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.ENTRY INDEX
3D - Help index ISoft D&M
~About the help system~menu_help~
~The window system~window_system~
~Main menu~main_menu~
~The macro language commands~macrolang~
.END
.ENTRY macro
A macro is a collection of simple animation commands,
that can be processed by the ~intereter~interpret~ to examine
possible animation routines in your own programs,
and later, can be ~compiled~compile~ to produce Turbo Pascal
compatible source code.
.ENTRY macrolang
Macro Programs Language Summery
The following commands are supported by the 3D macro
interpreter and compiler:
c - Clear Screen (macro window).
w - set Color to White.
b - set Color to Black.
p - Paint Active object in last color.
o0 - set Perspective off.
o1 - set Perspective on.
>x - Start a loop to be performed x times.
lfl - Load simple object from file fl into the active object.
Lfl - Load complex object from file fl into the active object.
rad - Rotate Active Element In axis a, d degrees.
ex - Choose Active Element x.
mas - Move in a axis, s steps.
gx,y,z - Goto 3d pos x,y,z.
saf - Scale a axis if f factor.
v0..v9 - variable names.
< - End Loop.
\ - End line.
z - set object to center.
Rsad - rotate a sub object of a complex object
around axis a, d degrees.
Msas - move a sub object of a complex object
in axis a, s steps.
Ssaf - scale a sub object of a complex object
around axis a, by a factor of f.
Special Notes : a number must end with a space character.
(e.g. rx40 . <- space after a number)
in the goto command a , character must come
between the arguments.
(e.g. g100 , -200 , 10)
Loops can be nested 10 levels deep.
any numeric expressions requested can be
given with a normal infix notation, for
example :
rx30 * v1 + 2
will rotate the current active object
around the x axis, by 2 plus 30 * v1
degrees, where v1 is a variable.
.END
.ENTRY menu_run
Run Menu
This menu offers two operations that can operate on the
~active macro~activemac~
~interpret~interpret~ - interpret a macro
~compile~compile~ - compile a macro to pascal program
.END
.ENTRY menu_system
System Menu
This menu gives four options:
About - Gives information about the 3D program.
Path - Changes the current directory.
Print - Prints the screen to the printer.
Quit - Quit the program - exit to DOS.
.END
.ENTRY menu_objects
The Objects pull-down menu offers various
choices for loading existing objects, creating
new objects, editing, and saving objects. when you
load an object, you can edit it, or use and display it
in the ~Online window~onlinew~. when you're done with an object,
you can save it to any directory of file name.
Select an item that you want to know more about:
~Active~oactive~ ~Open~oopen~ ~New~onew~ ~Save~osave~
~Save As~osaveas~ ~Edit~oedit~ ~Close~oclose~ ~Print~oprint~
.END
.ENTRY oactive
Objects/Active
This command allows you to select the ~active object~activeobj~.
A ~Dialog box~dlgbox~ will be created, and you will be asked
to choose the active object from the objects in
the memory.
Use the mouse, or the arrow keys to move the highlight
bar to the desired object, and ~click~click~ on the ~Ok button~okbut~
or click again on the highlighted line.
If there are no objects in memory an ~Alert box~alert~
will be displayed.
If there is more then one object in memory, you will
receive a list of objects to choose from,
if not all of the objects are displayed, you can scroll
the display using the arrow keys or the ~scroll bar~scrlbar~.
.END
.ENTRY dlgbox
Dialog box
A dialog box is an interactive window used to give
input to the program. A dialog box is displayed in
reverse video, and it cannot be moved on the screen.
No other operation can be done until the dialog box
input is satisfied.
A dialog box consists of text lines and buttons.
buttons can be of the following types:
~Text fields~txtfield~
~Choose buttons~chosbut~
~Radio buttons~radiobut~
~Text (action) buttons~textbut~
~Selection buttons~selectbut~
Most dialog boxes contain the following three buttons:
~Ok~okbut~
~Reset~resetbut~
~Cancel~cancelbut~
.END
.ENTRY interpret
Run/Interpret
This command opens a new window, and tries to interpret
the active ~macro~macro~. The results can be seen immediately
on the screen.
The interpreter can be stopped at any moment by
pressing the mouse button, or hitting a key.
The interpreter's purpose is to examine and debug the
macros. For fast animation, you should ~compile~compile~ the
macro, and use it in a pascal program.
.END
.ENTRY compile
Run/compile
This command activates the ~macro~macro~ compiler which
compiles the macro to a full stand-alone pascal source
program.
Use this code as a fast stand-alone animation program, or
as a procedure, in your own programs.
See also:
~Interpret~interpret~
.END
.ENTRY chosbut
A choose button is a ~button~butt~ that is used for
boolean (yes and no) options. It is formed of
a rectangular box in the left of text. The button have
two states: Selected and Not selected. When the button
is Selected, there is an X inside the box. When the
button is Not selected, the box is empty.
To change the state of a choose button, you just
~click~click~ on it.
See also:
~Text fields~txtfield~ ~Radiobuttons~radiobut~
~Text buttons~textbut~ ~Selection buttons~selectbut~
.END
.ENTRY click
Clicking on an item (a button, a window etc.) means
moving the mouse cursor (pointer) to point on that
item, and hitting (pressing AND releasing) the mouse
button.
When you press the mouse button on most of the buttons,
they will highlight themselves, to indicate to you, that
when you release the mouse button, their action will be
performed, if you don't want to choose that action move the
mouse cursor out of the button, and release the mouse.
.END
.ENTRY txtfield
A text field is a ~button~butt~ which allows the user to
enter text using the keyboard. Before you enter text,
you should select the button by ~clicking~click~ on it.
When the text field is selected, a cursor appears
inside the text field, and you can modify the text.
use the arrow keys, enter and insert keys to edit the
text in the text field, pressing enter finishes the
field editing session.
See also:
~Choose buttons~chosbut~ ~Radiobuttons~radiobut~
~Text buttons~textbut~ ~Selection buttons~selectbut~
.END
.ENTRY radiobut
A radio button is a ~button~butt~ which is used to select
one item from a set of mutually exclusive options
(it is named Radio button because of the similarity to the
buttons in a car's radio). The radio button is a text
with a small circle on the left. The circle near the
selected item has a small filled circle inside it.
See also:
~Text fileds~txtfield~ ~Choose buttons~chosbut~
~Text buttons~textbut~ ~Selection buttons~selectbut~
.END
.ENTRY selectbut
The Selection button is a ~button~butt~ which is used
for selecting one item from an arbitrarily large list
of items. The button has a rectangular shape and
consists of a few text lines, one of them - the
selected item is in reverse video. The mouse can be
used for moving the highlighted line. ~Clicking~click~
on the highlighted line will have the same affect as
clicking on the ~Ok button~okbut~
If the number of items is larger than the number of
lines in the selection button, the button will have
a ~Scroll bar~scrlbar~ which will allow to scroll the
text lines up and down.
.END
.ENTRY textbut
The text button is a ~button~butt~ which is used
for selecting an action. The button is a rectangle
which a text inside. ~Clicking~click~ on the button
will cause the action to be taken.
See also:
~Dialog box~dlgbox~
~Ok button~okbut~
~Reset button~resetbut~
~Cancel button~cancelbut~
.END
.ENTRY okbut
The Ok ~button~butt~ is used in a ~dialog box~dlgbox~
to accept the changes, or to accept the input as it is.
This button tells the program to continue with the
command, with the values specified in the dialog box.
See also
~Reset button~resetbut~
~Cancel button~cancelbut~
.END
.ENTRY resetbut
The Reset ~button~butt~ is used in a ~dialog box~dlgbox~ to
restore the values of the buttons to the system's
default.
See also
~Ok button~okbut~
~Cancel button~cancelbut~
.END
.ENTRY cancelbut
The Cancel ~button~butt~ is used in a ~dialog box~dlgbox~ to
restore the values of the buttons to the values
they had when the dialog box was opened, and to accept
them (thus canceling the operation)
See also
~Ok button~okbut~
~Reset button~resetbut~
.END
.ENTRY alert
An alert box is a ~dialog box~dlgbox~ which tells
about errors (Your error and system errors).
An alert box will have a "bomb icon" on the top-
left corner.
All alert boxes except for the Hard error box have
only one ~button~butt~.
The Hard Error box is a replacement for MS-DOS's
infamous 'Abort Retry Ignore' message which cannot
be displayed in a graphic environments.
the hard error box will report the hard-error and
give two options - Retry and Cancel. Retry will re-try
the operation that caused the problem, and Cancel
will cancel it.
.END
.ENTRY oopen
Objects/Open
This command opens (loads) an object from the disk
you can select one of the objects previously save to
the disk.
You will be asked to choose between ~Complex/Super~superobj~ and
~simple~obj3d~ object type.
Choose the desired object from the ~File selection Window~fsel~.
The most recently opened object becomes the ~active object~activeobj~
The following commands operate on opened objects:
~Save~osave~
~Save as~osaveas~
~Edit~oedit~
~Close~oclose~
~Print~oprint~
.END
.ENTRY osave
Object/Save
Use Save to save the ~active object~activeobj~ to disk.
If you attempt to save an UNTITLED object, You will be
asked to name it.
.END
.ENTRY osaveas
Object/Save as
Use this command to save the ~active object~activeobj~ to
a different file. You will be prompted to enter the
new file name. The active object will be saved with
this name to the disk, and will be re-named in the
memory to that name.
.END
.ENTRY onew
Object/New
The New item specifies that a new object is to be
created. An empty object with the name 'UNTITLED'
is created. (You can change the name of the object
when you go to ~Save~osave~ it or to do a ~Save as~osaveas~)
The New object can be of a ~simple~obj3d~ or a ~Complex/Super~superobj~
object type.
.END
.ENTRY oedit
Object/Edit
Use this option to edit the active object in memory, if
this object is a ~simple~obj3d~ object you will use 2 windows -
a ~point window~pntwind~ to define the objects points in
the 3D universe, and a ~line window~linewind~ to connect
these points to lines,
if the object is a ~complex/super~superobj~ one, you will
use a ~complex object window~sedtwind~ to define child objects
to this super object.
.END
.ENTRY obj3d
Simple Objects
Simple objects are bodies in the 3D-space which are
defined in terms of lines and points in space. The points
of the objects can be edited with*the ~point window~pntwind~, and the
lines (each line connects two previously defined points)
can be edited using the ~line window~linewind~.
.END
.ENTRY pntwind
Point editor window
The point editor window displays the points defined
for the ~active object~activeobj~.
The window contains a status line at the top, and
~control buttons~butt~. The ~scroll-bar~scrlbar~ at the right border
is used to choose the point on which the buttons
will operate.
The X/Y/Z buttons are used to select the axis on which
the point is to be moved, the arrows move the point on
that direction. The SPEED button is used to select the
speed of the movement (how much will the point move in
each step). The CREATE button fixes the point, and create
a new point.
See also:
~Line window~linewind~
~Complex object window~sedtwind~
.END
.ENTRY linewind
Line Editor window
The line editor window is used for defining the
lines that makes the simple object.
The window contains a status line at the top, and
~control buttons~butt~. The ~scroll-bar~scrlbar~ at the right border
is used to choose the line on which the buttons
will operate.
The arrows are used to select the point, and the
Create button is used to fix the line, and create a new
line. Every line is defined with two points, use the
"To" and "From" buttons to select on which edge of the
line to operate.
See also:
~Point window~pntwind~
~Complex object window~sedtwind~
.END
.ENTRY superobj
Complex (Super) Objects
A Super Object (also referred to as Complex Object)
is a collection of ~simple objects~obj3d~, that are grouped
together to form a higher level object, which can now
be referenced as a single body. Complex objects can be
edited in the ~complex object window~sedtwind~.
.END
.ENTRY sedtwind
Super object Editor window
The super object editor window is used for defining
A ~complex/Super object~superobj~.
Use the "Add" button to add sub-objects to the super
object. Use the "Default" button to change the action
performed by the Two arrow buttons. The "Default" button
opens a ~dialog box~dlgbox~ which enables you to choose
the type and value of the transformation done by the arrow
keys.
See also:
~Point window~pntwind~
~Line window~linewind~
.END
.ENTRY oclose
Object/Close
Use the Close option to free an ~object slot~objslot~
when you finish working with an object. If the object has
been modified, you will be asked if you want to save it.
If it was UNTITLED, you will be asked to give a name
for the object.
.END
.ENTRY main_menu
The 3D menu system is both logical an intuitive.
If you do not have a mouse, use F10 to activate
the menu-bar. Using a mouse, bring the mouse
pointer to the topic and hold the left button
down. You can move the selection bar up and down
the menu using the mouse. If you release the
button while pointing inside the menu, the action
is taken.
The main menu contains the following items:
~System~menu_system~ ~Objects~menu_objects~
~Macros~menu_macros~ ~Online~menu_online~
~Run~menu_run~
.END
.ENTRY activemac
The active macro is the ~macro~macro~ on which commands
act. You can use ~run~menu_run~ to ~interpret~interpret~ or ~compile~compile~
the active macro. The active macro is changed when it's
window is selected, or when is is just ~Opened~mopen~
or just created using the ~Macros/New~mnew~ command.
.END
.ENTRY activeobj
The active object is the object in memory, on which
commands may be given. The ~online window menu~menu_online~, and
the ~online window~onlinew~ operates on the active object.
In addition, the following items on the objects
menu operates on the active object:
~Save~osave~
~Save As...~osaveas~
~Edit~oedit~
~Close~oclose~
~Print~oprint~
.END
.ENTRY butt
A button is a control object that allows you to choose
actions, or to select options using the Mouse or the
Key-board. The following buttons are used in the the
3d program:
~Text (action) buttons~textbut~
~Choose buttons~chosbut~
~Radio buttons~radiobut~
~Selection buttons~selectbut~
~Text fields~txtfield~
~Scroll bars~scrlbar~
.END
.ENTRY oprint
Objects/Print
This item allows you to print the definition of the
~active object~activeobj~ to a file or to the printer.
This option is useful if you want to know the exact
coordinates of an object.
.END
.ENTRY fsel
The file selection window
The file selection window is a ~dialog box~dlgbox~ that
is used for selecting files. The window is a dialog box
with a ~Selection button~selectbut~ for choosing a file from the
current directory. If you choose a directory, that
directory will be displayed and you will be able to choose
a file from this directory.
.END
.ENTRY scrlbar
Scroll bars
A scroll bar is a ~button~butt~ which allows input of integer
values in a limited range, and is used (mainly) for
scrolling text. A scroll bar has two arrows, a body, and
a slider (see drawing). Scroll bars can be vertical or
horizontal.
+--+--------------------+--+
|<-| [] |->|
+--+--------------------+--+
a horizontal scroll bar
~Clicking~click~ on the right (down) arrow, increments the
scroll bar's value, and causes the text to scroll to left
(down) one column (line). Clicking on the left (up) arrow
will cause scrolling right (up) one line.
The box inside the scroll bar is called the slider, and
it's position corresponds to the value of the scroll bar
(usually the position in the text). The slider can be
moved on the screen by moving the mouse cursor to point
to the slider, and holding the left arrow down. While the
button is held, the slider can be moved inside the scroll
bar to any position.
Clicking in the scroll bar below (above) the slider will
cause scrolling of one page up (down).
.END
.ENTRY onlinew
The Online window
The online window lets you see how an object looks and
to do online transformations on the object. The ~buttons~butt~
in the window repeat the last corresponding operation
selected in the ~online menu~menu_online~.
All operations done in this window operate on the
~active object~activeobj~
Button Key Action
------ --- ------
Show p Same as the ~Paint~olpaint~ command.
Hide h ~Paint~olpaint~ with the background color.
Rotate m Repeat last ~rotate~olrotate~ command.
Move s Repeat last ~move~olmoveby~ command.
Scale r Repeat last ~Scale~olscale~ command.
.END
.ENTRY objslot
When an object is loaded to the memory it get it's
own slot. The slot is an entry in the internal tables of
the 3D-environment program. The number of objects that can
be simultaneously in the memory is limited to 9.
.END
.ENTRY menu_macros
The Macros pull-down menu offers various
choices for loading existing ~macros~macro~, creating
new macros, editing, and saving macros. when you
load an macro, you can edit it, run using the ~interpreter~interpret~
it, or ~compile~compile~ it when you're done with an object, you
can save it to any directory or file name.
Select an item that you want to know more about:
~Open~mopen~ ~New~mnew~ ~Save~msave~
~Save as~msaveas~ ~Edit text~medit~ ~Print~mprint~
.END
.ENTRY menu_online
The On Line pull-down menu offers seven commands:
~Window~olwind~
~Paint~olpaint~
~Move By...~olmoveby~
~Rotate...~olrotate~
~Scale...~olscale~
~Project~olproject~
~Center~olcenter~
.END
.ENTRY menu_help
The 3D help system is a HyperText help facility, that
contains more than 50 help screen covering topics such as
the usage of the window system, and usage of the 3D
application.
If the text is larger than the window's size, you can
use the ~scroll bar~scrlbar~ or the arrow keys to scroll the text.
Some pages contain underlined text words and one
highlighted word. These words are references (called
hot-links) to other topics. You can jump to any such
topic by ~clicking~click~ twice on the word, or by using the left
and right arrows to move the highlight bar to the hot-link,
and pressing enter.
The help screen saves the last 20 help screens and you
can return immediately to a previous screen by clicking on
the "Prev" ~button~butt~ (or hitting ALT-F1). You can jump to
the help index by clicking on the "Index" button, or by
pressing F1.
.END
.ENTRY olpaint
OnLine/Paint
Paints the ~active object~activeobj~ on the ~online window~onlinew~.
with the selected projection, at the selected position,
and orientation.
.END
.ENTRY olmoveby
OnLine/Move By...
This item open a ~dialog box~dlgbox~ that asks you to specify the
axis to use, and by how many units to move the object.
You will only see the results when you ask the object to
be ~painted~olpaint~ again. This allows you to give a
combination of transformations an see the result of them.
See also:
~Scale~olscale~
~Rotate~olrotate~
~Paint~olpaint~
.END
.ENTRY olscale
OnLine/Scale
This item open a ~dialog box~dlgbox~ that asks you to specify the
axis to use, and the scale ratio.
You will only see the results when you ask the object to
be ~painted~olpaint~ again. This allows you to give a
combination of transformations an see the result of them.
Scaling is applied to the object after moving it to the
origin. After scaling the object is returned to it's
former position. This allows you to scale an object at any
time without causing distortions.
See also:
~Rotate~olrotate~
~Move By..~olmoveby~
~Paint~olpaint~
.END
.ENTRY olrotate
OnLine/Rotate
This item open a ~dialog box~dlgbox~ that asks you to specify the
axis to use, and the number of degrees to rotate by.
You will only see the results when you ask the object to
be ~painted~olpaint~ again. This allows you to give a
combination of transformation an see the result of them.
Rotating is applied to the object after moving it to the
origin. After rotating the object is returned to it's
former position. This allows you to rotate an object
around it's central of gravity when the object can be
anywhere in space.
See also:
~Scale~olscale~
~Move By..~olmoveby~
~Paint~olpaint~
.END
.ENTRY olproject
OnLine/Project
This command allows you to select the type of projection
used by the 3D program to display the objects. The
rotation can be perspective or axonometric.
.END
.ENTRY olcenter
OnLine/Center
This command is useful to return the object back
to the origin. This command will calculate the object's
central of gravity, and move that point to the origin.
all further rotations, and scaling will take this point
as the center. This is prevents the shape of the object
to distort when scaling.
See also:
~Scale~olscale~
~Rotate~olrotate~
~Move By..~olmoveby~
~Paint~olpaint~
.END
.ENTRY olwind
OnLine/Window
This command opens the OnLine window, which is used for
displaying objects, rotating, moving and scaling them.
See also:
~OnLine window~onlinew~
~Rotate~olrotate~
~Move by~olmoveby~
~Scale~olscale~
~Paint~olpaint~
.END
.ENTRY window_system
The window system
The window system used in the 3d-environment program
is designed to be used with a mouse (and also with
some more trouble without one, using only the keyboard)
Most windows have a title with their name, a "Close"
~button~butt~, and "Grow" button. One window is always the
active window, this is the window that accepts the keyboard
input. The active window is always fully shown (no
windows are ever displayed above it, and is marked with
lines around it's title.
Closing a window is done by ~clicking~click~ on the
close-box - the small rectangular box on the left-top
corner. The grow box is the small box at the bottom-right
cornet and is used for re-sizing the window.
See also:
~Dialog boxes~dlgbox~
~Help on help~menu_help~
~Main menu~main_menu~
.END
.ENTRY mopen
Macro/Open
This command allows you to load a ~macro~macro~ from the disk.
later you can ~run~menu_run~ it (interpret or compile), modify
it, and print it.
When you open a macro, this macro becomes the ~active macro~activemac~
See also:
~New~mnew~
~Save~msave~
~Save as~msaveas~
~Print~mprint~
~Edit~medit~
.END
.ENTRY mnew
Macro/New
The New item specifies that a new ~macro~macro~ is to be
created. An empty macro text with the name 'UNTITLED'
is created. (You can change the name of the object
when you go and ~Save~msave~ it or to do a ~Save as~msaveas~)
The new macro becomes the ~active macro~activemac~
See also:
~Open~mopen~
~Save~msave~
~Save as~msaveas~
~Print~mprint~
~Edit~medit~
.END
.ENTRY msave
Macros/Save
Use Save to save the ~active macro~activemac~ to disk.
If you attempt to save an UNTITLED macro, You will be
asked to name it.
.END
.ENTRY msaveas
Macros/Save as
Use this command to save the ~active macro~activemac~ to
a different file. You will be prompted to enter the
new file name. The active macro will be saved with
this name to the disk, and will be re-named in the
memory to that name.
.END
.ENTRY mprint
Macros/Print
This item allows you to print the definition of the
~active macro~activemac~ to a file or to the printer.
.END
.ENTRY medit
Macro/Edit
This item causes the ~macro window~macwind~ to become the
active window. You may then modify the ~macro~macro~
.END
.ENTRY macwind
The macro window is a text editing window for the ~macros~macro~.
When a macro window becomes the active window, the macro
related to the window becomes the ~active macro~activemac~
.ENTRY editor_commands
The text editor
Cursor keys move the cursor around the text. You can
also move the cursor by using the scroll-bars, and by
clicking on the text. Clicking on the text brings the
cursor the the pointer's position.
Other keys:
END - bring the cursor to the end of a line
HOME - bring the cursor the the beginning of
a line.
PGUP - move one page up.
PGDN - move one page down.
alt-S - (or clicking the "Srch" button) - search
for a text string.
alt-N - (or clicking on the "Nxt" button) - repeat
the last search (search Next).
.END
.ENTRY DUMMY
~~INDEX~ ~~editor_commands~ ~~DUMMY~
.END