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<!doctype linuxdoc system>
<!--
Changelog:
2000-09-25 created the changelog after a week of initial editing PJT
2000-10-10 made consistent with VERSION 0.1 release PJT
-->
<article>
<!-- Title information -->
<title> Partiview (PC-VirDir)
<author> Peter Teuben
<abstract>
This document helps you installing and running the development version
of partiview.
Quite a few things in this manual have not been fleshed
out, in particular the detailed description of all the commands.
</abstract>
<!-- Table of contents -->
<toc>
<!-- Begin the document -->
<sect> Installation
<p>
This assumes you have the October 2000 release (version 0.1 or later) of
<bf/partiview/, not the earlier "<bf/gview/" release that was described
in earlier versions of this document. We keep copies of some support
files on our initial
<htmlurl url="http://www.astro.umd.edu/nemo/amnh"
name="http://www.astro.umd.edu/nemo/amnh"> website. Note that
this current development release is only documented for work under Linux,
although we expect it to work for at least SGI and maybe Solaris too.
<sect1> MESA/OpenGL
<p>
First make sure <tt/Mesa/ is installed, for <tt/redhat6.2/
there are rpm files
available. Check if you have the following:
<tscreen><code>
% rpm -qa | grep Mesa
Mesa-3.2-2
Mesa-devel-3.2-2
</code></tscreen>
You should see both. Some packages will use <tt/libMesaGL/, others
<tt/libGL/. The <tt/configure/ script should take care of this.
<p>
Homepage: <htmlurl url="http://mesa3d.sourceforge.org"
name="http://mesa3d.sourceforge.org">
<p>
Redhat packages: (part of powertools i believe)
<sect1> FLTK
<p>
Also make sure <tt/fltk/ is installed. If you got my version, do this (as
root)
<tscreen><code>
% cd <where-ever>/fltk-1.0.9
% make install
</code></tscreen>
(you only need it if you want to recompile the program at some point,
not if you just want to run it)
<p>
Homepage: <htmlurl url="http://www.fltk.org/"
name="http://www.fltk.org/">
<p>
Redhat packages: <htmlurl url="http://www.cs.cornell.edu/nogin/RPM/fltk-devel.html"
name="http://www.cs.cornell.edu/nogin/RPM/fltk-devel.html">
<sect1> partiview
<p>
Now compile (if you really want to) the program, normally a (linux) executable
should be in the <tt/src/ directory already:
<tscreen><code>
% make partiview (might need to edit the Makefile)
</code></tscreen>
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<sect1> CVS
<p>
Since version 0.3 <tt/partiview/ is under CVS control. Currently the machine is
<tt/akash.astro.umd.edu/ and you will need to setup your developers account with
Peter (<tt/teuben@astro.umd.edu/). Here's a sample session with some commonly
used CVS commands:
<tscreen><code>
setenv CVSROOT :ext:teuben@akash.astro.umd.edu:/data/cvsroot
setenv CVSEDITOR emacs
setenv CVS_RSH ssh
mkdir ~/cvsstuff
cd ~/cvsstuff
cvs checkout partiview # get a new local sandbox to work in, or
cvs -n -q update partiview # check if others had made any changes
cvs update partiview # if so, update your sandbox
cd partiview/src
./configure
emacs partibrains.c # some edit some files
make all # compile the program
./partipanel # test the program
emacs partipanel.cc # edit another file
make all # check if it still compiles
cvs -n -q update # check if anybody else made changes
cvs update # if so, update your sandbox again
cvs commit # and commit your changes
cd ../..
cvs release -d partiview # if you want to release and remove this sandbox
</code></tscreen>
<sect> Directory structure
<p>
Here is the proposed directory structure, as per version 0.1:
<p>
<tscreen><verb>
partiview/ root directory
partiview/src source code
partiview/data sample datafiles (e.g. hipparcos Bright Star Catalogue)
partiview/doc manual (sgml, and derived html, txt, ps/dvi)
partiview/nemo NEMO specific converters/code
partiview/starlab STARLAB specific converters/code
partiview/windows windows executables/support (old)
</verb></tscreen>
<sect> Running the program
<p>
First we describe a simple example how to run <tt/partiview/ with a supplied sample
dataset. Then we describe the different windows that <tt/partiview/ is made up of, and
the different commands and keystrokes it listens to.
<p>
Now start the program using one of the sample "speck" files in the
<tt/data/ directory:
<tscreen><code>
% ./hipbright
</code></tscreen>
and this will come up with a display. You should probably enlarge the
window a bit. Mine comes up in roughly a 300 by 300 display window,
which may be a bit small (certainly on my screen :-)
hit the TAB key to bring focus to the one line command window inbetween
the log screen (top) and viewing screen (bottom). Type the commands
<tscreen><code>
fov 50 (field of view 50 degrees)
jump 0 0 0 80 70 60 (put yourself in the origin
and look at to euler angles
</code></tscreen>
and it should give a nice comfy view :-)
<figure loc="tbp">
<img src="pv1.gif">
<caption>partiview view</caption>
</figure>
<p>
Now play with the display, use the 't', 'r', 'f' and 'o' keys in the viewing
window and use the
left and mouse buttons down to (carefully) move around a bit, and make
yourself comfortable with moving around. Using the 't' button you get
some idea of the distance of the stars by moving back and forth a little
(the parallax trick). In fact, if you 't' around a little bit, you may
see a green line flashing through the display. That is on of the RGB
(xyz) axes attached to the (0,0,0) [our sun] position. You should see
Procyon and Sirius exhibit pretty large parallaxes, but Orion is pretty
steady since it is several hundred parsecs away.
If you move the right mouse button you will zoom in/out and
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should see our Sun flash by with the red-green-blue axes.
<p>
Try and use the middle mouse button (or the 'p' key) to click on Sirius
or Procyon, and see if you can get it to view its properties. Now use
the 'P' key to switch center to rotation to that star. Sirius is
probably a good choice. Move around a bit, and try and get the sun and orion
in the same view :-)
<p>
[NOTE: these Hipparcos data do not have reliably distance above
100-200 pc, so Orion's distances are probably uncertain to 30%]
<p>
A little bit on the types of motion, and what the mouse buttons do
<tscreen><code>
| left middle right
| button-1 button-2 button-3
--------------------------------------------------------------------
f (fly) | fly 'pick' zoom
o (orbit) | orbit 'pick' zoom
r (rotate) | rotate X/Y 'pick' rotate Z (+bug?)
t (translate) | translate 'pick' zoom
</code></tscreen>
The point of origin for rotations can be changed with the 'P' button.
First you can try and pick ('p' or button-2) a point, and if found,
hit 'P' to make this point the new rotation center default.
<tscreen><code>
red = X axis
green = Y axis
blue = Z axis
</code></tscreen>
<sect1> Top Row
<p>
The top row, from left to right, shows the following buttons:
<p>
<descrip>
<tag> More </tag>
item
<tag> [g1] </tag>
g1 (or whichever group) is the currently selected group. See command <tt/object/ ?
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<tag> [f]ly </tag>
Shortcut to select fly/orbit/rot/tran, which can also be activate
by pressing the f/o/r/t keys inside the viewing window.
<tag> point </tag>
Toggle to turn the points on/off
<tag> poly </tag>
Toggle to turn polygons on/off
<tag> lbl </tag>
Toggle to turn labels on/off
<tag> tex </tag>
Toggle to turn textures on/off
<tag> box </tag>
Toggle to turn boxes on/off
<tag> logslum lum </tag>
Slider controlling a <bf/datavar/ variable (which?)
</descrip>
<sect1> Second Row
<p>
The second row from the top
controls loading and playing sequences of moving through space
<p>
<descrip>
<tag> Load... </tag>
Brings up a filebrowser to load a <bf/.wf/ path file. This is a file with on each
line 7 numbers: xyz location, RxRyRz viewing direction, and FOV (field of view).
<tag> Play </tag>
Play the currently loaded path
<tag> << < [###] >>> </tag>
Control individual path frames
<tag> slider </tag>
Slider
</descrip>
The third window from the top contains a logfile of commands gives, and can be resized
by dragging the bar between command window and viewing window. The Logfile windows also
has a scroll bar on the left.
<sect1> Command window
<p>
The Command window is a single line entry window, in which VIRDIR commands can be given.
Some commands show their result in the Logfile window, others on the originating console.
<p>
<sect1> Viewing window
<p>
The Viewing window is where all the action occurs. Typically this is where you give
single keystroke commands and/or move the mouse for an interactive view of the data.
It can be resized two ways: either by resizing the master window, or by picking up
the separator between Viewing window and Command window above.
(see also partibrains.c::specks_parse_args); these are commands typically
called as "<tt/eval/ <it/commands..../"
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<tag>
include
</tag>
NOTYET, does the same as the <bf/read/ command.
<tag>
on
</tag>
<tag>
off
</tag>
<tag>
enable
</tag>
<tag>
disable
</tag>
<tag>
eval
</tag>
<tag>
add
</tag>
<tag>
async
</tag>
specks_add_async
<tag>
update
</tag>
parti_update
<tag>
hist
</tag>
<tag>
bound
</tag>
<tag>
fspeed
</tag>
<tag>
speed
</tag>
<tag>
run
</tag>
<tag>
fade
</tag>
<tag>
clipbox [cb]
</tag>
<tag>
object
</tag>
<tag>
tfm
</tag>
<tag>
bgcolor
</tag>
<p>
BEGIN !CAVEMENU (virdir emulation)
<tag>
stereo
</tag>
<tag>
snapset
</tag>
<tag>
snapshot
</tag>
<tag>
</tag>
<tag>
clip
</tag>
<tag>
ortho
</tag>
Get or set the current position (XYZ) and viewing (RxRyRz) angle
<tag>
play
</tag>
<tag>
frame
</tag>
<p>
END !CAVEMENU (virdir emulation)
<tag>
step
</tag>
<tag>
fwd
</tag>
<tag>
gscale
</tag>
<tag>
color
</tag>
<tag>
datavar [dv]
</tag>
<tag>
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<tag>
boxcmap
</tag>
<tag>
cment
</tag>
<tag>
boxcment
</tag>
<tag>
only
</tag>
<tag>
thresh
</tag>
<tag>
rawdump
</tag>
<tag>
slum
</tag>
<tag>
scale-lum
</tag>
<tag>
see
</tag>
<tag>
show
</tag>
<tag>
showbox
</tag>
<tag>
hide
</tag>
<tag>
hidebox
</tag>
<tag>
box
</tag>
<tag>
boxes
</tag>
<tag>
boxlabel
</tag>
<tag>
boxaxes
</tag>
<tag>
boxscale
</tag>
<tag>
go
</tag>
<tag>
gobox
</tag>
<tag>
goboxscale
</tag>
<tag>
psize
</tag>
<tag>
pointsize
</tag>
<tag>
polysize
</tag>
<tag>
polylum
</tag>
<tag>
polyminpixels
</tag>
<tag>
labelminpixels
</tag>
<tag>
labelsize
</tag>
<tag>
lsize
</tag>
<tag>
point
</tag>
<tag>
points
</tag>
<tag>
poly
</tag>
<tag>
polygon
</tag>
<tag>
texture [tx]
</tag>
<tag>
txscale BUG in 'tx' name?
</tag>
<tag>
polyorivar
</tag>
<tag>
texturevar
</tag>
<tag>
label labels
</tag>
<tag>
laxes
</tag>
<tag>
polyside
</tag>
<tag>
gamma
</tag>
<tag>
alpha
</tag>
<tag>
fast
</tag>
<tag>
fog
</tag>
<tag>
menu fmenu
</tag>
<p>
BEGIN CAVEMENU
pos P1 P2
wall P1
hid [P1]
show [P1]
h [P1]
demandfps [P1]
font
help
?
END CAVEMENU
<p>
<tag>
datascale
</tag>
<tag>
where [w]
</tag>
</descrip>
<sect> Data commands
<p>
(see also partibrains.c::specks_read)
<p>
lines starting with <tt/#/ will be skipped. The following commands can be placed in
a data file, as opposed to a VIRDIR command;
<descrip>
<tag>
read <it/file/
</tag>
read a <tt/speck/ formatted file. Recursive, commands can nest. (strtok ok??)
<tag>
include <it/file/
</tag>
read a <tt/speck/ formatted file.
<tag>
read a IEEEIO formatted file, with optional timestep number (0 based).
Support for this must be explicitly compiled into the program.
read an SDB (binary) formatted file, with optional timestep number (0 based).
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<tag>
sdbvars <it/var/
</tag>
Select <it/var/ (any of: <tt/mMcrogtxyzSn/)
<tag>
box[es] <it/..../
</tag>
Select a box, using
<p>
<descrip>
<tag> <tt/xmin ymin zmin xmax ymax zmax/ </tag> <p>
<tag> <tt/xmin,xmax ymin,ymax zmin,zmax/ </tag><p>
<tag> <tt/xcen,ycen,zcen xrad,yrad,zrad/ </tag><p>
<tag> <tt/[-t time] [-n boxno] [-l level] xcen,ycen,zcen xrad,yrad,zrad / </tag><p>
</descrip>
<tag>
annot <it/[-t timestep] string .../
</tag>
<tag>
size <it/float/
</tag>
<tag>
scale <it/float/
</tag>
<tag>
tfm
</tag>
<it/something> must contain <tt/* / h p r/
<tag>
eval <it/command/
</tag>
execute a VIRDIR command
<tag>
feed <it/command/
</tag>
execute a VIRDIR command
<tag>
VIRDIR <it/command/
</tag>
execute a VIRDIR command
<tag>
ignorefirst, ignorepgc
</tag>
<tag>
filepath <it/path/
</tag>
A colon separate list of directories in which datafiles
will be searched for. If preceded with the <tt/+/ symbol,
this list will be appended to the current <it/filepath/.
<tag>
texture [-lmnMDB] <it/txno file.sgi/
</tag>
<descrip>
<tag> -l(inear) </tag> <p>
<tag> -m(ipmap) </tag> <p>
<tag> -n(earest) </tag> <p>
<tag> -M(odulate) </tag> <p>
<tag> -D(ecal) </tag> <p>
<tag> -B(lend) </tag> <p>
</descrip>
<tag>
polyorivar
</tag>
<tag>
texturevar
</tag>
<tag>
texturevarord
</tag>
<tag>
coord <it/name ... 16 world-to-coord tfm floats (GL order)/
</tag>
<tag>
dataset <it/indexno datasetname/
</tag>
<it/indexno/ is an integer, 0 being the first one.
<tag>
datavar <it/indexno string float float/
</tag>
<tag>
datatime <it/indexno/
</tag>
<tag>
<it/Xpos Ypos Zpos Var1 .... /
</tag>
These lines, with XYZ positions in the first 3 columns, will make up the bulk
of the dataset. The 4th and subsequent columns contain the values of the
datavariables as named with the <bf/datavar/ commands.
</descrip>
<sect> Viewing Window Commands
<p>
Commands that you can give from within the viewing window are all single
keystroke commands, often combined with moving the mouse.
<tscreen><verb>
TAB set focus to command window, so you can give commands
S toggle STEREO mode (need blue/red glasses :-)
modes: mono redcyan crosseyed glasses
> single forward stepping, in animation
< single backward stepping, in animation mode
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playmodes:
s playnow
l loop (rock)
f,e playevery=1
r,t playevery=0
Gview.cpp : Fl_Gview::handle()
w reset?
r ROTATE mode
p
P pick
f FLY mode
t TRANSLATE mode
o ORBIT mode
O toggle perspective mode
v make field of view larger
V make field of view smaller
^v toggle debug output
@ dname [g1]
= show debug matrix output
ESC exit
</verb></tscreen>
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<sect> Partiview and NEMO
<p>
The program <tt/snapspecks/ converts a NEMO snapshot to specks format
that can be read in directly by partiview. The default viewing variables
are <tt/x,y,z,m/, but those can be changed by using the <bf/options=/
keyword. In fact, arbitrary <it/bodytrans/ expressions can be used
to output.
<sect> Bugs, Features and Limitations
<p>
Here is a list of known peculiarities, some of them bugs, others just
features and others limitations, and there is always that class of
things I simply have not understood how it works.
<enum>
<item> in rotate mode, if you change the center of rotation with 'P',
button-1 works fine, but button-3 does not rotate around the
new point correctly. It seems to remember the old (or 0,0,0)
origin.
</enum>
<sect1> Limitations w.r.t. VirDir:
<p>
<enum>
<item>
cannot set an auto-motion, as we can in the dome, although one could
of course load a path and move through the dataset :-)
I was able to make a path (*.wf) file and load that though.
</enum>