If
you had pressed you would have created a new
object.
-
- Remove the marking.
-
- Open the scene transformation menu. The
details are described in the
trans-menu. The rulers are grayed out
because there is no active matrix.
-
- Press and hold the combobutton to
select .
It always shows the current state.
- ( ), twice
- Move the
second chimney in direction -x. The ruler's
input field shows -0.4.
-
- Close the scene matrix editor.
-
- Walk up to see both chimneys.
-
- Open scene surface property editor to switch to
grid mode to see the triangulation. Doesn't hurt if grid mode
is already active.
- /
- Click this button on the scene suprop
layer until it shows "to patch" indicating the local scene surface
property is in grid mode.
-
- Note the surface property layer
has updated properly. This Scene doesn't have an own surface property
and is displayed using the global surface properties.
Automatically create a surface property by pressing
- /
- Until it shows to patch.
-
- Close the scene surface property editor.
We do not want to walk on the two other Scenes by hand, let's
use a utility method.
-
- We want to send the method "all2grid".
-
- Pick the right method in the list.
-
- Click the entry again, that is another way to
press .
The roof and the walls should be in grid mode now.
-
- Walk up.
-
- Refine the chimney now.
-
- We want to send the method "refine-global".
This is a method of class Triang2d. Because we stay on
an instance of Adapt2d, which is subclass of
Fe2d, which is subclass of Triang2d, we have
to change to the Triang2d methods first.
-
- Click the path to the superclass methods.
-
- Click again to enter the decision.
-
- Click the path to the superclass methods.
-
- Click again to enter the decision.
Use the scrollbar at the right side to find the string "refine4".
-
- Pick the right method in the list.
-
- Click the entry again.
-
- Go back to the scene. Note that both chimneys
are refined since they are the same object.
-
- We want to remove the extra
chimney. Go to the Scene.
-
- Delete the Scene and its object but not the
next Scene. Note that the original chimney
remains in the Scene.
You stay on now.
Refine the rest of the house as well by using the Scene.
-
- You see the valid methods of the class Scene.
But Scenes are special, if a Scene does not understand a method
it is sent to the sub objects.
- "refine4"
- Enter the text in the input field and press ENTER.
Both, the roof and the walls are refined.
-
-
-
-
-
- Create a copy of the roof.
-
- Go to the new copied Scene.
-
- Change the display method only for
the roof, which is of class Fe2d.
A list in a layer appears, showing the valid display
methods for Fe2d.
-
-
-
- Choose isoline as display method.
The roof is displayed as "temperature isolines".
-
- See one roof with two display methods.
-
- Go to the copy of the roof.
-
- Delete this Scene and its object.
-
-
-
-
-
-
-
- Go to the tree to learn something
about time dependent objects.
-
- Walk onto the interpolated
object. The object moves to center position in
the graphics window because the TimeScene has an
own Scene matrix that is unused now.
-
- Go back onto the TimeScene.
- ruler
- Move the scene time ruler. See the tree
growing and shrinking. Note that tree segments appear and
disappear, this is done by several TimeSteps.
-
- Go to the chained TimeSteps that
are interpolated.
The Triang2ds on the right side are the pre-object and the
post-object.
-
- Visit the next TimeStep.
-
- Another TimeStep yet.
-
- Go back onto the TimeScene. You do not have
to go via the prior TimeSteps.
-
- Move the main time ruler. Nothing happens.
- ( )
- Initialize the time dependency
spline.
- ( )
- Open the Spline_Editor to
edit the scene time spline, which describes the main
time dependency.
Do not edit the spline now, just press
-
- to use the spline. Note the is pressed now.
Then press
-
- to close the Spline_Editor.
-
- Move the main time ruler. The scene time ruler
moves as well. Note that only main time values
between 0 and 1 are valid.
- ( )
- Open the Spline_Editor to
edit the scene time spline. Move the little circle
at the right side of the left node up to get an
S shaped spline.
-
- Move the main time ruler. The scene time ruler
moves as well, but not linear any more. Note you do
not have to close the Spline_Editor to see the
effect. To switch off the spline and to close the
editor, press
-
-
-
-
-
-
-
-
Let's try an alternative display method.
-
- Open a display method selector layer.
- "points" ENTER
- Enter the word "points". The house is
displayed as points.
-
- Switch to the opts-menu. The display method has
put a ruler there.
-
- Play with the ruler to adjust the points
size.
-
- Switch back to the manag menu.
-
- Reset the display method.
-
- Click on the default value:
display.
-
- Accept the value. You can have a look
into the opts menu to see that the ruler disappeared.
Now you have seen something of GRAPE; you may try to add and remove
some projects now and see their Buttons and Rulers come and go in the
option-menus; for the Projects and their user interfaces see chapter