Geometric Entities for Pilot3D
Copyright 2001
by New Wave Systems, Inc.
All Rights
Reserved
The
best way to develop a good understanding of any Computer-Aided Design (CAD)
program is by studying the geometric entities provided by the program and by
studying the commands required to create a new entity, modify an existing
entity, and to delete an entity.
Entities are basic geometric objects used to construct more complicated
2-dimensional (2D) and 3-dimensional (3D) objects. Entities are also the lowest level of geometry that can be
created and manipulated by the program.
This tutorial introduces you to the entities and the basic entity
operations provided by the Pilot3D program.
Pilot3D provides the
following basic geometric entities:
1.
Points
2.
Lines
3.
Poly-lines
4.
NURB Curves
5.
Combo line/curves
6.
NURB Surfaces
As
you will see, Pilot3D combines entities 2 - 5 (lines, poly-lines, curves, combo
curves) into one multi-purpose entity (generally called a ‘curve’). This may seem more complicated than
necessary, but it does simplify many tasks and makes it very easy to define
complicated wire-frame objects. You may
find these ‘curve’ entities much easier to use than your general-purpose CAD
program (referred to as GP-CAD in this tutorial)
Aside: You will notice that there can be a good size overlap in
functionality between Pilot3D and your GP-CAD program (like AutoCAD LT). Although Pilot3D specializes in surface shaping
and smoothing, it can also do some tasks usually done in your GP-CAD
program. After some experience with the
Pilot3D program, you may find there are many more tasks that can be performed
in Pilot3D and then sent over to your GP-CAD program using a ‘DXF’ or ‘IGES’
geometry transfer protocol.
In
the following sections of this tutorial, keep in mind these questions:
1.
What are the basic geometric
entities?
2.
How can the entities be
used?
3.
How do I create a new
entity?
4.
How do I manipulate an
existing entity?
5.
How do I delete an entity?
This
tutorial assumes that you know how to start up the Pilot3D program and you know
how to perform the basic operations of any Windows-type program.
Point
entities define a single point in space.
They have no size, although they are drawn on the screen using some type
of user-defined tick mark (the default is a small circle). For the design process, point entities are
mostly used to define target points where the model has to pass through. Since
points do not have any size, they cannot be used to define surface geometry of
a 3D model, but they can be used for a variety of other tasks.
The
following section discusses the process of defining, modifying, and deleting
point entities.
This
screen image shows an empty Pilot3D screen with 5 point entities entered at
arbitrary locations. These points were
defined as follows:
1.
Pull down the Point menu
commands and select the “Add Point” command.
This will turn on the add-point command and make it the “current”
command (see the command label shown in the lower right corner of the screen).
2.
To add a point entity,
position the cursor anywhere and “click” the left mouse button.
3.
Each time you “click” the
left mouse button, a new point entity is created at the current cursor
location.
4.
The “Add Point” command will
stay current until you select another command.
Always look in the lower right corner of the window to see the current
command.
Later
on, you will see how to set a point to a specific [X,Y,Z] position, if
necessary.
All
geometric entities have properties or attributes associated with them, such as
point type and entity color. This
screen shows an attribute dialog box for one particular point entity. It was displayed as follows:
1.
Pull down the Point set of
commands and select the “Point Attributes” command. Nothing will happen except that this becomes the “current”
command and the label “Point Data” is displayed in the lower right corner of
the window.
2.
Move the cursor near one of
the point entities and “click” the left mouse button.
3.
A dialog box, like the one
shown above, will appear.
4.
The attribute fields are:
Point Name - The point’s name,
created by the program. You can change
it, if you wish.
Point Type - The type of symbol to use to mark the point’s position.
Overlay - The overlay layer of
the entity. (Currently not used by the
program)
Color - Color to use for the
point’s marker.
Draw Point - Option to turn off the
display of the entity. Use the Display
All Points command to turn
on the display of the point.
Edit Point - This allows you to
display the point, but to disable the ability to change its position.
Symmetrical – If this box is checked,
the program automatically mirrors the point about the Y = 0 centerplane. This is useful for objects that are
symmetrical about a plane. You must
orient the model to use Y = 0 as the symmetry plane.
Once
you have some points defined, you need to be able to modify their
positions. The commands to do this are
located in the “Edit” pull-down menu, as shown above. Right now, you will find out how to use the Move Point and Set
Point commands. The Move, Rotate, and
Scale Entity commands will be discussed in another tutorial. Keep in mind that the Move Point and the Set
Point commands will be used for points defining all entity types (lines,
curves, surfaces, etc.).
This
screen shows how all of the point entities were moved by eye to form a straight
line. This was done as follows:
1.
Pull down the “Edit” set of
commands and select the Move Point command.
You will notice that the “Move Point” label is displayed in the lower
right corner, since this is now the current command.
2.
Place the cursor near one of
the points you wish to move.
3.
Press and hold down the left
mouse button.
4.
Drag the point (mouse) to
the desired new position.
5.
Release the left mouse
button.
The
dragged point will now be located in its new position. You can now repeat the process with the same
or any other point on any type of entity.
If
you want the point to be located in some specific position, see the Set Point
command explained below.
This
screen shows the position dialog box for a particular point. It was displayed as follows:
“Right Click” on the point.
Or,
you could follow these steps:
1.
Pull down the “Edit” set of
commands and select the “Set Point” command. You will notice that the “Set Pnt”
label is displayed in the lower right corner, since this is now the current
command.
2.
Place the cursor near one of
the points you wish to set.
3.
“Click” the left mouse
button.
4.
A dialog box, like the one above,
will be displayed.
5.
Make your changes and select
OK, or Cancel to ignore. Many times
this command is used just to determine the coordinates of a point.
You
can change any or all of the coordinate values. Note that sometimes the full number will not appear in the
visible field. This will require you to
place the cursor in the field and press the “Home” and “End” keys.
A
curve entity for Pilot3D defines a connected series of points in space. This entity type includes lines, polylines,
NURB curves, and combo curves, which are combinations of lines, polylines, and
NURB curves. This entity type can be
used for a variety of purposes where there is no need for full surface
definitions. One use of these entities
is to define key curves and lines of the 3D model in its very early design
phase. Later, surfaces can be
constructed to fit the previously defined curve entities. For Pilot3D, curve entities can be attached
to surfaces to define trimmed portions or to define surface trace lines. Although entities of this sort are always
found in CAD programs, you may find it much easier to perform certain tasks in
Pilot3D and then transfer the resultant geometry to the CAD program.
The
very unique aspect of this entity is that it covers both polylines and NURB
curves in one entity type, which makes it extremely easy to adapt to a variety
of curve and line design problems.
[Note that Pilot3D does not create these polyline segments using
multiple knots or vertex points.]
The
following section discusses the process of defining, modifying, and deleting
curve entities.
This
first screen for the curve entity type shows the main set of commands for
creating and manipulating these entities.
In particular, it shows the sub-menu listing the two methods for
defining this type of entity. As you
will see, this entity starts off as a polyline or a NURB curve, but can be
easily changed back and forth and can be converted to a combination
polyline/NURB curve.
The
next screen shows and discusses how these entities are created.
This
screen shows several examples of both polylines and NURB curves. They were created as follows:
1.
Select either the Add Curve
or the Add Polyline command. Notice
that the command becomes the current command and the proper label appears in
the lower right.
2.
To enter a polyline or a
curve, “click” the left mouse button for each point along the entity. You will notice that the program dynamically
shows you the shape of the entity as you are creating it.
3.
After you “click”-enter the
last point of the entity, terminate the
entity by pressing the right mouse button.
The position of the cursor when you press the right mouse button is not added to the entity.
4.
If only two points are
entered for a polyline or a NURB curve, the entity defaults to a simple line.
5.
You can continue to enter
polylines or NURB curves as long as the associated command label appears in the
lower right. (It will change if you
select a different command.)
This
screen shows the results of moving various points that define each of the
entities. To do this, you need to first
select the “Move Point” command under the “Edit” set of pull-down
commands. You can then move as many
points as you wish without re-selecting the “Move Point” command, as follows:
1.
Select the “Move Point”
command under the “Edit” set of pull-down commands.
2.
Position the cursor near the
point you wish to move. (Actually, the
Move Point command works for any point on any entity type: point, curve,
polyline, and surface.)
3.
Press down and hold the left
mouse button.
4.
While holding down the left
mouse button, “drag” the point to a new position.
5.
When the point is placed in
its new position, release the left mouse button.
6.
The polyline or NURB curve
will dynamically change to reflect the new point position.
You
can continue this Move Point process until you select another command. Always look in the lower right corner to see
the current command.
This
screen shows the results of inserting
points into two of the entities: one polyline and one NURB curve. Inserting points into this entity type is
done with the “Insert Pnt” command in the Curve pull-down menu. The process is as follows:
1.
Select the “Insert Pnt”
command in the “Curve” pull-down menu.
Notice that the command becomes the current command and the proper label
appears in the lower right.
2.
Position the cursor anywhere
along any of the polyline or curve entities.
3.
“Click” the left mouse
button to insert the point. If you are
not “close enough” to the entity, the program will tell you to re-position the
cursor and try again.
4.
If you are close enough (you
actually do not have to be very close), the program will erase and redraw the
entity showing an edit (‘+’) mark at the new position.
5.
You can continue this
insertion process as long as the insert command remains current.
NOTICE: The points are inserted without affecting the position of the
other points that define the entity, although the shape of a NURB curve may
change slightly. The screen above shows
the results of inserting two points and
the results of moving those two points.
One
thing not discussed here is the deletion
of polyline/curve points. This is
done with the “Delete Pnt” command under the Curve or Point set of pull-down commands.
So
far, you have seen how to create, modify, and insert into polylines and
curves. To see how polylines and curves
are variations of the same entity type, you need to use the “Knuckle Pnt”
toggle command in the Curve set of pull-down menus. As shown in the screen above, the two points which were
previously inserted into the entities have been converted from knuckle point to
“smooth” point (or vice-versa). A
“knuckle” point is a point along a curve (or polyline) which makes a hard turn. This knuckle point “toggle” command allows
you to pick any interior polyline or curve point and convert it from smooth to
knuckle point or from knuckle point to smooth point. If the point is smooth, it will convert it to a knuckle point. If the point is a knuckle point, this
command will convert it to a smooth point.
The process works as follows:
1.
Select the “Knuckle Pnt”
command from the “Curve” set of pull-down menus. Notice that the command becomes the current command and the
proper label appears in the lower right.
2.
Position the cursor near the
point you wish to convert (toggle) and “click” the left mouse button. The entity will be immediately redrawn with
the converted curve shape.
3.
You can repeat this command
immediately for any other curve/polyline interior point.
As
you can see, this command allows you to convert a polyline to a curve (or
vice-versa) very quickly. Many logical
design entities are combinations of polylines and curves. You would start by entering a rough polyline
shape and then use the Knuckle Pnt command to refine the polyline shape with
the appropriate curve sections. Most
all general-purpose CAD programs do not allow you to combine polyline and curve
entities together as one entity. They
force you to create them separately and to join them as required - a tedious
process. Our entity type allows you to
quickly toggle between the polyline and curve shapes, or some combination of
each.
All
geometric entities have properties or attributes associated with them, such as
point type and entity color. This
screen shows an attribute dialog box for one particular curve entity. It was displayed as follows:
1.
Pull down the Curve set of
commands and select the “Curve Attributes” command. Nothing will happen except that this becomes the “current”
command and the label “Curve Data” is displayed in the lower right corner of
the window.
2.
Move the cursor near one of
the curve entities and “click” the left mouse button (anywhere along the
curve).
3.
A dialog box, like the one
shown above, will appear..
4.
The attribute fields are:
Curve Name - The curve’s name,
created by the program. You can change
it, if you wish.
Curve Point Type - The type of symbol to use to mark the curve point’s position.
Segments Between - The number of straight
line segments used to display the curve between each set of defining points.
Overlay - The overlay layer of
the entity. (Currently not used by the
program)
Color - Color to use for the
curve.
Draw Curve - Option to turn off the
display of the entity. Use the Draw All
Curves command to turn on the display
of the curve.
Edit Curve - This allows you to
display the curve, but to disable the ability to change its position.
Symmetrical – If this box is checked,
the program automatically mirrors the curve about the Y = 0 centerplane. This is useful for objects that are
symmetrical about a plane. You must
orient the model to use Y = 0 as the symmetry plane.
A
surface entity for Pilot3D is defined by a rectangular B-spline or NURB
(Non-Uniform, Rational, B-spline) surface.
Each surface consists of a rectangular grid of “rows” and “columns”
which can be stretched or distorted into various 3D surface shapes. These rows and columns are spread over and
define the complete surface, but they are generally not any particular planar cut
line. This is the biggest change that
you will have to deal with in going from designing by hand to designing by
computer.
The
advantage of using these NURB surfaces is that you do not have to deal with
matching up the lines in the 3 views.
With the 3D NURB surfaces, the model is guaranteed to be completely
defined with all three views matching up exactly. If you change the surface shape in one view, the change is
automatically reflected in all of the other views. You can even dynamically alter the shape of the model in the 3D
view to see this effect in action.
Another
difficulty associated with NURB surfaces is their rectangular nature and their
four hard corner points. As you stretch
a NURB surface into a more non-rectangular shape to fit a particular model, you
will begin to have problems in shaping and fairing the surface. To minimize this effect, the most important
rules regarding NURB surfaces are to break
a model into multiple, rectangular regions (one NURB surface for each
region) and to space the rows and
columns evenly over the surface.
There is often more than one way to model an object using NURB surfaces.
After a little bit of practice, you will quickly learn the idiosyncrasies of
designing an object with NURB surfaces.
Another
thing to keep in mind is that the model is completely and uniquely defined by
NURB surfaces, and each surface is defined by its grid of rows and
columns. The number of rows and columns
you use for each surface depends on the detailed shape of the object. When you are designing the object with these
NURB surfaces, do not worry about any derived planar intersection shape
locations. These plane cut locations
can be changed at any time and do not affect the shape of the model (since the
surface is defined by the rows and columns).
Think of it like a word processor document. You type in the words without regard to the format of the
output. After you are done, you can
format the document and print it out.
With this 3D design technique, you design the object using these NURB
rows and columns and then later on decide where you want your planar
intersection cuts. The program can then
automatically cut and display a complete cut lines drawing for the model. The cut lines are often referred to as
“derived” plane cuts, since they are determined from the NURB surfaces rather
than define the surface.
The
following section discusses the process of defining, modifying, and deleting
surface entities.
This
screen shows the “Surf” set of pull-down menus for creating, modifying, and
deleting NURB surface entities. The
commands with the small horizontal “carets” indicate that those commands have a
list of sub-commands associated with them.
This tutorial will cover only the basic set of commands to create and
modify surfaces.
This
screen shows the results of creating a new surface with the “Add Surf”
command. When you add a new surface, it
always starts out as a simple, flat, two row and two column surface defined by
its four corner points. This surface was
added as follows:
1.
Select the “Add Surf”
command from the Surf set of pull-down menus.
This will become the current command and its label will appear in the
lower right corner of the window. The
program will also prompt you to: “Pick
point for row 1, column 1”. (See the
status line on the screen above.)
2.
The points need to be
entered in a back-and-forth fashion, rather than in a circular (clock-wise or
counter clock-wise) fashion. For the
above surface, the first corner point was defined by positioning the cursor at
the lower right corner of the surface and “clicking” the left mouse
button. A box appears at that point.
3.
The program will then prompt
you with: “Pick point for row 1, column
2”. You will then position the cursor
at the lower left corner of the surface and “click” the left mouse button. A box will appear at that point.
4.
The program will then prompt
you to enter points for row 2, column 1, and for row 2, column 2. When the fourth (last) corner point has been
entered, the program will draw lines connecting all four corners of the
surface, which spans the area between the two rows and two columns. That area is now completely defined by a
NURB surface.
What
is the difference between rows and columns?
Nothing. You do not have to be
concerned about whether you have the rows going horizontally or vertically on
the screen. In fact, you will notice
that many of the Surf commands seem to apply to both rows and columns at the
same time, such as the “Add Row/Col” command.
This means that you do not have to keep track of which lines are the
rows and which lines are the columns: the command work for either type of
line. In Pilot3D, there is no
distinction made between rows and columns.
Internally, in the program, there is a difference between the usage of
rows and columns, but all of that is hidden from the user. However, for practical purposes and for
discussion sake, we often refer to surface lines that flow horizontally as
rows, whether or not they really are rows.
Likewise, for columns, we often refer to vertically oriented lines as
columns. This usage may not be
completely accurate, but it does make it easier to distinguish between the
lines when talking over the phone.
The
Add Surf command adds a very simple surface to your model. To modify and add to its shape, follow the
directions given below.
This
screen shows the results of moving the four corner points of the simple
surface. This is done with the “Move
Point” command in the “Edit” set of pull-down menus. Remember that the Move Point command work on any point for any
entity type. Note that the surface is
completely defined by the intersections of the two rows and two columns. This means that the shape of the surface can
only be controlled by repositioning these points (defined by small boxes). The next screen will show you how to add
more rows and columns to increase the flexibility and control of the surface.
To
move points on the surface, follow these instructions.
1.
Select the “Move Point”
command in the “Edit” set of pull-down menus.
The Move Point command becomes the current command and its label is
displayed in the lower right of the window.
2.
Position the cursor near the
point you wish to move.
3.
Press down of the left mouse
button to select the point of the surface.
4.
Drag (keeping the button
held down) the point to the new position and release the button. (This process works the same for any entity
type.)
5.
Repeat this process for the
same or any other point on any entity.
For
detailed surface shaping or fairing, see the tutorial on curve and surface
fairing.
If
a surface is limited to only two rows and two columns, its use as a modeling
tool would be non-existent. The only
way to increase the flexibility and shape of a surface is to add additional
rows and columns to the surface. This
process adds more defining points located at the intersections of the rows and
columns. The screen above shows the
previous surface with one additional “column” added to it. (Remember that we really don’t care which is
a row and which is a column. We will
generally refer to horizontal lines as rows and vertical lines as
columns.) To add a column like this,
follow these steps:
1.
Select the “Add Row/Col -
Add Row/Col Angle” sub-command in the “Surf” set of commands. This command will become the current command
and will show its label in the lower right of the screen.
2.
Position the cursor
somewhere along either of the two
horizontal rows approximately where you want the new column to be inserted.
3.
“Click” the left mouse
button to insert the new column. The
program will insert the column at the point where you position the cursor and
click the button. The process of
inserting the column may slightly change the shape of the surface.
Remember
that one of the basic rules of NURB surfaces is to evenly (as best as possible)
space the rows and columns. Notice that
for the above example, the new column was inserted half-way between two other
columns. In general, it is best if you
always insert a new column (or row) half-way between two other columns (or
rows). This may force you to have more
rows and columns than you think you need, but the extra evenly-spaced rows and
columns will help greatly when it comes to doing detailed surface shaping and fairing.
To
add a row, follow these steps:
(Remember
that we will refer to horizontally oriented surface lines as rows and
vertically oriented surface lines as columns.
This may not be the case internally, but for the sake of clarity, we
will use this terminology.)
1.
Select the “Add Row/Col -
Add Row/Col Angle” sub-command in the “Surf” set of commands. This command will become the current command
and will show its label in the lower right of the screen.
2.
Position the cursor
somewhere along any of the three
vertical columns approximately where you want the new row to be inserted.
3.
“Click” the left mouse
button to insert the new row. The
program will insert the row at the point where you position the cursor and
click the button. The process of
inserting the row may slightly change the shape of the surface.
Remember
that one of the basic rules of NURB surfaces is to evenly (as best as possible)
space the rows and columns. Notice that
for the above example, the new row was inserted half-way between two other
rows. In general, it is best if you
always insert a new column (or row) half-way between two other columns (or
rows). This may force you to have more
rows and columns than you think you need, but the extra evenly-spaced rows and
columns will help greatly when it comes to doing detailed surface shaping and
fairing.
By
adding rows and columns to the NURB surface, you increase the flexibility and
number of shape control points, which appear at the intersections of all rows
and columns. This is the only way to
add additional shape to NURB surfaces.
Unfortunately, there is no way to add control points to a surface
without adding a full row or a full column.
This
screen shows what happens when you move a column point to create a surface with
very uneven spacing of columns. This is
move is perfectly legal, but causes the surface to have an unwanted bump in the
upper right portion of the surface. Try
moving points on a simple NURB surface to see how the shape behaves for
different numbers of rows and columns, and for different positions of the
defining points.
This
screen shows a surface with 5 rows and 5 columns that are all fairly evenly
spaced. This makes it easier to control
and fair the shape of the surface. One
rule-of-thumb is to always add rows or columns by inserting them half way
between two existing rows or columns.
This will always guarantee that the spacing between two consecutive rows
or two consecutive columns is no more than a 2 to 1 ratio of spacing. Another way of saying this is that if the
distance between two adjacent rows (or columns) is one foot, then the next row
(or column) in sequence should not be more that 2 feet further along or less
than ½ foot away. This 2 to 1 ratio is
maintained if you always insert the row (or column) half way between two existing
rows (or columns).
Compare this spacing to the positioning of “ducks” along a mechanical spline or batten. In flat areas of the spline you space the ducks widely, but in the tighter curvature areas you start to position the ducks much more closely using a gradual change in spacing of the ducks. Try to compare the spacing of the rows and columns to the spacing of the ducks on a batten. Although you are allowed to place the rows and columns where ever you like, you will notice some very odd surface shapes occur with uneven spacing. Try an example and see what happens.
An
important guideline is to define the surface using as few rows and columns as
possible. If you shape and fair the
surface as you add rows or columns, you will most likely be able to achieve
this goal. For NURB surfaces, do not
add a bunch of rows and columns and then try to shape and fair the
surface. Shape and fair as you go.
This
screen shows the same surface after several rows and columns have been
deleted. Just as you can insert any
number of rows and columns, you can likewise delete any row or column. The only case where this is not true is if
you have a surface with just two rows and two columns, which is the smallest surface
you can have. At this point you would
have to delete the whole surface using the Delete Surf command, rather than to
delete one row or one column.
To
delete rows or columns, follow these steps:
1.
Select the “Del Row/Col”
command from the “Surf” pull-down menu.
This command will then become the current command and its label will be
displayed in the lower right corner of the window.
2.
Position the cursor along
the row or column you wish to delete.
Make sure that you position the cursor away from one of the row/column
intersection points because the program might delete a row instead of a column
(or vice-versa).
3.
“Click” the left mouse
button to delete the row or column. The
surface will be redrawn without that row or column and the surface might change
shape slightly.
4.
You can continue to delete
other rows or columns as long as the “Del Row/Col” command stays current.
Remember
that any change to any entity can be undone using the UNDO command in the Edit
pull-down command set or by picking the counter-clockwise arrow on the tool
bar.
Another
important surface command is the ability to split one large surface into two
smaller surfaces along a selected row or column. This command is equivalent to the “Knuckle Pnt” command for
curves. When you pick a row or column
to split the surface, the program converts that row or column to a “knuckle”
line, thereby creating two separate surface entities from one larger surface
entity. As seen in the screen above,
the middle “row” from the surface in the previous screen has been converted to
a knuckle line, which you might think of as a chine line. You can now add rows and columns to each
surface. The row was converted as
follows:
1.
Select the “Cvt Row/Col
Knuckle” command from the Surf pull-down set of commands. This becomes the current command and will
remain in effect until you select another command.
2.
Move the cursor to some
position along the row or column you wish to convert. Avoid positions near defining point intersections since the
program will have difficulty in determining whether you are selecting a row or
a column to convert.
3.
“Click” the left mouse
button to select the curve. The program
will immediately erase and redraw the surface as two new subsurfaces.
4.
You can continue this
process as long as this command remains current.
Note
that this command can also be used to join two surfaces into one, larger
surface. The command acts as a toggle,
which means that:
1.
If you pick an internal row
or column of a surface, the program will split it into two subsurfaces, joined
at a common knuckle line (this becomes a “bonded edge”).
2.
If you pick a common knuckle
line (bonded edge) between two surfaces, the program will join the two surfaces
as one and the knuckle line will disappear.
This
command performs these two opposite operations. To see how this works, use this same command to pick an internal
row to split the surface into two and then immediately pick the same row (now a
surface edge) to convert the two surfaces back to the single, original
surface.
This
is an odd, but extremely powerful command.
It allows you to create and modify knuckled or polysurfaces quickly and
easily.
All
geometric entities have properties or attributes associated with them, such as
point type and entity color. This
screen shows an attribute dialog box for one particular surface entity. It was displayed as follows:
1.
Pull down the Surf set of
commands and select the “Surface Attributes” command. Nothing will happen except that this becomes the “current”
command and the label “Surf Data” is displayed in the lower right corner of the
window.
2.
Move the cursor near a row
or column of one of the surface entities and “click” the left mouse button.
3.
A dialog box, like the one
shown above, will appear..
4.
The attribute fields are:
Surface Name - The surface’s name,
created by the program. You can change
it, if you wish.
Surface Point Type - The type of symbol to use to mark the curve point’s position.
Row Segments - The number of straight
line segments used to display each row between each set of defining columns.
Row Divisions - The number of “sub-row
divisions” to display on the surface between each set of defining rows.
Col Segments - The number of straight
line segments used to display each row between each set of defining rows.
Col Divisions - The number of straight
line segments used to display each row between each set of defining columns.
Overlay - The overlay layer of
the entity. (Currently not used by the
program)
Color - Color to use for the
surface.
Draw Surface - Option to turn off the
display of the entity. Use the Draw All
Surfaces command to turn on the
display of the surface.
Edit Surface - This allows you to
display the surface, but to disable the ability to edit its shape.
Trimmed Edit Pts ON – If this box is checked,
the program displays all of the trimmed-off edit points and lets you modify
their positions.
No Interior Rows/Cols - When checked, this means
that the program will draw only the outside edges
of the surface (first and last rows and columns). This is useful if you wish to turn on the plane cuts for the
surface and remove the display of the interior rows and columns.
Surface
Intersection
– If this box is checked, the program will automatically calculate and display
all surface-surface intersections with other surfaces that have this check box
selected – including self-intersections.
Symmetrical – If this box is checked,
the program automatically mirrors the surface about the Y = 0 centerplane. This is useful for objects that are
symmetrical about a plane. You must orient
the model to use Y = 0 as the symmetry plane.
This
concludes a fairly brief discussion of the entities used in Pilot3D. You are now prepared to tackle many design
tasks using the program. Although it did not go into the process of creating
common shapes using NURB surfaces, the background information presented in this
tutorial will be very important to your design tasks. Please refer to some of the other tutorials for details on
applying these techniques to creating specific shapes.
See
also the tutorial on detailed shaping and fairing of NURB curves and
surfaces. The use of the “K”-curves and
Gaussian curvature display was not covered here, but their understanding is
critical in being able to fair a curve or surface to within construction tolerances. Since a computer screen is small compared to
the size of the traditional lines drawing, it is impossible to fair a curve or
surface by eye. Due to the small screen
sizes and the “jagged” resolutions, you need to have some way to magnify the
bumps and wiggles of curves and surfaces.
This is done in Pilot3D using the “K”-curves and the Gaussian curvature
color mapping. You can then use the
Ooch Point and the Move% commands to perform the detailed fairing of the
surfaces.