perm filename DOC3[G,BGB] blob sn#087677 filedate 1974-02-21 generic text, type C, neo UTF8
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COMMAND CHARACTERS:
null	NO OPERERATION.

"↓"	COPY PUSH. (see stack commands).
"α↓"	ROTATE PUSH. (see stack commands).
"β↓"	UNDEFINED.
"ε↓"	UNDEFINED.

"α"	CONTROL KEY PREFIX.

	This  command   forces  the   next  command   letter  to   be
interpreted  as  if  it  were  hit  with  the  control  key;  this
convention is for the sake of defining macros and command files.

"β"	META KEY PREFIX.

"∧"	FETCH PVT.

	Get positive vertex of an edge. Or ring around the vertex ring.

"¬"	BODY EVERT.

	GEOMED polyhedra have  an inside and an  outside irrespective
of enclosing  a finite volume; that  is a thing that  appears to be a
cube can either be a solid in space or a space in a solid.  The EVERT
command turns solids into holes and holes into solids.

"α¬"	BODY SUBTRACTION.

	Subtract the top  of the stack  body from the body  second in
the  stack. Where  subtraction means  union of the  evert of  the TOP
with the SECOND.

"ε"	META-CONTROL KEYS PREFIX.

"π"	SET ROTATION STRENGTH.

"λ"	SET TRANSLATION STRENGTH.
COMMAND CHARACTERS:

TAB	NO OPERATION.
LF	NO OPERATION.
VT	NO OPERATION.
FF	NO OPERATION.

CR	ALMOST NO OPERATION.

	Clears  the iteration  count  and causes  an  asterisk to  be
typed out.

"∞"	INSTANT CUBE. (See Primer).

"α∞"	INSTANT TORUS. (see Primer).

"∂"	DATUM DISPLAY TOGGLE.

	Causes the contents  of the node at  the top of the  stack to
be displayed  in the lower right hand corner  of the screen. The LINK
following  commands  for  the   different  words  of  the  node   are
indicated.

"⊂"	FETCH BRO LINK.
"⊃"	FETCH SIS LINK.
"∩"	FETCH DAD LINK.
"α∩"	BODY INTERSECTION.
"∪"	FETCH SON LINK.
"α∪"	BODY UNION.

"∀"	Disable Body Transformations Switch. (for wizards only).

"∃"	REFLECTION DEFAULT. (obsolete).

"⊗"	FETCH UNIVERSE NODE.

"↔"	SWAP FIRST AND SECOND ELEMENTS OF THE STACK.
"α↔"	SWAP FIRST AND THIRD...
"β↔"	SWAP FIRST AND LAST...
"ε↔"	SWAP SECOND AND THIRD...

"_"	STICKY DISPLAY MODES SWITCH.

"→"	FETCH ALT2 LINK.

"~"	TILDE NO OPERATION.

"≠"	NO OPERATION.
COMMAND CHARACTERS:

"≤"	FETCH NED LINK.
"≥"	FETCH PED LINK.

"≡"	STATUS DISPLAY TOGGLE.

	The GEOMED status (the stack, tranformation strenght, etc.) at
the top of the screen are turned on and off by this command.

"α≡"	TOGGLE NOW WINDOW'S DARKEN BIT.

	This command will turn the window border on and off.

"∨"	FETCH NVT LINK.

" "	GEODPY REFRESH.

	The spacebar will cause the current display to be refreshed.

"!"	TRANSLATION DEFAULT.

"""	DOUBLE QUOTE MARK - NO OPERATION.

	Never, never shall this character be used for a command.

"#"	TWENTY CRLF's.

	Well actually three line feeds, for clearing the page printer.

"α#"	ENTER DDT.

	Enters DDT if  it exists.   The SYS versions of  GEOMED never
have  DDT; the  versions  GEOMED.DMP[GEM,HE] and  G.DMP[GEM,BGB] will
usually have DDT; and  a GEOMES core image  has DDT depending on  how
the  compile and  load was  done. A  DDT "αP"  command will  continue
execution in the GEOMED listen loop.
COMMAND CHARACTERS:

"$" - MAKE CONVEX.

	This command may be applied to a face or a body. All the
faces referred to will be split into triangles.

"α$" - ESLURP.

"%" - SET DILATION STRENGTH.

"&" - NO OPERATION.

"'" - NO OPERATION.

"(" - EUCLIDEAN TRANSFORMATION -Y.
")" - EUCLIDEAN TRANSFORMATION +Y.
"*" - EUCLIDEAN TRANSFORMATION +Z.
"+" - FETCH OTHER.

"." - FETCH CLOCKWISE.
"-" - EUCLIDEAN TRANSFORMATION -Z.
"," - FETCH COUNTER CLOCKWISE.

"/" - HALVE Translation STRENGTH.
"α/" - HALVE Rotation STRENGTH.

"0123456789" - Set Digit Commands.
":" - EUCLIDEAN TRANSFORMATION +x.
";" - EUCLIDEAN TRANSFORMATION -X.
"<" - FETCH NFACE LINK.
"=" - DILATION DEFAULT SWITCH. (obsolete).
">" - FETCH PFACE LINK.
"?" - INFORMATION PREFIX.
"@" - ROTATION DEFAULT SWITCH.

"[" - NO OPERATION.
"\" - DOUBLE Translation STRENGTH.
"α\" - DOUBLE Rotation STRENGTH.
"]" - NO OPERATION.
"↑" - POP Stack.
"α↑" - ROTATE POP.
"←" - FETCH ALT LINK.
"`" - NO OPERATION.

COMMAND CHARACTERS:

"{"	STEP + NOW DISPLAY.
"α{"	STEP + NOW WORLD.
"β{"	STEP + NOW CAMERA.

"|"	INVERT AN EDGE.

 ALT	DISPLAY REFRESH with hidden lines eliminated.
αALT	DISPLAY REFRESH with back side faces eliminated.
βALT	DISPLAY REFRESH everything visible.
εALT	DISPLAY REFRESH hidden line elimination diagonostics.

"}"	STEP - NOW DISPLAY.
"α}"	STEP - NOW WORLD.
"β}"	STEP - NOW CAMERA.
COMMAND LETTERS:
"A" - ATTACH.

	This command attachs  the body in the  top of the stack  as a
part of  the body second in the stack. If  the first two entities are
not bodies  then  this command  is a  no  operation. Because  of  the
implementation,  the   parts  structure   is  always  kept   a  tree,
circularities and incest are prevented.

"αA" - NO OPERATION.

"βA" - AXECNT INCREMENT. (see switchs).

"B" -  BODY GET.

	This command will  replace the edge,  face, or vertex  in the
top of the stack with the body to which it belongs.

"αB" - BODY RETRIEVAL.

"C" - COPY.

	Copy whatever is in the top of the stack in a reasonible manner
and push it down.

"αC" - CAMERA GET.

	Get the now camera node and push it in the stack.

"D" - DETACH.

	Detachs a part from its parent; applies to bodies only.

"αD" - DARKEN.
	
	Set the Darken bit of an edge. A dark edge does not display.

"βD" - DUAL.

	Compute the face/vertex dual  of a body; that is  replace all
the  faces  with  vertices and  all  the  vertices  with faces.  This
command will turn dodecahedrons into icosahedrons.

"εD" - UNDARKEN.

	Clear the Darken bit of an edge.
COMMAND LETTERS:
"E" - ESWEEP.

	This command creates a new edge and  a  new  vertex  starting
from  an  old  vertex.  The E command requires two arguments, the top
argument is the old vertex and the second argument must be one of the
faces  to  which  the vertex belongs.  The new edge and vertex become
associated with the given face.

"αE" - UNDEFINED.

"βE" - UNDEFINED.

"εE" - EXIT.

	Exit the GEOMED  editor. Returns control to monitor  level or
to  user program level. GEOMED  returns the entity at  the top of its
stack.

"F" - FRAME STEP. (see switchs).

"αF" - SET FOCAL.

	This command  will type out  the focal length  in millimeters
of  the "now" camera and  will ask for  a new value.  Give a carriage
return or zero to indicate no change.

"βF" - FRAME STEP BACK. (see switchs).

"εF" - UNDEFINED.

"G" - GLUE TWO FACES TOGETHER.

	This  command  takes  two  faces from the top of the pdl. The
faces must be nearly coincidant and of opposite orientation. The  two
faces  are  deleted  along  with all the edges and vertices of one of
them.  If there were two bodies, then one remains. A  body  glued  to
itself  forms  a  hole.
COMMAND LETTERS:
"H" - HELP.

	This command allows the user to read  this document a page at
a  time while  using  GEOMED. Help  starts by  displaying  page-4 and
waits for other desired page  numbers; typing a carraige return  will
exit the  help with the  display persisting, control  carraige return
will exit the help with the display cleared.

"αH" - UNHELP.

	Clear the HELP display glass.

"I" - INPUT COMMANDS. (See I/O group).

"J" - JOIN VERTICES.

	This command  creates a  new face and  a new  edge.  The  "J"
command has two forms.  The general form of the J command expects two
vertices of the same face to be  given on the top of the pdl, and  it
returns in  their place a new  edge and a  new face with the  edge on
top.  The wire form  of the "J"  command applies only to  a face that
doesn't have a closed perimeter.  The wire "J" returns the  other end
of the wire in top and leaves the second argument unchanged.

"K" - KILL.

	This  command  takes  the  top body, face, edge or vertex and
deletes it in a reasonible manner.

"L" - TOGGLE LIGHTS SWITCH. (see switchs).
	
	When the "L" switch  is on; faces, edges and  vertices in the
top of the stack are intensified.

"αL" - TOGGLE BODY LIGHTS SWITCH.

	When the "αL"  switch is on,  numerals are displayed  for all
the vertices of the body in the top of the stack. The vertex numerals
can be used for obtaining a particular vertex using the "εV" command.

"βL" - TOGGLE FRAME LIGHTS SWITCH.

	When  the "βL"  switch  is on,  three  vectors are  displayed
indicating  the  direction  of  the  axes  of  the current  frame  of
reference; the vectors are labeled respectively by a letter "X", "Y",
or "Z" followed by a number  between -1.0 and +1.0 indicating whether
the vector is going away or coming towards the current camera.
COMMAND LETTERS:
"M" - MIDPOINT.

	This  command  takes an edge argument and creating a new edge
and a new vertex makes the appropriate modifications to the body  and
returns a the midpoint vertex of the given edge.

"N" - NAME A BODY.

	This command  accept the next  ten characters  typed in as  a
name  for the body  in the  top of the  stack; any characters  can be
used in a name.

"O" - OUTPUT COMMANDS. (See I/O commands).

"P" - PLOT.

"Q" - QFLAG TOGGLE. (See switchs).
	
"R" - Rotational Solid Completion.

	After  a  wire  has  been  swept  around, you have a shell of
rotation.  To change a shell into a solid all that remains to be done
is  do  a series of J commands on the leading and lagging vertices of
the shell. The R command, using the NCNT  to  step  around  the  pole
caps, calls the J-command for all the necessary pairs. The sweep face
is taken as an argument and nothing is returned.
COMMAND LETTERS:
"S" - SWEEP.

	This  command  sweeps  a  face into either a sheet or a solid
depending on the NCNT. If the NCNT is zero, then SWEEP returns a  new
face  coincident with the given face and connected to it by new sweep
edges and rectangular sweep faces forming a prism.

	When the NCNT is non-zero, only the first NCNT edges  of  the
argument  face's  perimeter are swept into new faces.   Thus NCNT new
faces are created and the argument face  is  returned  somewhat  more
complicated  than  before. See the SPHERE example to clarify sweeping
out a solid of rotation.

"T" - NO OPERATION.

"U" - UNMOVE A BODY.

	This  command  applies  the inverse  of  the  body  frame  of
reference  to the body given  in the top  of the stack.  This has the
effect of  undoing  any translations  and  rotations that  have  been
applied to the body; that is the body's frame of reference is brought
back to be coincident with the world frame of reference.
COMMAND LETTERS:
"V" - VERTEX BODY CREATION.

	This command  creates a polyhedron  consisting of  one vertex
and  one face.   The  vertex is  placed  at the  world origin.  The V
command takes no arguments and  leaves the new body, face and  vertex
on the stack with the vertex on top.

"W"  - MAKE WINDOW IN NOW DISPLAY RING.

"αW" - MAKE WINDOW IN NEW DISPLAY RING.

"βW" - MAKE NEW WORLD.

"X" - EXTENDED COMMAND SCANNER. (see EXTEND COMMANDS).

"Y" - NO OPERATION.

"Z" - MACRO CALL.

	Macros are actually bodies  with one vertex with a  text node
list  containing the text  of the macro;  such bodies have  a name or
numeral which may  be typed after  the Z command  gives you a  colon;
there are  no dummy arguments  and the  macro string is  run directly
thru the command scanner as it was given.

"αZ" - MACRO EDIT.

	This command is for defining and for altering macro command
strings. The minature text editor is like E and is explained under
TEXT commands.

"βZ" - FILE CALL.

	This command asks for a file name and then executes the string
of commands in that file.