General Functions.

 

Using Menus.

Menus in Minos consists of sets of icons located in a vertical row. The menus can be placed on the left or right side of the window via a session parameter setting. The menu can also be displayed in text.

When an icon is selected, the content of the submenu is displayed, and the upper menu is popped. If the icon corresponds to a function, a dialog box is displayed. Some menus have an immediate action. To recover the main menu, click on the Minos icon.

To improve the speed, it is possible to use "Keyboard Codes". A lot of functions have keyboard codes. A keyboard code is up to 4 characters and is selected by the "-" key. To learn keyboard codes, use the "HLP" button and click on the icon.

When a dialog box is active, it is filled top to bottom; when filled, the function either starts immediately, or the OK button is highlighted if the function requires a confirmation.


Default parameters are used each time you start a session; it is important to understand them.

Object Names will define how to analyze the many objects which Minos manipulates. In this chapter, you will find a lot of information about the large set of objects which can be created.

Views Management will describe how to manipulate views which are important to successfully use a 3D system.

Before starting, it will be necessary to know how to pick objects. There are several ways to do this.

During polyline creation, you will need to know how to create or locate points.

In some cases of line creations, it will be necessary to input constraints. Constraints are not single input, but depends on the context.


Object Names

All the objects used in Minos have a name composed like this.

SNNNN_xxxx

S is the status flag ($ for normal element, * for sub elements, # for deleted elements).

NNNN is the name composed of 4 Alphabetic characters (example PLYN for Polylines).

xxxx is the Order number.

This name is automatically assigned and is overwritten if the element is named. This name appear in the stack when the stack is displayed.

Name Type
POIN A point composed of 3 coordinates.
PLYN A polyline composed of 2 to 63 points.
SHAP A shape is like a polyline but is closed and filled. A shape is supposed to be planar.
CURV A Bezier curve.
CIRC A circle (or and arc if it is not closed).
LSTR A line-string composed of different line types.
SEGM A segment. It is an infinite straight line.
PERF A perforated facet. It is composed of an external shape and internal holes. A Perforated facet is supposed to be planar.
PLAN A plane. It is an infinite plane defined by 3 points. A plane can be used for geometric constructions.
TRSF A transformation matrix. It is generated each time that a transformation is made. It can be used to redo a transformation. It is possible to combine transformations in only one.
REFX The external reference. It is generated by retrieving elements for a cell library with external reference. In that case, the element is not copied in the session, but it is referred by a REFX. A REFX contains a link to the original cell library, and a transformation matrix to move it in position.
NVIW A natural view is a single view that can be mapped or combined with others.
CVIW A complex view is a set of natural views used to create a partition of views.
PTCH A Bezier patch is a part of surface limited by 4 curved boundaries. A patch can be used alone or combined in a surface.
SURF A surface is a set of patches.
POLY A polyhedron is composed of planar shapes and perforates and can be closed. If it is closed, it is considered to be a solid. The result of solid functions can be SURF or POLY as needed.
CYL A cylinder is a solid or a surface generated by a base and a translation vector (sometimes called extrude or prism). The base can be any type of lines. If the base is closed as for shape or perforate, the cylinder is a solid. If not, it is a surface.
REVO A revolve is a solid or a surface generated by a meridian turning around an axis. The meridian can be any type of line. If the beginning and the end of the meridian are on the axis, or if the meridian is closed, the revolve is a solid; otherwise, it is a surface.
RULE A ruled surface is a solid or a surface generated by more than 2 generators. The generators can be any type of line. If all the generators are closed, the ruled surface is a solid; otherwise, it is a surface
PIPE A pipe is a solid or a surface generated by a basis moving along a neutral line. The basis and the neutral line can be any type of line. If the basis is closed, the pipe is a solid; otherwise, it is a surface. It is better that the basis begins at the beginning of the neutral line.
VARY A varying volume is a solid or a surface generated by a basis moving along a neutral line. The basis and the neutral line can be any type of line. If the neutral line is closed, the varying volume is a solid; otherwise, it is a surface. Note that is differs from pipe. It is better that the basis begins at the beginning of the neutral line.
FUSE A fused object is composed of the topological addition of 2 or more solids. Fusion can be done with opened solids, but according to the orientation of the surfaces, the result is unpredictable. For the moment, fuse is not possible on surfaces.
CUT A cut object is composed of the topological subtraction of 2 or more solids from one solid. Cut can be done with opened solids, but according to the orientation of the surfaces, the result is unpredictable. For the moment, cut is not possible on surfaces.
COMM A common object is composed of the topological common of 2 solids. Common can be applied to open solids; but depending on the orientation of the surfaces, the result is unpredictable. For the moment, common is not possible on surfaces.
ASSY An assembly is composed of one or more objects. Assemblies can be dropped, to recover elements. Sub-elements receive the "*" flag. If hidden line is on, the hidden line is computed on all the assembly.
TEXT A graphical text. In Minos, texts are real 3D elements. For the moment, there are only 3 fonts available.
HTCH Hatches are created on shapes or on perforated facets.
DSGN A design is a projection of a 3D element on a view. The result can be used to create drawings. The best way to create drawings is to create a set of Designs and assemble them into a 2D view.
AMBI An ambient light is define by a color and an intensity only.
DOT A dot light is defined by a color an intensity and a point. This type of light is like a bubble light.
SPOT A spot light is defined by a color an intensity a direction and an angle. This type of light is like a spot.
INFI An infinite light is defined by a color an intensity and a direction. This type of light is like the sun for example.

 


Control Keys.

 

Dynamic mode.

A lot of functions use "rubber banding". If you don't like that click on this button to put "rubber banding" off.

Compose a keyboard code.

Each function has a keyboard code. Buttons have a keyboard code which consists in one keyboard key. Menus have a keyboard code which consists in 4 letters. To directly access a menu, click on this button (or the [-] key), input the 4 letters of the function and hit the [Enter] key.

Views management.
Update screen.

It happens sometimes that it is necessary to redraw the views. Then click on this button or hit the [F] key.

Data structure state.

Objects are stored in a data structure. Push on this key to display the state of data structure.

Grids
Redo the last function.
Deactivate element display.
Snap functions.
Escape current function.
Undo the last function.

 


Picking objects.

 

 

Any time you need to locate objects, Minos will prompt you. Many highlighted options buttons will be available in the lower icon bar based on the current selection.

There are two types of objects: visible objects can be located on the screen, non-visible objects cannot (i.e., Matrices). To avoid this, all the objects can be selected in a stack. Elements are named according to the automatic element naming. To display the stack, you will need to push the "STK" button. If more than one stack is displayed, that means that you are prompted for more than one object. In that case, fill the right stack by selecting elements in the left stack.

A named element can be selected by using the "NAM" button.

When picking graphical elements, it is possible to locate sets of elements by fence. To do this, first select the "FEN" button and choose "OVR" for fence overlapped, "INS" for fence inside, or "PAS" for "Passing through a line".

Click "ALL" to select all elements.

Click "LAS" to select the last element.

Click "DEL" to remove the last selection.

Click "NAV" if you want to navigate into the element tree. Caution, it is difficult to manipulate!


Point creation.

 

 

A lot of functions use point acquisition functions. Depending on the function, only one point is required, or up to 63 points are required.

A point can be created by numerical coordinates using the "NUM" button and the syntax must correspond to the following.

[X=value], [Y=value], [Z=value]

Where value refers to a double precision number. All the coordinates, but one, are optional. If a point has already been input, it is possible to give relative coordinates from this point by using:

[DX=value], [DY=value], [DZ=value]

It is permissible to mix expressions like:

DX=10.7,Z=20.2

The coordinate of the previous point can be changed by using the "REL" button.

To insure that the point is on a grid, first activate the grid, and pick the "GRI" button to activate the grid lock.

To retrieve the edition of an existing polyline, select "REP" and pick the polyline.

A point can be created by simply picking in a view. The missing coordinate will be determined by the active depth of the view.

It is possible to define the missing coordinate by using the ":" button. Then first pick a depth in a view and the point in another view. In that mode, auto-location is active. Auto-location means that Minos will try to find an existing point to correct the coordinate. If an existing point has been found, a marked is displayed at this point.

Points can be located on an existing point (objects vertex for example). The locate the point, activate the "." Button and locate a point. The point must exist.

It is also possible to pick a point on an existing segment. In that case, it is not necessary that the point exists. First select the "LOC" button, and select a segment.

To step back, push the "DEL" button.

It is possible to move along "X", "Y" or "Z" axis using the button. In that mode, auto-location is active.

It is possible to move horizontally and vertically by using the "HOR" and "VER" button. In that mode, auto-location is active.

To select the center of a circle, select the "CEN" button and pick a circle.

To find the intersection of two segments, select the "INT" button, and pick to two segments. Be careful, segments picked on a circle are not assumed to be on the circle!

To swap "Horizontal/Vertical" select "H/V" and start the acquisition. According to the first segment, the "HOR" and "VER" will be swapped automatically. In that mode, auto-location is active.

Select "PER" to be perpendicular to the last segment. This function depends of the view. In that mode, auto-location is active.

Select "ANG" to fix the angle with the horizontal axis. First input the angle and pick the point. This function depends of the view. In that mode, auto-location is active.

Select "DIS" to fix the distance from the last point. First input the distance and pick the point. This function depends of the view. In that mode, auto-location is active.

It is possible to create a point at a specific ratio between two points. To do this, select "/", locate the first point, locate the second point, and input the ratio. For example 2 means the middle of the two points.

It is possible to create a point orthogonal to an existing segment. Select "ORT", and pick the segment.

The current acquisition can be modified by using "MOD", "INS" or "DEL" buttons. To modify a point, click "MOD", then locate the point on the current polyline and modifies it. To insert a point, click "INS", then locate a segment and create a point. To delete a point, click "DEL" (the yellow one), then locate the point on the current polyline.


Constraints.

 

 

Some functions like segment and circle creations can accept constraints. There are two types of constraints: passing through and tangent to.

With passing through, it is possible to select a center of a circle by using "CEN", or select the intersection of two objects (segments or circles) by using "INT".

With tangent to, it is possible to select a circle or a segment. The position of the click is important for the function.

The best case of constraints is to use "Circle" "TP-TP-TP" (where T-P means "tangent" or "passing thru").


Grids.

 

 

It is possible to display a grid in parallel views. A grid has a grid step (the distance between 2 points), and a major step (the number of points between bigger points).

It is also possible to move the origin of the grid by using numerical coordinates.


View Management.

 

 

It is possible to modify the size of a view, create a magnify view, delete a view, fit elements on a view. Axes can be displayed or not.


Direct access.

 

 

With these buttons, it is possible to change the symbology of an element immediately.

First choose the pen style with the two upper buttons, then choose a color and locate an element.

Direct access to [Set display mode to wireframe and update screen].
Direct access to [Place a polyline]
Direct access to [Destroy display list]
Direct access to [Display last element]
Direct access to [Destroy elements]
Direct access to [Set display mode to hidden line and update screen].
Direct access to [Place a shape].
Direct access to [Erase all elements]
Direct access to [Display only selected elements].
Direct access to [Recover destroyed elements].

 


Copyright © Régis Le Boité 1998