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!AWFeb91/Goodies/ThreeView/!ReadMe

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Archimedes World » AW-1991-02.adf
Filename: !AWFeb91/Goodies/ThreeView/!ReadMe
Read OK:
File size: 1AF2 bytes
Load address: FFFFFF42
Exec address: CBCAD412
File contents
                                 !ThreeView
                                 ----------

                              By John Wigham

                          (c) Archimedes World 1991


    To load !ThreeView simply click on its icon from the menu or double
click on the icon from its directory viewer.
    Once loaded, !ThreeView will simply sit on the icon bar waiting for you
to load an object or start creating one. To open the main viewer window and
control window, click on the icon. Either window can be closed if required
by clicking on its quit icon but clicking on the applications icon on the
icon bar will always open both of them at their default positions.

THE CONTROL WINDOW...

    This window allows you to change your view of the object and provides
information about the object.
    To change your distance from the object, click on the left and right
arrows beside 'Distance' to decrease and increase the distance respectively.
Clicking on the distance value will enable you to enter a value directly.
RETURN should be used to set the altered value. The XY and ZY rotation of
the object can be set in the same way.
    The three buttons below the three controls at the top set the marking of
vertices and surfaces. The 'vertices' and 'surfaces' radio buttons select
which to mark and the 'Mark' option button sets whether marking is on or
off. Marking simply means that each surface or vertice has its number
printed on or along side it when it is plotted. Figures (i) and (ii) show an
object with its vertices and surfaces marked respectively. Surfaces and
vertices which can be seen are printed in white while invisible ones or ones
which are not used are printed in light blue.
    The information at the bottom of the window shows how many vertices and
surfaces the object uses, how many frames there are and which frame you are
looking at.

MENUS...

    All functions provided by the application are available from two menus.
One is accessed by pressing menu while the pointer is over the applications
icon on the icon bar and the other by pressing menu while the pointer is
over the viewing window.

THE ICON BAR MENU...

    This menu provides you with the following three choices.

Info : 
    This option will display information about !ThreeView 

Save : 
    This leads to a standard save window. Drag the icon to a directory
viewer to save the object or click on OK to use the existing pathname.

Quit :
    This will quit the application, remove its icon from the icon bar and
free the memory it was taking up.

THE MAIN MENU...

    This menu provides you with all the main editing features.

Add vertice : 
    This leads to a window which lets you enter the X, Y and Z coordinates
of a new vertice. RETURN moves the caret to the next icon and clicking on OK
enters the point. An error will be generated if you try to have more than
100 vertices. 

Edit Vertice :
    This leads to a window where you enter the number of the vertice to
edit. Enter the number and you will be given a window as for 'Add vertice'.

Add surface :
    This leads to a window which lets you enter the four vertices for the
surface, its colour and its tint. Note that the tint is a value from 0 to 3
not from 0 to 255.

Edit surface :
    This leads to a window where you enter the surface number to edit. Enter
the number and you will be given a window as for 'Add surface'.

Swap vertices :
    This leads to a window where you enter the number of the two vertices
which you want to swap.

Swap surfaces :
    As for 'Swap vertices' but swaps surfaces instead.

Delete vertice :
    Leads to a window where you enter the number of the vertice which you
want to delete.

Delete Surface :
    As for 'Delete vertice' but deletes a surface instead.

Animate :
    This leads to a window where you enter the animation sequence for the
object. You can specify up to 15 frame numbers to be displayed in sequence.
The sequence automatically restarts after the last frame. If less that 15
frames are being used then the last entry in the list should be a zero.
Click on Play to start animating and click on Stop to finish. The
multi-tasking nature of the desktop means that the control window can still
be used while the object is animating. Editing can still be performed
although it is of little use as you can't tell which frame the function is
going to act on.

Clear frame :
    This leads to a window where you confirm that you want to clear the
current frame. This simply means that all the surfaces and vertices are
deleted.

Frame number :
    This leads to a window where you enter the number of the frame you wish
to view.

Add frame :
    When selected, this adds another frame to the object up to a maximum of
15.

Copy Frame :
    This leads to a window where you enter the number of the frame to copy
and the frame to copy to in that order.

    Figure (iii) shows what the menu looks like.

LOADING...

    There are several ways to load an object file. Once the application is
loaded you can double click on the file you want to load, drag it onto the
applications icon or drag it into the view window.

HINTS AND TIPS...

    There are some points about the program which should be understood if
the program is to be used properly.

    i) Surfaces which are to be visible from both sides (e.g. the legs in
figure (v)) should be defined as a pair of surfaces. The second surface
should have its vertices listed in the opposite order while remembering that
in triangles, it must always be the last two vertices which use the same
point.

   ii) Where two surfaces are the same distance from the viewpoint, they are
plotted in ascending numerical order. This is important for surface detail
such as the lights in figure (v). If the lights had lower surface numbers
than their background then they would be plotted first and then obliterated
by their backing surface. Thus it is important to add the surface detail
last. If a clash does occur then 'Swap surfaces' can be used to rectify the
situation.

  iii) When a surface is defined, it may not appear when expected. If this
happens, it may be because the vertices are the wrong way round and the
program thinks the surface should be visible from the wrong side. Try
changing round the vertices till it appears. As a general rule, enter the
vertices going round the four corners in an anti-clockwise direction when
looking at it from the 'visible' side.

AND FINALLY...

    That is all there is to generating and animating your own 3D solids. In
the 'Objects' directory are some of the objects I created while writing the
program. The 'Walker' robot walks in ten frames and 'Spaceship2' flaps its
wings in five frames. I am sure that you can come up with many more
interesting shapes but even generating simple shapes can be very rewarding
and I hope that you find the effort worthwhile, I certainly did.

John Whigham
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*
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00000060  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000070  20 20 20 20 20 20 20 42  79 20 4a 6f 68 6e 20 57  |       By John W|
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00001aa0  69 6e 67 0a 61 6e 64 20  49 20 68 6f 70 65 20 74  |ing.and I hope t|
00001ab0  68 61 74 20 79 6f 75 20  66 69 6e 64 20 74 68 65  |hat you find the|
00001ac0  20 65 66 66 6f 72 74 20  77 6f 72 74 68 77 68 69  | effort worthwhi|
00001ad0  6c 65 2c 20 49 20 63 65  72 74 61 69 6e 6c 79 20  |le, I certainly |
00001ae0  64 69 64 2e 0a 0a 4a 6f  68 6e 20 57 68 69 67 68  |did...John Whigh|
00001af0  61 6d                                             |am|
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