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2024-04-01 09:30 AM
Help: vert {2}, edge, vect, pgon, how are these commands used?
Constructing a freeform surface definitely requires these instructions.
Unfortunately, I have tried many times but still cannot find their patterns.
Solved! Go to Solution.
2024-04-01 09:58 AM
!!!! point ID
define style "AC_STYLE_1" "微软雅黑", 300, 5 , 0
set style "AC_STYLE_1"
text 0.01 , 0 , "1"
add 1.643906967031, 0.1546438481421, 0
text 0.01 , 0 , "2"
DEL 1
add 0.1230635517156, 1.803123593506, 0
text 0.01 , 0 , "3"
DEL 1
add 0.06145182874897, 0.9003904140308, 0.58755210189
text 0.01 , 0 , "4"
DEL 1
add 4.544338329264, 0.1144655796645, 0
text 0.01 , 0 , "5"
DEL 1
add 4.637554607596, 1.006839271967, 0.58755210189
text 0.01 , 0 , "6"
DEL 1
add 4.720104273318, 1.79709985000, 0
text 0.01 , 0 , "7"
DEL 1
add 1.821001481466, 1.886234655945, 0
text 0.01 , 0 , "8"
DEL 1
add 1.919387322818, 1.131943205577, 0.58755210189
text 0.01 , 0 , "9"
DEL 1
!!!!=============================================
vert{2} 0, 0, 0, 0 ! #1 VertId=0
vert{2} 1.643906967031, 0.1546438481421, 0, 0 ! #2 VertId=0
vert{2} 0.1230635517156, 1.803123593506, 0, 0 ! #3 VertId=0
vert{2} 0.06145182874897, 0.9003904140308, 0.58755210189, 0 ! #4 VertId=0
vert{2} 4.544338329264, 0.1144655796645, 0, 0 ! #5 VertId=0
vert{2} 4.637554607596, 1.006839271967, 0.58755210189, 0 ! #6 VertId=0
vert{2} 4.720104273318, 1.79709985000, 0, 0 ! #7 VertId=0
vert{2} 1.821001481466, 1.886234655945, 0,0 ! #8 VertId=0
vert{2} 1.919387322818, 1.131943205577, 0.58755210189 ,0 ! #9 VertId=0
pen penAttribute_3
edge 1, 2, 1, 0, 0 ! #1 EdgeId=0
edge 1, 4, 1, 0, 0 ! #2 EdgeId=0
edge 2, 4, 1, 2, 2 ! #3 EdgeId=0
edge 3, 4, 3, 0, 0 ! #4 EdgeId=0
edge 2, 5, 5, 0, 0 ! #5 EdgeId=0
edge 9, 4, 2, 3, 0 ! #6 EdgeId=0
edge 3, 9, 3, 4, 2 ! #7 EdgeId=0
edge 8, 3, 4, 0, 0 ! #8 EdgeId=0
edge 5, 6, 6, 0, 0 ! #9 EdgeId=0
edge 5, 9, 5, 6, 2 ! #10 EdgeId=0
edge 2, 9, 2, 5, 2 ! #11 EdgeId=0
edge 8, 9, 4, 8, 2 ! #12 EdgeId=0
edge 6, 9, 6, 7, 0 ! #13 EdgeId=0
edge 6, 7, 7, 0, 0 ! #14 EdgeId=0
edge 7, 9, 7, 8, 2 ! #15 EdgeId=0
edge 7, 8, 8, 0, 0 ! #16 EdgeId=0
vect 0.05157243428629, -0.5482292703434, 0.8347364561109 ! #1
vect 0.06576518232058, -0.527687296239, 0.8468890471498 ! #2
vect -0.06823318971576, 0.5474901174812, 0.8340256609252 ! #3
vect -0.02994677287806, 0.611804975783, 0.7904415616612 ! #4
vect -0.007116927009464, -0.5137642582209, 0.8579018803597 ! #5
vect -0.02521742494584, -0.5479058692778, 0.8361598171941 ! #6
vect 0.02736588562897, 0.594586060484, 0.8035661298125 ! #7
vect 0.01893749272581, 0.6159405124258, 0.78756501733 ! #8
material materialAttribute_1
pgon 3, 1, 0, ! #1 PolyId=0
1, 3, -2
material materialAttribute_1
pgon 3, 2, 0, ! #2 PolyId=0
-3, 11, 6
material materialAttribute_1
pgon 3, 3, 0, ! #3 PolyId=0
4, -6, -7
material materialAttribute_1
pgon 3, 4, 0, ! #4 PolyId=0
7, -12, 8
material materialAttribute_1
pgon 3, 5, 0, ! #5 PolyId=0
5, 10, -11
material materialAttribute_1
pgon 3, 6, 0, ! #6 PolyId=0
9, 13, -10
material materialAttribute_1
pgon 3, 7, 0, ! #7 PolyId=0
-13, 14, 15
material materialAttribute_1
pgon 3, 8, 0, ! #8 PolyId=0
12, -15, 16
body -1
2024-04-03 08:10 AM
!!!=========================
lin_pen = 2
mat1 = 115
mat2 = 425
mat3 = 29
dim x[] ,y[] ,z[][]
x[1] = 0
y[1] = 0
m= 30
n = 30
for k = 2 to n
for i = 2 to m
x[k] = x[k-1] + 0.15
y[i] = y[i-1] + 0.15
z[i][k] = 0.25* sin( i*K*(4*360/(m*n)))
next i
next k
!!!=========================
base
for k = 1 to m -1
for i = 1 to n -1
vert{2} x[i] , y[k] , z[i][k], 0
vert{2} x[i+1] , y[k] , z[i+1][k], 0
vert{2} x[i] , y[k+1] , z[i][k+1], 0
vert{2} x[i+1] , y[k+1] , z[i+1][k+1], 0
pen lin_pen
edge 1, 2 , -1, -1, 2 ! 1+2+4+8
edge 2 ,3 , -1, -1, 2 ! 1+2+4+8
edge 3 , 1 , -1, -1, 2 ! 1+2+4+8
edge 2 , 4 , -1, -1, 2 ! 1+2+4+8
edge 4 , 3 , -1, -1, 2! 1+2+4+8
edge 3 , 2 , -1, -1, 2 ! 1+2+4+8
IF z[i][k]< -0.15 then material mat1
IF z[i][k] >=-0.15 and z[i][k] < 0.1 then material mat2
IF z[i][k] >=0.1 then material mat3
pgon 3, 0, -1, 1,2,3
pgon 3, 0, -1, 4,5,6
body -1
next i
next k
!!!=========================
2024-04-06 10:05 AM - edited 2024-04-06 10:07 AM
Primitive elements can control the material representation of each unit of the surface, thereby expressing the analysis of mountain elevation, slope, etc. The GDL script is still being further optimized.
2024-04-01 09:58 AM
!!!! point ID
define style "AC_STYLE_1" "微软雅黑", 300, 5 , 0
set style "AC_STYLE_1"
text 0.01 , 0 , "1"
add 1.643906967031, 0.1546438481421, 0
text 0.01 , 0 , "2"
DEL 1
add 0.1230635517156, 1.803123593506, 0
text 0.01 , 0 , "3"
DEL 1
add 0.06145182874897, 0.9003904140308, 0.58755210189
text 0.01 , 0 , "4"
DEL 1
add 4.544338329264, 0.1144655796645, 0
text 0.01 , 0 , "5"
DEL 1
add 4.637554607596, 1.006839271967, 0.58755210189
text 0.01 , 0 , "6"
DEL 1
add 4.720104273318, 1.79709985000, 0
text 0.01 , 0 , "7"
DEL 1
add 1.821001481466, 1.886234655945, 0
text 0.01 , 0 , "8"
DEL 1
add 1.919387322818, 1.131943205577, 0.58755210189
text 0.01 , 0 , "9"
DEL 1
!!!!=============================================
vert{2} 0, 0, 0, 0 ! #1 VertId=0
vert{2} 1.643906967031, 0.1546438481421, 0, 0 ! #2 VertId=0
vert{2} 0.1230635517156, 1.803123593506, 0, 0 ! #3 VertId=0
vert{2} 0.06145182874897, 0.9003904140308, 0.58755210189, 0 ! #4 VertId=0
vert{2} 4.544338329264, 0.1144655796645, 0, 0 ! #5 VertId=0
vert{2} 4.637554607596, 1.006839271967, 0.58755210189, 0 ! #6 VertId=0
vert{2} 4.720104273318, 1.79709985000, 0, 0 ! #7 VertId=0
vert{2} 1.821001481466, 1.886234655945, 0,0 ! #8 VertId=0
vert{2} 1.919387322818, 1.131943205577, 0.58755210189 ,0 ! #9 VertId=0
pen penAttribute_3
edge 1, 2, 1, 0, 0 ! #1 EdgeId=0
edge 1, 4, 1, 0, 0 ! #2 EdgeId=0
edge 2, 4, 1, 2, 2 ! #3 EdgeId=0
edge 3, 4, 3, 0, 0 ! #4 EdgeId=0
edge 2, 5, 5, 0, 0 ! #5 EdgeId=0
edge 9, 4, 2, 3, 0 ! #6 EdgeId=0
edge 3, 9, 3, 4, 2 ! #7 EdgeId=0
edge 8, 3, 4, 0, 0 ! #8 EdgeId=0
edge 5, 6, 6, 0, 0 ! #9 EdgeId=0
edge 5, 9, 5, 6, 2 ! #10 EdgeId=0
edge 2, 9, 2, 5, 2 ! #11 EdgeId=0
edge 8, 9, 4, 8, 2 ! #12 EdgeId=0
edge 6, 9, 6, 7, 0 ! #13 EdgeId=0
edge 6, 7, 7, 0, 0 ! #14 EdgeId=0
edge 7, 9, 7, 8, 2 ! #15 EdgeId=0
edge 7, 8, 8, 0, 0 ! #16 EdgeId=0
vect 0.05157243428629, -0.5482292703434, 0.8347364561109 ! #1
vect 0.06576518232058, -0.527687296239, 0.8468890471498 ! #2
vect -0.06823318971576, 0.5474901174812, 0.8340256609252 ! #3
vect -0.02994677287806, 0.611804975783, 0.7904415616612 ! #4
vect -0.007116927009464, -0.5137642582209, 0.8579018803597 ! #5
vect -0.02521742494584, -0.5479058692778, 0.8361598171941 ! #6
vect 0.02736588562897, 0.594586060484, 0.8035661298125 ! #7
vect 0.01893749272581, 0.6159405124258, 0.78756501733 ! #8
material materialAttribute_1
pgon 3, 1, 0, ! #1 PolyId=0
1, 3, -2
material materialAttribute_1
pgon 3, 2, 0, ! #2 PolyId=0
-3, 11, 6
material materialAttribute_1
pgon 3, 3, 0, ! #3 PolyId=0
4, -6, -7
material materialAttribute_1
pgon 3, 4, 0, ! #4 PolyId=0
7, -12, 8
material materialAttribute_1
pgon 3, 5, 0, ! #5 PolyId=0
5, 10, -11
material materialAttribute_1
pgon 3, 6, 0, ! #6 PolyId=0
9, 13, -10
material materialAttribute_1
pgon 3, 7, 0, ! #7 PolyId=0
-13, 14, 15
material materialAttribute_1
pgon 3, 8, 0, ! #8 PolyId=0
12, -15, 16
body -1
2024-04-02 08:47 AM
Hello yongler.
In GDL manual You find Primitive elements in pages 137-149 (AC 26 manual).
After studying these You may have new spesific questions.
2024-04-03
08:06 AM
- last edited on
2024-04-04
05:53 PM
by
Laszlo Nagy
After two days of contemplation and experimentation, I seem to have learned some about how VECT, EDGE, and PGON operate.
2024-04-03 08:10 AM
!!!=========================
lin_pen = 2
mat1 = 115
mat2 = 425
mat3 = 29
dim x[] ,y[] ,z[][]
x[1] = 0
y[1] = 0
m= 30
n = 30
for k = 2 to n
for i = 2 to m
x[k] = x[k-1] + 0.15
y[i] = y[i-1] + 0.15
z[i][k] = 0.25* sin( i*K*(4*360/(m*n)))
next i
next k
!!!=========================
base
for k = 1 to m -1
for i = 1 to n -1
vert{2} x[i] , y[k] , z[i][k], 0
vert{2} x[i+1] , y[k] , z[i+1][k], 0
vert{2} x[i] , y[k+1] , z[i][k+1], 0
vert{2} x[i+1] , y[k+1] , z[i+1][k+1], 0
pen lin_pen
edge 1, 2 , -1, -1, 2 ! 1+2+4+8
edge 2 ,3 , -1, -1, 2 ! 1+2+4+8
edge 3 , 1 , -1, -1, 2 ! 1+2+4+8
edge 2 , 4 , -1, -1, 2 ! 1+2+4+8
edge 4 , 3 , -1, -1, 2! 1+2+4+8
edge 3 , 2 , -1, -1, 2 ! 1+2+4+8
IF z[i][k]< -0.15 then material mat1
IF z[i][k] >=-0.15 and z[i][k] < 0.1 then material mat2
IF z[i][k] >=0.1 then material mat3
pgon 3, 0, -1, 1,2,3
pgon 3, 0, -1, 4,5,6
body -1
next i
next k
!!!=========================
2024-04-06 10:05 AM - edited 2024-04-06 10:07 AM
Primitive elements can control the material representation of each unit of the surface, thereby expressing the analysis of mountain elevation, slope, etc. The GDL script is still being further optimized.
2024-04-06 07:14 PM
This is so awesome, super cool man