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     <TITLE> Partiview (PC-VirDir): Commands</TITLE>
    
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    <H2><A NAME="s4">4. Commands</A></H2>
    
    <P>There are two types of commands in <CODE>partiview</CODE>: 
    Control Commands and Data Commands.
    Probably the most important difference between the two is that Control
    Commands return feedback to the user, whereas Data Commands
    
    are interpreted without comment.  The command window expects
    to receive Control Commands.  However, it is possible to
    enter a Data Command where a Control Command is expected,
    
    using the <CODE>add</CODE> command prefix. Likewise, a Control Command
    may be given where data is expected, using the <CODE>eval</CODE> prefix,
    e.g. in a data (or .cf) file.
    
    <P>
    <P>
    <P>
    <P>
    <P>
    <P>
    <P>
    <H2><A NAME="ss4.1">4.1 Control Commands</A>
    
    <P>
    <P>(see partibrains.c::specks_parse_args)
    <P>Control Commands are accepted in the Command window, and in some other contexts.
    Generally, <CODE>partiview</CODE> gives a response to every Control Command,
    reporting the (possibly changed) status.
    <P>Typically, if parameters are omitted, the current state is reported.
    <P>Some commands apply to particles in the current group (see Object group commands);
    others affect global things, such as time or display settings.
    <P>Data Commands can also be given, if prefixed with <CODE>add</CODE>.
    
    <H2><A NAME="ss4.2">4.2 I/O commands</A>
    
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    <P>
    
    <DL>
    <DT><B>read <I>specks-file</I></B><DD><P>Read a file containing Data Commands (typical suffix <CODE>.cf</CODE> or <CODE>.speck</CODE>).
    <P>
    <P>
    
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    <DT><B>async <I>unix-command</I></B><DD><P>Run an arbitrary unix command (invoked via /bin/sh) as a subprocess of <CODE>partiview</CODE>.
    
    Its standard output is interpreted as a stream of control commands.
    Thus <CODE>partiview</CODE> can be driven externally, e.g. to record an animation
    (using the <CODE>snapshot</CODE> command), or to provide additional GUI controls.
    
    Several <CODE>async</CODE> commands can run concurrently. 
    Examples are given later. Warning: you cannot interrupt a started command,
    short of hitting ESC to exit partiview.
    
    <P>
    <DT><B>add <I>data-command</I></B><DD><P>Enter a Data Command where a Control Command is expected,
    e.g. in the text input box.  For example,
    <PRE>
      add 10 15 -1 text blah
    </PRE>
    
    adds a new label "blah" at 10 15 -1, or
    <PRE>
      add kira myrun.out
    </PRE>
    
    
    loads a kira (starlab) output file.
    
    <P>
    <DT><B>eval <I>control-command</I></B><DD><P>Processes that control command just as if the <CODE>eval</CODE> prefix weren't there.
    Provided for symmetry: wherever either a control command or a data command
    is expected, entering <CODE>eval</CODE> <I>control-command</I> ensures that it's
    taken as a control command.
    
    <P>
    <DT><B>add filepath (data-command)</B><DD><P>Determines the list of directories where all data files, color maps, etc.
    are sought.  See the <CODE>filepath</CODE> entry under
     Data Commands.
    <P>
    </DL>
    <P>
    <H2><A NAME="ss4.3">4.3 Object group commands</A>
    
    <P><CODE>Partiview</CODE> can load multiple groups of particles,
    each with independent display settings, colormaps, etc.
    When more than one group is loaded, the Group Row appears on the GUI,
    with one toggle-button for each group.  Toggling the button turns
    
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    display of that group on or off.  Right-clicking turns the group unconditionally on,
    and selects that group as the current one for other GUI controls.
    
    <P>Many Control Commands apply to the <I>currently selected</I> group.
    <P>Groups always have names of the form g<I>N</I> for some small positive <I>N</I>;
    each group may also have an alias.
    
    <DL>
    <DT><B>g<I>N</I> </B><DD><P>Select group g<I>N</I>.  Create a new group if it doesn't already exist.
    
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    <P>
    
    <DT><B>g<I>N</I>=<I>alias</I> </B><DD><P>Assign name <I>alias</I> to group g<I>N</I>.
    
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    Note no blanks around the <CODE>=</CODE> sign.
    
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    <P>
    
    <DT><B>object <I>objectname</I></B><DD><P>Likewise, select object <I>objectname</I>, which may be either an alias name
    
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    or g<I>N</I>.  
    
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    <P>
    
    <DT><B>g<I>N</I> <I>control-command</I></B><DD><P>
    <DT><B>object <I>objectname</I> <I>control-command</I></B><DD><P>Either form may be used as a <I>prefix</I> to any control command
    to act on the specified group, e.g. <CODE>object fred poly on</CODE>
    
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    <P>
    
    <DT><B>gall <I>control-command</I></B><DD><P>Invoke the given <I>control-command</I> in all groups.
    For example, to turn display of group 3 on and all others off, use:
    <BLOCKQUOTE><CODE>
    <PRE>
    gall off
    g3 on
    </PRE>
    </CODE></BLOCKQUOTE>
    
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    <P>
    <DT><B>on</B><DD><P>
    
    <DT><B>enable</B><DD><P>Enable display of currently selected group (as it is by default).
    
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    <DT><B>off</B><DD><P>
    
    <DT><B>disable</B><DD><P>Turn off display of current group.
    <P>
    </DL>
    <P>
    <H2><A NAME="ss4.4">4.4 View commands</A>
    </H2>
    
    <P>View commands affect the view; they aren't specific to data groups.
    
    <DL>
    <DT><B>fov <I>float</I></B><DD><P>Angular field of view (in degrees) in Y-direction.
    
    <DT><B>cen[ter] <I>X Y Z</I> [<I>RADIUS</I>]</B><DD><P>Set point of interest.  This is the center of rotation in
    <CODE>[o]rbit</CODE> and <CODE>[r]otate</CODE> modes.  Also, in <CODE>[o]rbit</CODE> mode,
    translation speed is proportional to the viewer's distance from this point.
    The optional <I>RADIUS</I> (also set by <CODE>censize</CODE>) determines the size
    of the marker crosshair, initially 1 unit.
    
    <DT><B>cen[ter] [<I>X Y Z</I> [<I>RADIUS</I>]]
    int[erest] [<I>X Y Z</I> [<I>RADIUS</I>]]</B><DD><P>Set point of interest.  This is the center of rotation in
    <CODE>[o]rbit</CODE> and <CODE>[r]otate</CODE> modes.  And, in <CODE>[o]rbit</CODE> mode,
    translation speed is proportional to the viewer's distance from this point.
    The optional <I>RADIUS</I> (also set by <CODE>censize</CODE>) determines the size
    of the marker crosshair, initially 1 unit.
    <P>****  why is center/interest commented out in the first example. Originally
    this command was documented twice, the first one has /interest commented out.
    
    <DT><B>censize [<I>RADIUS</I>]</B><DD><P>Set size of point-of-interest marker.
    
    <DT><B>where  <I>(also)</I>  w</B><DD><P>Report the 3-D camera position and forward direction vector.
    
    <DT><B>clip <I>NEAR</I> <I>FAR</I></B><DD><P>Clipping distances.  The computer graphics setup always requires
    drawing only objects in some finite range of distances in front of the
    viewpoint.  Both values must be strictly positive, and their ratio
    is limited; depending on the graphics system in use, distant objects
    may appear to blink if the <I>FAR</I>/<I>NEAR</I> ratio exceeds 10000 or so.
    <P>To set the far clip range without changing the near, use a non-numeric
    near clip value, e.g. <CODE>clip - 1000</CODE>.
    
    <DT><B>jump [<I>X Y Z</I>] [<I>Rx Ry Rz</I>]</B><DD><P>Get or set the current position (XYZ) and/or viewing (RxRyRz) angle.
    
    NOTE: there may be a bug with the command
    <CODE>jump 0 0 0</CODE> on redhat7.1, it will crash the X server!
    
    <P>
    <DT><B>readpath</B><DD><P>Read a Wavefront (<CODE>.wf</CODE>) file describing a path through space.
    <P>
    <DT><B>rdata</B><DD><P>Synonym for readpath.
    <P>
    <DT><B>play <I>speed</I>[f]</B><DD><P>Play the currently loaded (from <CODE>readpath</CODE>/<CODE>rdata</CODE>) camera animation
    path, at <I>speed</I> times normal speed,
    skipping frames as needed to keep up with wall-clock time.
    (Normal speed is 30 frames per second.)
    With "f" suffix, displays every <I>speed</I>-th frame, without regard to real
    time.
    <P>
    <DT><B>frame [<I>frameno</I>]</B><DD><P>Get or set the current frame the <I>frameno</I>-th.
    <P>
    <DT><B>update           </B><DD><P>Ensures the display is updated, as before taking a snapshot.
    Probably only useful in a stream of control commands from an <CODE>async</CODE>
    subprocess.
    <P>
    
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    <DT><B>winsize [<I>XSIZE</I> [<I>YSIZE</I>]]</B><DD><P>Resize graphics window.  With no arguments, reports current size.
    With one argument, resizes to given width, preserving aspect ratio.
    <P>
    
    <DT><B>bgcolor <I>R G B</I></B><DD><P>Set window background color (three R G B numbers or one grayscale value).
    <P>
    <P>
    <DT><B>focallen <I>distance</I></B><DD><P>Focal length: distance from viewer to a typical object of interest.
    This affects stereo display (see below) and navigation: the speed of
    motion in <CODE>[t]ranslate</CODE> and <CODE>[f]ly</CODE> modes is proportional to this
    distance.
    <P>
    
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    <DT><B>stereo [on|off|redcyan|glasses] [<I>separation</I>]</B><DD><P>Stereo display.  Also toggled on/off by typing <CODE>'s'</CODE> key in graphics window.
    
    Where hardware allows it, <CODE>stereo glasses</CODE> selects
    CrystalEyes-style stereo.  All systems should be capable of
    
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    <CODE>stereo redcyan</CODE>, which requires wearing red/green or red/blue glasses.
    
    Useful <I>separation</I> values might be 0.02 to 0.1, or -0.02 to -0.1 to swap
    eyes.  See also <CODE>focallen</CODE> command, which gives the distance to
    a typical object of interest: left- and right-eye images of an object
    at that distance will coincide on the screen.
    <P>
    
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    <DT><B>snapset [<CODE>-n</CODE> <I>FRAMENO</I>] <I>FILESTEM</I> [<I>FRAMENO</I>]</B><DD><P>Set parameters for future <CODE>snapshot</CODE> commands.
    
    <I>FILESTEM</I> may be a printf format string with frame number as
    argument, e.g. <CODE>snapset pix/%04d.ppm</CODE>, generating image names
    of <CODE>pix/0000.ppm</CODE>, <CODE>pix/0001.ppm</CODE>, etc.
    If <I>FILESTEM</I> contains no % sign, then <CODE>.%03d.ppm.gz</CODE> is
    appended to it, so <CODE>snapset ./pix/fred</CODE>
    yields snapshot images named <CODE>./pix/fred.000.ppm.gz</CODE> etc.
    <P>Frame number <I>FRAMENO</I> (default 0) increments with each snapshot taken.
    <P>
    <P>
    <DT><B>snapshot [<I>FRAMENO</I>]</B><DD><P>Capture a snapshot image of the current view.
    Use <CODE>snapset</CODE> to specify the output image name.
    Default format is <CODE>snap.%03d.tif</CODE>.
    <P><CODE>Partiview</CODE> generally invokes the ImageMagick program <CODE>convert(1)</CODE>,
    which must be installed and be on the user's $PATH.  <CODE>Convert</CODE> determines
    the type of image (jpeg, sgi, bmp, etc.) based on the file suffix.
    <P><CODE>Convert</CODE> is not needed if the <CODE>snapset</CODE> <I>FILESTEM</I> ends in
    <CODE>.ppm.gz</CODE> (invokes gzip rather than convert) or <CODE>.ppm</CODE>
    (no external program required).
    <P>
    
    <H2><A NAME="ss4.5">4.5 Particle Display Commands</A>
    </H2>
    
    <P>These commands affect how particles (in the current group) are
    displayed.
    <P>
    <DL>
    <DT><B>psize <I>scalefactor</I></B><DD><P>All particle luminosities (as specified by <CODE>lum</CODE> command)
    are scaled by the product of two factors:
    a <I>lumvar</I>-specific factor given by <CODE>slum</CODE>,
    and a global factor given by <CODE>psize</CODE>.
    So the intrinsic brightness of a particle is
    <I>value-specified-by-</I><CODE>lum</CODE>
    * <I>slum-for-current-lumvar</I>
    * <I>psize-scalefactor</I>.
    <P>
    <DT><B>slum <I>slumfactor</I></B><DD><P>Data-field specific luminosity scale factor, for current choice of
    <I>lumvar</I> as given by the <CODE>lum</CODE> command.
    A <I>slumfactor</I> is recorded independently for each data field, so
    if data fields <CODE>mass</CODE> and <CODE>energy</CODE> were defined, one might say
    <BLOCKQUOTE><CODE>
    <PRE>
    lum mass
    slum 1000
    lum energy
    slum 0.25
    </PRE>
    </CODE></BLOCKQUOTE>
    
    having chosen each variable's <I>slumfactor</I> for useful display,
    and then freely switch between <CODE>lum mass</CODE> and <CODE>lum energy</CODE>
    without having to readjust particle brightness each time.
    <P>
    <P>
    
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    <DT><B>ptsize <I>minpixels</I> <I>maxpixels</I></B><DD><P>Specifies the range of <I>apparent</I> sizes of points,
    in pixels.  Typical values might be <CODE>ptsize 0.1 5</CODE>.
    The graphics system may silently impose an upper limit
    of about 10 pixels.
    
    <P>
    <P>
    <DT><B>polysize [on|off] [a|s|r]</B><DD><P>
    <DT><B>polylum</B><DD><P>
    <DT><B>polyminpixels</B><DD><P>
    
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    <DT><B>polymin <I>minradius</I> [<I>maxradius</I>]</B><DD><P>
    
    <DT><B>color</B><DD><P>Specify how particles are colored.
    Generally, a linear function of some data field of each particle
    becomes an index into a colormap (see <CODE>cmap</CODE>, <CODE>cment</CODE>).
    
    <DT><B> color  <I>colorvar</I>  [<I>minval maxval</I>] </B><DD><P>Use data field <I>colorvar</I> (either a name as set by <CODE>datavar</CODE>
    or a 0-based integer column number) to determine color.
    Map <I>minval</I> to color index 1, and <I>maxval</I> to
    the next-to-last entry in the colormap (<I>Ncmap-2</I>).
    The 0th and last (<I>Ncmap-1</I>) colormap entry are used for
    out-of-range data values.
    <P>If <I>minval</I> and <I>maxval</I> are omitted, the actual range of
    values is used.
    <P>
    <DT><B> color  <I>colorvar</I>  exact  [<I>baseval</I>] </B><DD><P>Don't consider field <I>colorvar</I> as a continuous variable;
    instead, it's integer-valued, and mapped one-to-one with
    color table slots.  Data value <I>N</I> is mapped to
    color index <I>N+baseval</I>.
    <P>
    
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    <DT><B> color  <I>colorvar</I>  -exact </B><DD><P>Once the <CODE>exact</CODE> tag is set (for a particular data-field),
    it's sticky.  To interpret that data field as a continuous, scalable
    variable again, use <CODE>-exact</CODE>.
    
    <P>
    <DT><B> color  const  <I>R G B</I> </B><DD><P>Show all particles as color <I>R G B</I>, each value in range 0 to 1,
    independent of any data fields.
    
    <DT><B>lum</B><DD><P>Specify how particles' intrinsic luminosity is computed:
    a linear function of some data field of each particle.
    <DL>
    <DT><B> lum <I>lumvar</I>  [<I>minval maxval</I>] </B><DD><P>Map values of data field <I>lumvar</I> (<CODE>datavar</CODE> name or
    field number) to luminosity.
    The (linear) mapping takes field value <I>minval</I> to
    luminosity 0 and <I>maxval</I> to luminosity 1.0.
    <P>If <I>minval</I> and <I>maxval</I> are omitted,
    the actual range of values is mapped to the luminosity range
    0 to 1.
    <P>Note that the resulting luminosities are then scaled by
    the <CODE>psize</CODE> and <CODE>slum</CODE> scale factors, and further
    scaled according to distance as specified by <CODE>fade</CODE>, to compute
    apparent brightness of points.
    <P>
    <DT><B> lum const <I>L</I> </B><DD><P>Specify constant particle luminosity <I>L</I> independent of
    any data field values.
    </DL>
    
    <DT><B>fade [planar|spherical|linear <I>refdist</I>|const <I>refdist</I>]</B><DD><P>Determines how distance affects particles' apparent brightness (or "size").
    The default <CODE>fade planar</CODE> gives 1/r^2 light falloff, with r measured
    as distance from the view plane.  <CODE>fade spherical</CODE> is also 1/r^2,
    but with r measured as true distance from the viewpoint.
    <CODE>fade linear</CODE> <I>refdist</I> gives 1/r light falloff -- not physically
    accurate, but useful to get a limited sense of depth.
    <CODE>fade const</CODE> <I>refdist</I> gives constant apparent brightness
    independent of distance, and may be appropriate for orthographic views.
    <P>The <I>refdist</I> for linear and const modes is that distance <I>r</I>
    at which apparent brightness should match that in the 1/r^2 modes --
    a distance to a "typical" particle.
    
    <DT><B>labelminpixels</B><DD><P>
    <DT><B>labelsize</B><DD><P>
    <DT><B>lsize</B><DD><P>
    <DT><B>point[s]   [on|off]</B><DD><P>Turn display of points on or off.  With no argument, toggles display.
    
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    <P>
    
    <DT><B>poly[gons]  [on|off]</B><DD><P>Turn display of points on or off.  With no argument, toggles display.
    
    <DT><B>texture [on|off]</B><DD><P>Turn display of textures on or off.  With no argument, toggles.
    
    <DT><B>label[s] [on|off]</B><DD><P>Turn display of label text on or off.  With no argument, toggles.
    
    <DT><B>txscale   <I>scalefactor</I></B><DD><P>Scale size of all textures relative to their polygons.
    A scale factor of 0.5 (default) make the texture square
    just fill its polygon, if <CODE>polysides</CODE> is 4.
    
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    <P>
    
    <DT><B>polyorivar</B><DD><P>Report setting of <CODE>polyorivar</CODE> data-command, which see.
    
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    <P>
    
    <DT><B>texturevar</B><DD><P>Report setting of <CODE>texturevar</CODE> data-command, which see.
    
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    <P>
    
    <DT><B>laxes  [on|off]</B><DD><P>Toggle label axes.  When on, and when labels are displayed,
    shows a 
    
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    <P>
    
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    <DT><B>polyside(s)</B><DD><P>Number of sides a polygon should have.  Default 11, for fairly round
    polygons.  For textured polygons, <CODE>polysides 4</CODE> might do as well,
    and be slightly speedier.
    
    <DT><B>fast</B><DD><P>see also <CODE>ptsize</CODE>
    
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    <P>
    
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    <DT><B>ptsize  <I>minpixels</I> [<I>maxpixels</I>]</B><DD><P>Specifies range of apparent (pixel) size of points.
    Those with computed sizes (based on luminosity
    and distance) smaller than <I>minpixels</I> are
    randomly (but repeatably) subsampled -- i.e. some
    fraction of them are not drawn.  Those computed to be
    larger than <I>maxpixels</I> are drawn at size
    <I>maxpixels</I>.
    
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    <DT><B>gamma <I>displaygamma</I></B><DD><P>Tells the particle renderer how the display + OpenGL
    relates image values to visible lightness.
    You don't need to change this, but may adjust it
    to minimize the brightness glitches when particles change size.
    Typical values are <CODE>gamma 1</CODE> through <CODE>gamma 2.5</CODE> or so.
    Larger values raise the apparent brightness of dim things.
    
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    <DT><B>alpha <I>alpha</I></B><DD><P>Get or set the alpha value, in the range 0 to 1; it determines
    the opacity of polygons.
    
    <P>
    <DT><B>speed</B><DD><P>For time-dependent data, advance datatime by this many time units
    per wall-clock second.
    <P>
    <DT><B>step [<I>timestep</I>]</B><DD><P>For time-varying data, sets current timestep number.
    Real-valued times are meaningful for some kinds of data including those
    
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    from Starlab/kira; for others, times are rounded to nearest integer.
    If running, <CODE>step</CODE> also stops datatime animation.  (See <CODE>run</CODE>.)
    
    <P>
    <DT><B>step [+|-]<I>deltatimestep</I></B><DD><P>If preceded with a plus or minus sign, adds that amount to current time.
    <P>
    <P>(note that <CODE>fspeed</CODE> has been deprecated)
    
    <DT><B>run</B><DD><P>Continue a stopped animation (see also <CODE>step</CODE>).
    
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    <P>
    
    <DT><B>tfm </B><DD><P>Object-to-world transformation. 
    
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    <P>
    <P>
    
    <DT><B>move on|off</B><DD><P>
    <P>
    
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    <DT><B>fwd</B><DD><P>
    <P>
    
    <DT><B>datawait   on|off</B><DD><P>For asynchronously-loaded data (currently only <CODE>ieee</CODE> data command),
    say whether wait for current data step to be loaded.
    (If not, then keep displaying previous data while loading new.)
    
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    <P>
    
    <DT><B>cmap    <I>filename</I></B><DD><P>Load (ascii) filename with RGB values, for coloring particles.
    The <CODE>color</CODE> command selects which data field is mapped to color index
    and how.
    
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    <P>
    <DT><B>cment</B><DD><P>
    
    <DT><B>rawdump <I>dump-filename</I></B><DD><P>All particle attributes (not positions though) 
    are written to a <I>dump-filename</I>. Useful for debugging.
    Warning: it will happily overwrite an existing file with that name.
    
    <DT><B>see</B><DD><P>Seems to be a toggle to see them all, or not see them all.
    
    <H2><A NAME="ss4.6">4.6 Particle subsetting &amp; statistics</A>
    </H2>
    
    
    <DT><B>clipbox ...</B><DD><P>see <CODE>cb</CODE> below.
    <P>
    
    <DT><B>cb ....</B><DD><P>Display only a 3D subregion of the data -- the part lying within the clipbox.
    <DL>
    
    <DT><B>cb <I>xmin ymin zmin  xmax ymax zmax</I> </B><DD><P>Specified by coordinate ranges.
    Note only spaces are used to separate the 6 numbers.
    
    <DT><B>cb <I>xcen,ycen,zcen xrad,yrad,zrad</I>  </B><DD><P>Specified by center and "radius" of the box.
    Note no spaces after the commas!
    
    <DT><B>cb <I>xmin,xmax ymin,ymax zmin,zmax</I>  </B><DD><P>Specified by coordinate ranges.
    
    <DT><B>cb <CODE>off</CODE> </B><DD><P>Disable clipping.  The entire dataset is again visible.
    
    <DT><B>cb <CODE>on</CODE>  </B><DD><P>Re-enable a previously defined clipbox setting. It will also
    display the clipbox again
    <DT><B>cb <CODE>hide</CODE>  </B><DD><P>Hide the clipbox.
    
    
    Note this command does not toggle clipping
    if no arguments given (that would be handy
    and more in line with similar commands). 
    If no arguments given, it reports the current clipbox.
    
    <DT><B>thresh</B><DD><P>Display a subset of particles, chosen by the value of
    some data field.  Each <CODE>thresh</CODE> command overrides
    settings from previous commands, so it cannot be used to
    show unions or intersections of multiple criteria.
    For that, see the <CODE>only</CODE> command.  However, unlike <CODE>only</CODE>,
    the <CODE>thresh</CODE> criterion applies to time-varying data.
    <DL>
    <DT><B>thresh <I>field</I> <I>minval</I> <I>maxval</I> </B><DD><P>Display only those particles where
    <I>minval</I> &lt;= field <I>field</I> &lt;= <I>maxval</I>.
    The <I>field</I> may be given by name (as from <CODE>datavar</CODE>)
    or by field number.
    <DT><B>thresh <I>field</I> <CODE>&lt;</CODE><I>maxval</I> </B><DD><P>
    <DT><B>thresh <I>field</I> <CODE>&gt;</CODE><I>minval</I> </B><DD><P>Show only particles where <I>field</I> is &lt;=
    or &gt;= the given threshold.
    <DT><B>thresh [off|on]</B><DD><P>Disable or re-enable a previously specified threshold.
    </DL>
    
    
    Note this command does not toggle if no arguments given, that would be handy
    and more in line with similar commands. It does report the current clipbox.
    
    <DT><B>only[=+-]  <I>fieldname</I>  <I>value</I>  <I>minvalue-maxvalue</I>  &lt;<I>value</I> &gt;<I>value</I> ...</B><DD><P>
    <DT><B>thresh</B><DD><P>
    
    <DT><B>clearobj</B><DD><P>Erase all particles in this group.  Useful for reloading on the fly.
    
    <DT><B>every   <I>N</I></B><DD><P>Display a random subset (every <I>N</I>-th) of all particles.
    E.g. <CODE>every 1</CODE> shows all particles, <CODE>every 2</CODE> shows about half of them.
    Reports current subsampling factor, and the current total number of particles.
    
    <DT><B>hist <I>datafield</I> [-n <I>nbuckets</I>] [-l] [-c] [-t] [<I>minval</I>] [<I>maxval</I>]</B><DD><P>Generates a (numerical) histogram of values of <I>datafield</I>,
    which may be a named field (as from <CODE>datavar</CODE>) or a field index.
    Divides the value range (either <I>minval</I>..<I>maxval</I>
    or the actual range of values for that field) into <I>nbuckets</I> 
    equal buckets (11 by default).  Uses logarithmically-spaced
    intervals if <CODE>-l</CODE> (so long as the data range doesn't include zero).
    If a clipbox is defined, use <CODE>-c</CODE> to count only
    particles within it.  If a <CODE>thresh</CODE> or <CODE>only</CODE>
    subset is defined, use <CODE>-t</CODE> to count only the chosen subset.
    
    <DT><B>bound</B><DD><P>Reports 3D extent of the data.
    
    <DT><B>datavar</B><DD><P>
    <DT><B>dv</B><DD><P>Report names and value ranges (over all particles in current group)
    of all named data fields.
    
    <H2><A NAME="ss4.7">4.7 Boxes</A>
    </H2>
    
    
    <DL>
    <DT><B>showbox  <I>list of integer box level numbers...</I></B><DD><P>
    <DT><B>hidebox  <I>list of integer box level numbers...</I></B><DD><P>
    <DT><B>box[es] [off|on|only]</B><DD><P>Turn box display off or on; or display boxes but hide all particles.
    
    <DT><B>boxcmap <I>filename</I></B><DD><P>Color boxes using that colormap.
    Each box's level number (set by <CODE>-l</CODE> option of <CODE>box</CODE> data-command,
    default 0) is the color index.
    <P>
    <DT><B>boxcment  <I>colorindex</I>  [<I>R G B</I>]</B><DD><P>Get or set the given box-colormap index.  E.g. <CODE>boxcment 0</CODE>
    reports the color of boxes created with no <CODE>-l</CODE> specified.
    <P>
    <DT><B>boxlabel [on|off]</B><DD><P>Label boxes by id number
    (set by <CODE>-n</CODE> option of <CODE>box</CODE> data-command).
    
    <DT><B>boxaxes [on|off]</B><DD><P>Toggle or set box axes display mode.
    <P>
    <DT><B>boxscale [float] [on|off] </B><DD><P>
    <DT><B>gobox <I>boxnumber</I></B><DD><P>
    <DT><B>goboxscale</B><DD><P>
    
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    <DT><B>menu fmenu</B><DD><P>
    <P>
    
    <BLOCKQUOTE><CODE>
    </CODE></BLOCKQUOTE>
    
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    <P>BEGIN CAVEMENU
    pos P1 P2
    wall P1
    hid [P1]
    show [P1]
    h  [P1]
    demandfps [P1]
    font
    help
    ?
    END CAVEMENU    
    <P>
    <P>
    <DT><B>datascale</B><DD><P>
    </DL>
    <P>
    
    <H2><A NAME="ss4.8">4.8 Data commands </A>
    
    </H2>
    
    <P>
    <P>(see also partibrains.c::specks_read)
    <P>Lines starting with <CODE>#</CODE> will be skipped. The following Data Commands
    can be placed in a data file. 
    <P>Control Commands can be given, if prefixed with the <CODE>eval</CODE> command.
    <P>
    <P>
    <DL>
    <P>
    
    <DT><B>read <I>file</I> </B><DD><P>read a <CODE>speck</CODE> formatted file. Recursive, commands can nest. (strtok ok??)
    
    <DT><B>include  <I>file</I></B><DD><P>read a <CODE>speck</CODE> formatted file.
    
    <P>
    <DT><B>ieee [-t time] <I>file</I></B><DD><P>read a IEEEIO formatted file, with optional timestep number (0 based).
    Support for this type of data must be explicitly compiled into the program.
    <P>
    
    <DT><B>kira <I>file</I> </B><DD><P>read a <CODE>kira</CODE> formatted file. See the <CODE>kiractl</CODE> Control
    
    Command to modify the looks of the objects.
    <P>
    <DT><B>object <I>gN=ALIAS</I></B><DD><P>Defines/Selects a particular group number (N=1,2,3....) to an ALIAS. In
    command mode you can use <CODE>gN=ALIAS</CODE>. Any data following this command
    will now belong to this group.
    <P>
    <DT><B>object <I>ObjectName</I></B><DD><P>Select an existing group. Following data will now belong to this group.
    <P>
    <DT><B>sdbvars <I>var</I></B><DD><P>Choose which data fields to
    extract from binary sdb files (any of: <CODE>mMcrogtxyzSn</CODE>) for subsequent
    <CODE>sbd</CODE> commands.
    <P>
    <DT><B>sdb [-t time] <I>file</I></B><DD><P>Read an SDB (binary) formatted file, with optional timestep number (0 based).
    <P>
    <DT><B>box[es] <I>....</I></B><DD><P>Draw a box, using any of the following formats:
    <P>
    <DL>
    <DT><B> <CODE>xmin ymin zmin  xmax ymax zmax</CODE> </B><DD><P>
    <DT><B> <CODE>xmin,xmax ymin,ymax zmin,zmax</CODE>   </B><DD><P>
    <DT><B> <CODE>xcen,ycen,zcen xrad,yrad,zrad</CODE>  </B><DD><P>
    <DT><B> <CODE>[-t time] [-n boxno] [-l level] xcen,ycen,zcen  xrad,yrad,zrad </CODE>  </B><DD><P>
    </DL>
    
    <CODE>level</CODE> determines color.
    <P>
    
    <DT><B><CODE>mesh</CODE> [<CODE>-t</CODE> <I>txno</I>] [<CODE>-c</CODE> <I>colorindex</I>] [<CODE>-s</CODE> <I>style</I>]</B><DD><P>Draw a quadrilateral mesh, optionally colored or textured.
    
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    Following the <B>mesh</B> line, provide a line with the mesh dimensions:
    <PRE>
    &lt;it/nu nv/
    </PRE>
    <P>Following this comes the list of <I>nu</I>*<I>nv</I> mesh vertices,
    one vertex (specified by several blank-separated numbers) per line.
    (Blank lines and comments may be interspersed among them.)
    Note that the mesh connections are implicit:
    vertex number i*nu+j is adjacent to (i-1)*nu+j, (i+1)*nu+j, i*nu+(j-1),
    and i*nu+(j+1).  Each vertex line has three or five numbers:
    the first three give its 3-D position, and if a <CODE>-t</CODE> texture was
    specified, then two more fields give its u and v texture coordinates.
    <P>
    <P>Options:
    <DL>
    <DT><B> <CODE>-t</CODE> <I>txno</I> </B><DD><P>Apply texture number <I>txno</I> to surface.
    In this case, each mesh vertex should also include
    u and v texture coordinates.
    <DT><B> <CODE>-c</CODE> <I>colorindex</I> </B><DD><P>Color surface with color from
    integer cmap entry <I>colorindex</I>.
    <DT><B> <CODE>-s</CODE> <I>style</I> </B><DD><P>Drawing style: 
    <DL>
    <DT><B> <I>solid</I> </B><DD><P>filled polygonal surface (default)
    <DT><B> <I>wire</I> </B><DD><P>just edges
    <DT><B> <I>point</I> </B><DD><P>just points (one per mesh vertex)
    </DL>
    </DL>
    <P>
    <DT><B><I>Xcen Ycen Zcen</I> ellipsoid <I>[options]... [transformation]</I></B><DD><P>Draw an ellipsoid, specified by:
    <DL>
    <DT><B> <CODE>Xcen Ycen Zcen</CODE> </B><DD><P>Center position in world coordinates
    <DT><B> <CODE>-c</CODE> <I>colorindex</I> </B><DD><P>Integer color index (default -1 => white)
    <DT><B> <CODE>-s</CODE> <I>style</I> </B><DD><P>Drawing style: 
    <DL>
    <DT><B> <I>solid</I> </B><DD><P>filled polygonal surface (default)
    <DT><B> <I>plane</I> </B><DD><P>3 ellipses: XY, XZ, YZ planes
    <DT><B> <I>wire</I> </B><DD><P>latitude/longitude ellipses
    <DT><B> <I>point</I> </B><DD><P>point cloud: one per lat/lon intersection
    </DL>
    <DT><B> <CODE>-r</CODE> <I>Xradius</I>[,<I>Yradius</I>,<I>Zradius</I>] </B><DD><P>Radius (for sphere) or semimajor axes (for ellipsoid)
    <DT><B> <CODE>-n</CODE> <I>nlat[,nlon]</I> </B><DD><P>Number of latitude and longitude divisions.
    Relevant even for <I>plane</I> style, where they determine
    how finely the polygonal curves approximate circles.
    Default <I>nlon</I> = <I>nlat</I>/2 + 1.
    <DT><B> <I>transformation</I> </B><DD><P>Sets the spatial orientation of the ellipsoid.
    May take any of three forms:
    <DL>
    <DT><B> (nothing) </B><DD><P>If absent, the ellipsoid's
    coordinate axes are the same as the world axes
    for the group it belongs to.
    <DT><B> 9 blank-separated numbers </B><DD><P>A 3x3 transformation matrix T from ellipsoid coordinates
    to world coordinates, in the sense
    Pworld = Pellipsoid * T  +  [Xcen, Ycen, Zcen].
    <DT><B> 16 blank-separated numbers </B><DD><P>A 4x4 transformation matrix, as above but for the
    obvious changes.
    </DL>
    </DL>
    <P>
    
    <DT><B>annot <I>[-t timestep] string ...</I></B><DD><P>
    <P>
    <P>
    <DT><B>tfm </B><DD><P>Object-to-world transformation. Either 
    <I>tx ty tz rx ry rz</I> or 16 numbers for 4x4 matrix.
    
    (<I>something> must contain <CODE>* </CODE> a e r</I>)
    
    <P>
    <DT><B>eval <I>command</I></B><DD><P>execute a Control Command.
    <P>
    
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    <DT><B>feed  <I>command</I></B><DD><P>Synonym for <CODE>eval</CODE>.
    
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    <DT><B>VIRDIR  <I>command</I></B><DD><P>Synonym for <CODE>eval</CODE>.
    
    <DT><B>filepath <I>path</I></B><DD><P>A colon-separated list of directories in which datafiles, color maps, etc.
    
    will be searched for. If preceded with the <CODE>+</CODE> symbol,
    this list will be appended to the current <I>filepath</I>.
    <P>
    
    <DT><B>polyorivar <I>indexno</I></B><DD><P>By default, when polygons are drawn, they're parallel to the screen plane --
    simple markers for the points.  It's sometimes useful to give each 
    polygon a fixed 3-D orientation (as for disk galaxies).  To do this,
    provide 6 consecutive data fields, representing two 3-D orthogonal unit
    vectors which span the plane of the disk.  Then use
    <CODE>polyorivar </CODE><I>indexno</I>
    giving the data field number of the first of the 6 fields.
    The vectors define the X and Y directions on the disk, respectively --
    relevant if texturing is enabled.
    <P>Actually, unit vectors aren't essential; making them different lengths
    yields non-circular polygonal disks. 
    
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    <P>If <CODE>polyorivar</CODE> is specified for the group, but some polygons should
    still lie in the screen plane, use values <CODE>9 9 9 9 9 9</CODE> for those polygons.
    
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    <DT><B>texture [-aiAOlmnMDB] <I>txno file.sgi</I> </B><DD><P>
    
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    <DT><B> -a(lpha) </B><DD><P>A single-channel image would normally be used as luminance data.
    With <CODE>-a</CODE>, the image is taken as opacity data instead
    (GL_ALPHA texture format).
    <DT><B> -i(ntensity) </B><DD><P>For 1- or 3-channel images, compute the intensity of each pixel
    and use it to form an alpha (opacity) channel.
    <DT><B> -A(dd) </B><DD><P>Use additive blending.  This texture will add to, not obscure,
    the brightness of whatever lies behind it (i.e. whatever is drawn later).
    <DT><B> -O(ver) </B><DD><P>Use "over" compositing.  This texture will obscure features lying
    behind it according to alpha values at each point.
    <P>
    <P>
    <DT><B> -M(odulate) </B><DD><P>Multiply texture brightness/color values by the colormap-determined
    color of each particle.
    <DT><B> -D(ecal) </B><DD><P>The textured polygon's color is determined entirely by the texture,
    suppressing any colormapped color.
    <DT><B> -B(lend) </B><DD><P>Probably not very useful.
    
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    <DT><B>texturevar <I>field</I></B><DD><P>If polygon-drawing and texturing are turned on, use the given
    <I>field</I> (datavar name or number) in each particle to select 
    which texture (if any) to draw on its polygon.
    
    <DT><B>coord <I>name ... 16 world-to-coord tfm floats (GL order)</I></B><DD><P>
    
    <DT><B>dataset <I>indexno datasetname</I></B><DD><P>Give names to multiple datasets in IEEEIO files (read with <CODE>ieee</CODE> command).
    <I>indexno</I> is an integer, 0 being the first dataset.
    
    <DT><B>datavar <I>indexno name [minval maxval]</I></B><DD><P>Name the variable in data field <I>indexno</I>.  The first data field has 
    <I>indexno</I> 0.
    
    If provided, <I>minval maxval</I> supply the nominal range of that data variable;
    some control commands (<CODE>lum</CODE>, <CODE>color</CODE>) need to know the range of data
    values, and will use this instead of measuring the actual range.
    
    <DT><B>datatime <I>time</I></B><DD><P>Label subsequent data with this <I>time</I> (a non-negative integer).
    
    <P>
    <DT><B><I>Xpos Ypos Zpos Var0 .... </I></B><DD><P>These lines, with XYZ positions in the first 3 columns, will make up the bulk
    
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    of a typical dataset. The 4th and subsequent columns contain the values of the
    
    datavariables as named with the <B>datavar</B> commands. Note that
    
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    data variable (field) numbers are 0-based.
    
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    <P>
    
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    <P>
    <H2><A NAME="ss4.9">4.9 Kira/Starlab </A>
    
    <P>
    <P>To read Kira output, in human-readable or binary <B>tdyn</B> form, use the
    
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    ``<CODE>kira</CODE> <I>kirafilename</I>'' data-command.
    
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    <H3>Kira particle attributes </H3>
    
    <P>The particles read in have the following attributes:
    <DL>
    <DT><B> id </B><DD><P>positive integer worldline index for single stars
    (matching the id in the kira stream).
    For non-leaf (center-of-mass) tree nodes, <CODE>id</CODE> is a
    negative integer.
    <DT><B> mass </B><DD><P>Mass, in solar mass units (see ``kira mscale'' control command).
    <DT><B> nclump </B><DD><P>Number of stars in this particle's subtree.
    1 for isolated stars, 2 for binaries, etc.
    <DT><B> Tlog </B><DD><P>base-10 log of temperature (K)
    <DT><B> Lum  </B><DD><P>Luminosity in solar-mass units.  (Note this is linear, not log luminosity.)
    <DT><B> stype </B><DD><P>Stellar type code (small integer).
    The [bracketed] message reported when picking (button-2 or p key)
    on a star gives the corresponding human-readable stellar type too.
    <DT><B> rootid </B><DD><P>id of root of subtree.  For single stars, rootid = id.
    <DT><B> treeaddr </B><DD><P>bit-encoded location of star in subtree.
    <DT><B> ringsize </B><DD><P>0 for stars.
    For nonleaf nodes, this is the semimajor axis or instantaneous
    separation (according to ``<CODE>kira sep</CODE>'').
    This field isn't multiplied by the scale factor given in
    <CODE>kira sep</CODE>; it gives the actual distance in kira units.
    <DT><B> sqrtmass </B><DD><P>Square root of mass/Msun.  Might be useful for luminosity scaling.
    <DT><B> mu </B><DD><P>Mass ratio for center-of-mass nodes.  Zero for stars.
    </DL>
    <P>
    <P>
    <H3>Hertzsprung-Russell diagram </H3>
    
    
    <P>The H-R diagram can be invoked via the <CODE>More...</CODE> menu (upper left)
    
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    or by the <CODE>kira hrdiag on</CODE> control command.
    Axes for this plot are log temperature (initial range from 5 to 3)
    and log luminosity (initial range -4 to 6).  Ranges may be changed
    with the <CODE>kira hrdiag range</CODE> command or with keystrokes.
    <P>Keystroke commands in the H-R window:
    <DL>
    <DT><B> b/B </B><DD><P>Adjust the (b)rightness (dot size) of the dots plotted for each star.
    Small b brightens (enlarges); capital B shrinks.
    <DT><B> a/A </B><DD><P>Adjust (a)lpha (opacity) of dots plotted for each star.
    If many stars coincide in H-R, their brightnesses add.
    Thus reducing opacity may help clarify the relative L-T space
    densities, if there are many stars.
    <DT><B> v/V </B><DD><P>Zoom out (v) or in (V) by 33%.  The point under the cursor
    becomes the center of the view.
    </DL>
    <P>
    <H3>kira control commands </H3>
    
    <P>Viewing control options for kira/Starlab
    formatted data that have been read in with
    the <CODE>kira</CODE> Data Command.
    All control commands begin with <CODE>kira</CODE> too.
    <DL>
    <DT><B> kira node {on|off|root} </B><DD><P>Show or hide center-of-mass nodes for multiple stars.
    With <CODE>on</CODE>, show CM nodes for each level in a binary tree.
    With <CODE>root</CODE>, show only the top-level CM node for each multiple.
    <P>
    <DT><B> kira ring {on|off|root} </B><DD><P>Show circles around multiple stars; <CODE>on</CODE> and <CODE>root</CODE> as above.
    <P>
    <DT><B> kira tree {on|off|cross|tick} [<I>tickscale</I>]  </B><DD><P>Show lines connecting pairs of stars at each binary-tree level
    in a multiple group.  With <CODE>cross</CODE>, also show a perpendicular
    line -- a tick mark -- which crosses at the CM point,
    and whose length is <CODE>tickscale</CODE> (default 0.5) times the
    true separation of the pair.
    With <CODE>tick</CODE>, just show the tick-mark with no connecting line.
    <P>
    <DT><B> kira size [sep|semi] [<I>ringscalefactor</I>]  </B><DD><P>Determines 3-D size of circles when <CODE>kira ring on</CODE>.
    With <CODE>kira size sep</CODE>, ring diameter is scalefactor * instanteous
    separation.  With <CODE>kira size semi</CODE>, ring radius is scalefactor * a
    (the semimajor axis of the two-body system, or <CODE>|a|</CODE> for
    hyperbolic orbits).  Using <CODE>semi</CODE> gives typically more stable-looking
    rings, though they will pop if they become marginally (un-)bound.
    Default: <CODE>kira size semi 1.5</CODE>.
    <P>
    <DT><B>kira scale <I>ringscalefactor</I></B><DD><P>Synonym for <CODE>kira size</CODE> above.
    <P>
    <DT><B> kira span <I>minpix</I> <I>maxpix</I> </B><DD><P>Sets screen-space (pixel) size limits on rings.
    They'll never get smaller than radius <I>minpix</I> nor larger than
    <I>maxpix</I>, regardless of true 3-D size.  Thus even vanishingly
    tight binaries can always be visibly marked.
    Default: <CODE>kira span 2 50</CODE>.
    <P>
    <DT><B> kira track <I>id</I>|on|off </B><DD><P>As particle <I>id</I> moves through time, move the viewpoint in the
    same way, so that (if you don't move the view by navigation)
    the particle remains fixed in apparent position.
    <CODE>kira track off</CODE> disables tracking, and <CODE>kira track on</CODE>
    re-enables it.
    Use the <CODE>p</CODE> key or mouse button 2 to pick a particle
    (or CM node if <CODE>kira node on</CODE>) to see its numeric <I>id</I>.
    Transient center-of-mass nodes (shown if <CODE>kira node on</CODE>)
    can be tracked while they exist.
    <P>
    <DT><B> kira mscale <I>massscalefactor</I>[!] </B><DD><P>Set/check the mass scale factor.
    Starlab dynamical mass values are multiplied by this factor
    for reporting to the user.  Normally <I>massscalefactor</I>
    should equal the initial cluster mass in solar-mass units.
    For some input files, starlab can determine what was specified
    in the original kira run.  If so, ``kira mscale <I>number</I>''
    will be ignored unless <I>number</I> ends with an exclamation point (!).
    So with no <CODE>!</CODE>, the user (or .cf script) provides a default value;
    use <CODE>!</CODE> to override the original mass scale.
    <P>
    <DT><B> kira int <I>seldest</I> [= <I>selsrc</I>] </B><DD><P>Track interactions between particles.
    As the cluster evolves, whenever any star matching
    selection-expression <I>selsrc</I> encounters (is a member of
    the same kira tree as) another particle, then the other
    particle is added to the <I>seldest</I> set.  If <I>seldest</I>
    and <I>selsrc</I> are the same (or if ``= <I>selsrc</I>'' is omitted),
    then <CODE>kira int</CODE> computes the transitive closure of the
    interaction set.
    Otherwise, only stars that encounter members of the initial
    <I>selsrc</I> set become members of the <I>seldest</I> set.
    Example:
    <DL>
    <DT><B> click on some star </B><DD><P>The clicked-on star(s) become members of the <CODE>pick</CODE> set.
    <DT><B> sel x = pick </B><DD><P>Save a copy in the new set named <CODE>x</CODE>.
    <DT><B> kira int x </B><DD><P>Accumulate encounters in the set <CODE>x</CODE>.
    <DT><B> emph x </B><DD><P>Increase brightness of members of <CODE>x</CODE>.
    <DT><B> kira trail x </B><DD><P>Extend trails from these set members.
    </DL>
    <P>
    <P>
    <DT><B> kira trail <I>selexpression</I>|off </B><DD><P>Leave trails behind particles selected by <I>selexpression</I>
    (see the <CODE>sel</CODE> command).  As (dynamical) time passes, for each
    display update, one sample point is added to the trail
    for each selected particle.  (If you reverse the direction of
    time, the trails will fold back on themselves.)  Some examples:
    <DL>
    <DT><B> kira trail all </B><DD><P>Makes trails grow behind all particles
    (including CM nodes, if they're displayed)
    <DT><B> kira trail pick </B><DD><P>Clicking on a star will make a trail grow behind it.
    If several stars are within picking range,
    trails will grow behind each of them.
    
    <DT><B> thresh -s big  mass > 1.5 </B><DD><P>threshold when masses are larger than 1.5
    
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    <DT><B> kira trail big </B><DD><P>These two commands (a) select all stars exceeding
    1.5 solar masses and (b) extend trails behind them.
    </DL>
    <P>
    <DT><B> kira trail clear </B><DD><P>Erase current trails, but let them continue to accumulate
    as time passes.
    <P>
    <DT><B> kira maxtrail <I>nsamples</I> </B><DD><P>Set how many time-points are kept for each particle's trail,
    initially 50.
    <P>
    
    <DT><B> kira hrdiag on|off </B><DD><P>toggle to turn HD Diagram on or off. Initially off.
    <DT><B> kira hrdiag range <I>logTleft logTright logLbottom logLtop</I> </B><DD><P>set limits on the HD Diagram axes.
    <P>
    
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    </DL>
    <P>
    <P>
    <H2><A NAME="ss4.10">4.10 Textures </A>
    </H2>
    
    <P>To make polygons be textured:
    <UL>
    <LI>Use a series of <CODE>texture</CODE> data-commands to provide a table
    of textures, each named by a small integer <I>texture-index</I>;</LI>
    <LI>Create a data field in each particle whose value is the
    <I>texture-index</I> for that particle's polygon</LI>
    <LI>Use data-command <CODE>texturevar </CODE><I>fieldno</I> to specify which
    data field that is.</LI>
    <LI>Use control commands (<CODE>poly</CODE>, <CODE>polylumvar</CODE>, <CODE>polysize</CODE>)
    to enable drawing polygons and textures,
    and to give the polygons nonzero size.</LI>
    <LI>Possibly use control command <CODE>polysides</CODE> to specify
    4-sided polygons -- a bit faster to draw than default 11-gons.</LI>
    </UL>
    
    It doesn't matter whether the texture-index data field is given a datavar name.
    <P>For each particle, if the value of its <I>texturevar</I>'th field either
    (a) doesn't match the value in some <CODE>texture</CODE> command or
    (b) the file named in that <CODE>texture</CODE> command couldn't be read,
    then its polygon is drawn as if texturing were disabled.
    <P>
    <H2><A NAME="ss4.11">4.11 Coordinates and Coordinate Transformations</A>
    
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