2024-04-01
	
		
		09:30 AM
	
	
	
	
	
	
	
	
	
	
	
	
	
	
 - last edited on 
    
	
		
		
		2024-09-26
	
		
		01:11 PM
	
	
	
	
	
	
	
	
	
	
	
	
	
	
 by 
				
		
		
			Doreena Deng
		
		
		
		
		
		
		
		
	
			
		
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	-12024-04-03 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	-12024-04-02 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