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[ Requirements & Installation ] [ Conceptual Overview ] [ The Part Editor ] [ The Geometry Editor ] [ Importing 3ds models ] [ Examples ] [ OpenGL Subsystem ] [ Inside the Part Editor ] [ Input Device Details ] [ Inside CoolPool ] [ Inside Lunar Lander ] [ Deploying Applications ] [ Resources and Links ]
Overview
Geometry Editor Tools
Restrictions On Using Component Transform Tools
Using Shape Transform Tools
Tutorial - Space Capsule
Tutorial - Creating a Crater
Tutorial - Creating a Pool Table
The Geometry Editor (Figure 9) is used to create and edit instances
of CcVertexGeometry. The editor saves CcVertexGeometry instances as binary files
(extension ".geo") located within the ST3D geometry folder hierarchy. The layout
and operation of the Geometry Editor is similar to the Part Editors. The primary
differences between the Geometry Editor and the Part Editor are the types of tools
provided and the types of aspects that can be edited. The Geometry Editor can be opened
using menu item "Tools->ST3D->Geometry Editor" or by double clicking on
the "Geometry Editor" icon located in Dolphins "ST3D" subfolder.
Like the Part Editor, the Geometry Editor includes a perspective
view and a card container. The card container in the Geometry Editor includes
"Scene", "Geometry" and "Tool" pages.
Multiple geometry objects can be added to the perspective view but
only the first (as shown in the node browser on the "Scene" page) is actually
saved to the geometry file. If multiple geometry objects are present in the perspective
view, they should be combined into a single geometry object using the editors
"Combine geometry" option prior to saving.

Figure 9. The Geometry Editor
The "Geometry" page shows subfolders within the ST3D
Geometry folder and the geometry files present in the currently selected folder. The
"preview view" below the geometry chooser shows the currently selected geometry
file. The selected geometry object can be added to the perspective view by double clicking
on the file name in the file view.
The node browser on the "Scene" page displays the nodes
and components (faces and vertices) currently being edited and provides an alternate means
of selecting and deselecting shapes and components via its popup menu.
The "aspect inspector" on the "Scene" page
displays the published aspects of the element currently selected in the node browser. The
geometry editor only allows the name of a face or vertex to be edited.
The Geometry Editor provides a number of tools for editing a
geometry object. The list of tools is displayed by invoking the popup menu in the
perspective view. A list of available tools and their descriptions is provided below.
- Translate component - world – Moves selected components in direction
indicated by axis handle. World position of first selected component can be
specified using the tool parameter view.
- Translate component - normal – Moves selected components along their
normal direction. World position of first component can be specified using the
tool parameter view.
- Translate user defined – Move selected components along the current user
defined direction
- Set UDD from normal – Sets the current user defined direction (UDD) from
the normal of the currently selected component.
- Set UDD from edge – Sets the current user defined direction from the
vector derived from a selected edge.
- Extrude face (remove original) – Creates a copy of the currently selected
face and "attaches" the copy to the original face’s vertices using n faces
where n is the number of vertices in the original face. The original face is
removed from the geometry object.
- Extrude face (keep original) – Same as above but original face is
retained.
- Inset face – Same as "Extrude face (remove original)" but copied face is
inset from the original face’s dimension.
- Detach face – Detaches the selected face and its vertices from the other
components in its geometry.
- Reverse faces – Reverses the ordering of the selected faces vertices. This
causes the visible side of the face to toggled when face culling is in #hideFront
or #hideBack mode (See Part Editor discussion).
- Remove faces – Deletes the selected faces.
- Combine vertices – With n vertices selected, all references to vertices 1
through n / 2 are replaced with references to vertices (n / 2 + 1). n must be
an even number.
- Collapse face – Replaces a face and all of its vertices with a single
vertex.
- Create face from vertices – Creates new face using selected vertices.
- Create edge – Creates a new edge within a face. Requires one face and two
edges within that face to be selected.
- Combine geometry – Combines the geometry contained in two or more selected
shapes into a single shape/geometry.
- Segment face – Segments a quad (four-sided face) into multiple triangles.
Certain restrictions must be observed when manipulating the
components of a geometry object. An objects appearance may be severely distorted if
these restrictions are not met.
The first restriction is that all faces in a geometry object must be
convex (like a stop sign). An easy way to violate this restriction is to select a single
vertex in a cube and translate it in any direction.
The second restriction is that all vertices of a face must lie in
the same plane. This restriction can also be violated by moving an individual vertex in a
cube.
(Support for polygon tessellation in future versions of ST3D may
lessen or eliminate these restrictions).
The shape transform tools available in the Geometry Editor are
identical to those found in the Part Editor. Shapes transformed using these tools will be
colored red and should have their vertex positions recalculated prior to 1) using a
component transform tool and/or 2) saving the geometry object. This is accomplished using
menu item "Set new vertex positions" in the "Shape operations"
submenu.
Lets build a model that might serve as a rough representation
of a Mercury space capsule (See Figure 10).
- Open the Geometry Editor (Menu item "Tools->Additional
Tools->CC Geometry Editor").
- Add an instance of Geometry -> CC 3D Shapes ->
"column12.geo" to the view. Select the columns "top" face.
Select the "Scale face" tool and adjust the faces size by clicking and
dragging on the blue arrow of the axis handle. Shrink the face so that its diameter is
roughly half of its original size.
- With the top face still selected, execute "Extrude face (remove
original). Again, select the top face. Now select the "Translate world" tool and
move the extruded face (blue arrow) until its z coordinate (as indicated in the tool
parameter view) is approximately 1.25. Shrink the face slightly using the "Scale face
tool".
- Clear all selections and then reselect the shape. Select "Watch
selected". Move the viewpoint using CTRL+<Down arrow> until the bottom of the
shape is visible. Select the bottom face and execute "Inset face". Select the
inset face. Choose the "Translate world" tool and move the extruded face
downwards slightly.
- Execute "Extrude face (remove original)". Selected the
extruded face and, using the "Translate world" tool, move the extruded face
downward by approximately 0.15 units. Shrink the face slightly using the "Scale
face" tool. The final shape should appear similar to the last frame in Figure 10.

Figure 10. Creating a Mercury space
capsule
- Open the Geometry Editor.
- Add an instance of "unit_square.geo" located in
Geometry->CC 2D Shapes.
- Resize the square to 10 @ 10 @ 0 using the Resize tool (Shape
operations submenu). With the shape still selected, invoke "Set new vertex
positions" (Shape operations submenu).
- Select the shapes only face (should be outlined in red when
selected). Invoke "Segment face" and specify 7 @ 7 divisions when prompted. The
face is segmented into triangles.
- Select edges as shown in Figure 11a. Select the "Translate
world" tool and move the edges along the z-axis (blue arrow on axis handle) by
approximately 0.5 units (as indicated in the tool parameter view).
- Round out the perimeter of the shape by selecting individual edges
and vertices and moving them within the xy plane (red and green arrows on the axis
handle). Do the same for the craters rim. Remove corner faces. The finished crater
should appear similar to the screen shot in Figure 11b.

Figure 11. a) Edges selected for rim of
crater and b) Finished crater
Tutorial Creating a Pool Table
A series of screen shots depicting the process of creating the pool
table is shown in Figure 12.
- Open the Geometry Editor.
- Add an instance of "cube.geo" located in Geometry->CC 3D
Shapes.
- Using the "Tool" page, resize the box to 0.50 @ 4.00 @
0.25. The box will now appear red. Move the viewpoint forward slightly so that the box
occupies most of the view.
- With the box still selected, invoke "Set new vertex
positions" from the "Shape operations" submenu.
- Select the right vertical edge of the face nearest the viewpoint. (If
youre unsure which edge to click on, use the node browser on the "Scene"
page to select it instead. Expand the CcVertexShape in the node browser, then expand the
"edges" entry. Select the entry labeled "QE #12", then choose
"Select" in the node browsers popup menu).
- Select "Translate world" tool. Set the edges position
to be 0.25 @ -2.50 @ 0.00.
- Deselect the edge by clicking on it. The box should still be
selected. Select "Copy" followed by "Paste". A new instance of the box
is added to the scene and is selected.
- Select the "Rotate part (local)" tool in the "Shape
operations" submenu. Rotate the selected box about the "z" axis by 90
degrees.
- Using the node browser, select vertex #4 in the new shape. Then
select vertex #1 in the first shape. Invoke "Align components" from the
perspective views "Shape operations" submenu.
- Clear all selections and then select the second instance of
CcVertexShape in the node browser. Invoke "Set new vertex" positions.
- Using the node browser, select edge #9 in the second shape. Select
"Translate world" tool and set the edges position, as indicated on the
"Tool" page, to 0.25 @ 2.50 @ 0.00.
- Using the node browser, select face #3 in the second CcVertexShape
and face #4 in the first shape. Invoke "Separate components
" Do the same
for face #4 in the second CcVertexShape. Now set the separation between the two
faces to 0.5 units using "Separate components
" on the perspective
views "Shape transforms" submenu.
- Clear selections and then select the second shape. Execute "Set
new vertex positions".
- Perform a second paste operation (previous shape is still in the
clipboard). A third shape is added to the view and selected. Choose the rotate (local)
tool and, with the "Tool" page selected, rotate the shape about the z-axis by
180 degrees and then rotate it about the y-axis by 180 degrees.
- Select face #3 in the third shape and face #3 in the first shape. Set
the separation between the two faces to 0.5 units using "Separate
components
". "Set new vertex positions" on the third shape.
- Select all three shapes and invoke the "Combine geometry"
operation. The view and node browser should now contain a single vertex shape that appears
similar to the first frame in Figure 12.
- Select vertices 7, 14, 13 and 8 (order is important). Execute
"Create face from vertices". A new face is created in the gap between the two
table segments.
- Select the newly created face and execute "Inset face". A
new, smaller face, appears in the middle of the selected face (see second frame of Figure
12).
- Clear selections and then select the inner face created in the
previous step. Select the "Translate world" tool and set the z coordinate of the
faces position to 0.5. The "pocket" should look similar to the third
frame of Figure 12.
- Create a back face for the pocket by selecting vertices 7, 14, 10 and
3 (again, order is important). Dont worry about being able to see through certain
faces. In the Geometry Editor, only one side of a given face is rendered at a time. The
shape can be easily configured later (in the Part Editor) to have both sides visible
(solid).
- Repeat the pocket creation process for the "side pocket"
gap. Vertex indices for the bottom pocket face are 15, 19, 20 and 16.
- Select the shape and perform a copy and paste. The pasted shape
(second shape) is now selected. Rotate it about the z-axis by 180 degrees.
- Select face #16 in the second shape and face #4 in the first shape.
Execute "Separate component
" with a distance of 0.5.
- "Set new vertex positions" on the second shape. Then select
both shapes and combine them ("Combine geometry"). Add the corner pockets to the
two remaining gaps in the table.
- Select the following vertices: 8, 13, 17, 37 40, 45, 49, 5. Execute
"Create face from vertices". The finished table should look like the final frame
in Figure 12.
- The table can be saved using "File->Save As
".

Figure 12.
Creating the pool table |