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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
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     2000-11-07   election night changes                                   PJT
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     2000-11-20   document some CVS and new configure stuff for 0.3        PJT
     2000-12-28   document new movie features for the new CVS version      
                  and lotsa more commands described now                    PJT
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     2001-07-19   Even more commands described.  Separate kira section.   slevy
     2001-08-30   better introduction and library descriptions, 
                  added some command descriptions, removed redundancies,
                  added examples to make animated gifs                     pjt
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     2002-01-22   pjt
     Note that linuxdoc should be converted to the DocBook format, which supersedes
     linuxdoc and has a lot more features. Conversion can be done with ld2db.sh
     and some perl scripts. clean_ld2db.pl cleans up the dirty conversion, after
     which manually a few small things will need to be cleaned up.
     See the C-C++ Beautifier for details.

     2002-01-03   some more installation notes
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     2002-05-07   some notes on virdir vs. partiview
     2002-06-19   describe stereo, waveobj, detach                       slevy
     2002-06-20   document windows build process                         slevy
     2002-06-25   some doc for colormaps, selected-sets, only=           slevy
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     2005-02-15   example how to compile and run on Fedora Core 3        pjt
  Revision 1.25  2010/04/27 23:44:49  slevy
  Assorted updates, including warp command.

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  Revision 1.24  2005/02/16 13:52:36  pteuben
  added some FC3 comments

  Revision 1.23  2004/10/19 02:10:58  slevy
  Add blurbs describing .obj (Wavefront) and .pb (simple binary particle) formats.

  Revision 1.22  2002/06/27 04:23:12  slevy
  Describe Windows build process (for both partiview and starlab).
  Update FLTK.  Avoid mentioning fltk 2.0 since it probably doesn't work.
  Try using <verb> around code blocks; with sgml2latex, <code> places
  ugly horizontal rules around the blocks and misplaces them so that they
  crop some of the text.

  Describe "detach" command and new cross-eyed stereo feature.
  Describe thresh, only=/only-/only+, see and sel commands.
  But really need a separate section about how selection sets should work.
  (Maybe writing the section will make it clear how they *should* work.)
  Add "thresh" example.  Look at stellar distribution by B-V - the Orion
  spur really does show up in blue!

  Describe transform syntax including "tfm camera", making multiplication
  order explicit.

  Describe colormap file syntax in new section.  Document "cment" & "vcmap" cmds.

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 -->

<article>

<!-- Title information -->

<title> Partiview (PC-VirDir)
<author> Peter Teuben, Stuart Levy
<date> 27 April 2010
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<abstract>

partiview is a program that enables you to visualize and animate
particle data. partiview runs on relatively simple desktops and
laptops, but is mostly compatible with its big brother VirDir.
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This document helps you installing and running the development version 
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of partiview.
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</abstract>

<!-- Table of contents -->
<toc>

<!-- Begin the document -->

<!--------------------------------------------------------------------------- -->

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<sect> Installation
<p>

This release has been tried on Linux (Fedora, Ubuntu, etc.), Mac OS X, Irix and Windows.
partiview needs two libraries to compile: OpenGL (or MESA) for the 
drawing operations, and FLTK for the graphical user interface.
These libraries are known to work on MS-Windows as well as many Unix flavors.
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<sect1> OpenGL (possibly via Mesa)
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<p>
Most platforms will have it installed already, whether as libMesaGL or libGL.
Our <tt/configure/ script (see below) 
should take care of the two possible options.
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<p>
	Homepage: <htmlurl url="http://mesa3d.sourceforge.net/"
			  name="http://mesa3d.sourceforge.net/">

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<p>
	Redhat packages: (part of powertools I believe)
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<sect1> FLTK
<p>
Also make sure <tt/FLTK/ is installed, from fltk.org.
FLTK versions 1.1.x (e.g. 1.1.7, 1.1.9, ...) work.  
FLTK 2 will not work with partiview.
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If you're not sure whether you already have it, try
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<tscreen><code>
       % locate libfltk.a 
       % locate Fl_Slider.h

if they fail, then

       % cd &lt;where-ever&gt;/fltk-1.1.9
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       % make install
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</code></tscreen>

       (you only need it if you want to recompile partiview at some point,
        not if you just want to run it, since FLTK is built-in to partiview binaries.)
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<p>
	Homepage: <htmlurl url="http://www.fltk.org/"
			  name="http://www.fltk.org/">
<p>
	Find rpms: <htmlurl url="http://rpmfind.net"
			   name="http://rpmfind.net">

<P>     FLTK is under continuous development.   Versions from 1.1.1 through
1.1.9 have been successfully tested with partiview. Some problems
with other versions exist, but 1.1.4 is also known to work.
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<sect1> partiview
<p>
You can decide to use a branded version, usually available as a tar or zip file,
or use the CVS (see below).
Extract the tarball, and install the program from within the 
<tt/src/ directory:
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<tscreen><code>
       % tar zxf partiview-0.6.tar.gz
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       % cd partiview-0.6/src
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       % make clean                (if you really must compile a new executable)
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       % ./configure               (GNU autoconf toolset to ease installation)
       % make depend               (might need to make new local dependancies)
       % make partiview	           (should not have to edit Makefile anymore)
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</code></tscreen>

If you encounter difficulties of locating either the FLTK or MESA/OpenGL
libraries, configure script options can specify them:
<tt/--with-fltk=/<it/dirname/ names the directory which contains the
<tt/lib/ and <tt/FL/ subdirectories, <tt/--with-mesa=/<it/dirname/
can specify the Mesa installation directory [??], and
<tt/--with-kira=/<it/dirname/ names the Starlab directory, whose default
value is taken from environment variable STARLAB_PATH if that is set.
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<sect1> CVS
<p>
The current source code of <tt/partiview/ is always available from CVS,
with public anonymous read-only access.  Occasionally we stamp out a
packaged release, too, but looking to CVS is best.

(Partiview developers can request a non-anonymous CVS account
from Peter Teuben -- <tt/teuben@astro.umd.edu/.)

Currently the CVS repository machine is <tt/cvs.astro.umd.edu/.
Here's a sample session with some commonly used CVS commands:
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<tscreen><code>
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 setenv CVSROOT   :pserver:anonymous@cvs.astro.umd.edu:/home/cvsroot
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 setenv CVSEDITOR emacs

 cvs login                      (only needed once, and only for pserver type access)

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 cvs checkout partiview              # get a new local sandbox to work in, or
 cd partiview                        # goto the root directory of partiview
 cvs -n -q update                    # check if others had made any changes
 cvs update                          # if so, update your sandbox and/or resolve conflicts
 cd partiview/src                    # goto the 'src' directory of partiview
 ./configure --with-fltk=/some/where/fltk-1.1.something/ ...

 emacs partibrains.c                 # edit some files
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 make all                            # compile the program
 ./partiview                         # test the program
 emacs kira_parti.cc                 # edit another file
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 make all                            # check if it still compiles
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 cvs -n -q update                    # check if anybody else made changes
 cvs update                          # if so, update your sandbox again, resolve conflicts

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 cvs commit                          # and commit your changes

</code></tscreen>
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<sect1> Compiling under Windows
<p>
Partiview can be compiled from the command line on Windows using either the
Microsoft Visual C tools (<tt/cl, nmake,/ etc.) or using <tt>gcc/g++</tt> with
<tt/MinGW32, MSYS and w32api/.  The MinGW route is currently the only way
to compile with kira/Starlab support.  There's no provision for building
partiview within the MS Visual Studio GUI.

To compile with Microsoft C:
<p>
<enum>
<item> Install FLTK using MS Visual C++ as described in its documentation.
<item> Unpack the <tt/partiview/ distribution from its tarball or via CVS.
<item> Edit the file <tt>partiview/src/partiview.mak</tt>,
changing <tt/FLTK_DIR/ as appropriate.
<item> Run the <tt/vcvars32.bat/ script from the Developer Studio <tt/Bin/
	directory; this will set the MSVCDIR environment variable,
	add the <tt/Bin/ directory to PATH, etc.
<item> In the <tt>partiview/src</tt> directory, compile with
<tscreen><verb>
       nmake -f partiview.mak
</verb></tscreen>
Dependencies are <it/not/ properly maintained by this Makefile, so
use <tt/nmake -f partiview.mak   clean/ if you change anything.
</enum>


To compile with MinGW and company, you'll need to:
<enum>
<item> Install <tt/MinGW/ (gcc, etc.), its associated <tt/w32api/
	libraries and header files, and the <tt/MSYS/ suite of
	UNIX-like tools.  All three packages are available at:
    <htmlurl url="http://www.sourceforge.net/projects/mingw/"
        name="http://www.sourceforge.net/projects/mingw/">
  Unpack the .zip or .tar archives of MinGW and w32api;
  both packages are intended to live in the same directory.
  The MSYS package comes as a self-extracting archive and
  can be extracted into a different directory as desired.
  (But don't attempt to merge the MSYS <tt/bin/ directory contents
  into <tt>mingw/bin</tt>.)
<item> Add both the MSYS <tt/bin/ subdirectory and MinGW <tt/bin/
  subdirectory to the Windows PATH environment variable,
  with the MSYS directory coming earlier, e.g. in a command window
<tscreen><verb>
    set path=%path%;C:\util\msys\1.0\bin;C:\util\mingw\bin
</verb></tscreen>
or the analogous setting of PATH using (on WinNT/2000 at least)
<tt/My Computer -> Control Panel -> System -> Environment/
to make a permanent change to PATH.

<item> Use MinGW to build FLTK.   (FLTK 1.1.x, e.g. 1.1.9, works with partiview.  FLTK 2.0 won't work.
Not sure about versions in between.)   Unpack the FLTK source distribution and say
<tscreen><verb>
    sh configure
    make
</verb></tscreen>

<item> Build the Starlab libraries, if desired:
  <enum>
    <item>You may need to install CVS for Windows.  Binary packages
	are available; follow the Win32 link on
	   <htmlurl url="http://www.cvshome.org/downloads.html"
		   name="http://www.cvshome.org/downloads.html">.
	Put the resulting cvs.exe file into the PATH somewhere.

    <item>Use CVS to checkout the Starlab sources into some directory:
<tscreen><verb>
    cd C:\some\where
    set CVSROOT=:pserver:anonymous@cvs.astro.umd.edu:/home/cvsroot
    cvs login
    cvs checkout starlab
    cd starlab
</verb></tscreen>

    <item>Copy <tt>templates\starlab_setup.bat</tt> to
	<tt>local\starlab_setup.bat</tt>, and edit it.
	Change the first two <tt/set/ commands: set <tt/STARLAB_PATH/
	to the installation directory -- in the above example,
	<tt>set STARLAB_PATH=C:\some\where\starlab</tt>.
	Also optionally update (or remove) <tt/set PATH=.../
	to add MSYS and MinGW <tt/bin/ directories to it.
    <item>From a Windows command window, type

<tscreen><verb>
     local\starlab_setup
     make libs  
</verb></tscreen>

    <item>If successful, you should find in the <tt/lib/ directory
	the files <tt/libdstar.a  libdyn.a  libnode.a  librdc.a  libsstar.a  libstd.a  libtdyn.a/
   </enum>
  <p>
  <item>
    Now, back in the <tt>partiview/src</tt> directory,
    use <tt/configure/ and <tt/make/ as under Unix.
    The MSYS package imposes its own UNIX-like syntax for Windows pathnames,
    which you'll need to use as arguments to configure and friends,
    with forward- instead of backslashes and a /<it/drive-letter/ prefix.
    Also, if typing to a Windows command-window, shell scripts like
    <tt>configure</tt> must be explicitly fed to <tt>sh</tt>.
    Thus for example if FLTK is installed in <tt>C:\util\fltk-1.1.9</tt>
    and Starlab is in <tt>F:\src\starlab</tt>, then you might build
    partiview by typing
<tscreen><verb>
	sh configure --with-fltk=/c/util/fltk-1.1.9  --with-kira=/f/src/starlab
	make
</verb></tscreen>
    Note there's no need to specify the location of the OpenGL or other
    libraries; the configure script and MinGW tools already know
    where to find those.  Omit the "--with-kira=..." if you're not using Starlab.
<!--------------------------------------------------------------------------- -->
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<sect> Directory structure
<p>

Here is the directory structure:
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<p>
<tscreen><verb>
     partiview/             root directory
     partiview/src          source code
     partiview/data         sample datafiles (e.g. Hipparcos Bright Star Catalogue)
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     partiview/doc          manual (sgml, and derived  html, txt, ps/dvi)
     partiview/scripts      various useful scripts (calculator, moviemaker, etc.)
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     partiview/nemo         NEMO specific converters/code
     partiview/starlab      STARLAB specific converters/code
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     partiview/tutor        examples of tutorial type code (added in 0.2)
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</verb></tscreen>

<sect> Running the program
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<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.
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<sect1>  Example 1: Hipparcos Bright Star Catalogue 3-D viewing
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<p>

Start the program using one of the sample  "speck" files in the
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<tt/data/ directory:

<tscreen><code>
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       % ./hipbright
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       % partiview hipbright
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</code></tscreen>

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and this should come up with a display familiar to most of us who
watch the skies. You should probably enlarge the
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window a bit. Mine comes up in roughly a 300 by 300 display window,
which may be a bit small (certainly on my screen :-)
(Hint: the <tt/.partiviewrc/ file may contain commands like
<tt/eval winsize 600 400/.)
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Hit the TAB key to bring focus to the (one line) command window inbetween
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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 euler angles
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					RxRyRz (80,70,60)
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</code></tscreen>

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and it should give another nice comfy view :-)  If you ever get lost, 
and this is not hard, use
the <tt/jump/ command to go back to a known position and/or viewing
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angle.
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<figure loc="tbp">
<img src="pv1.gif">
<caption>partiview view</caption>
</figure>

<p>
Note that spatial units for this dataset are
parsecs, though angular units are degrees for any data in partiview.
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<p>
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Now play with the display, use the 't', 'r', 'f' and 'o' keys 
(keys are case sensitive) in the viewing window and use the
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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. This is one of the  RGB
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(xyz) axes attached to the (0,0,0) [our sun] position.  You should see
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Procyon and Sirius exhibit pretty large parallaxes, but Orion is pretty
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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>
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The RGB axes represent the XYZ axes in a (right-handed)
cartesian system. For the Hipparcos
data the X (red) axis points to RA=0h, Y (green) axis to RA=6h, both in the equatorial
plane, and the Z (blue) axis points to the equatorial north pole.
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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
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100-200 pc, so Orion's individual distances are probably uncertain to 30%]
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<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         Shift Button-1
------------------------------------------------------------------------------------
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f (fly)       |     fly             'pick'          zoom
o (orbit)     |     orbit           'pick'          zoom
r (rotate)    |     rotate X/Y      'pick'          rotate Z            translate
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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,
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hit 'P' to make this point the new rotation center default.



<tscreen><code>
red   = X axis
green = Y axis
blue  = Z axis
</code></tscreen>

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To choose an arbitrary center of rotation, use the <tt/center/ command.

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<sect1> Top Row
<p>
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The top row contains some shortcuts to some frequently used commands.
From left to right, it should show the following buttons:
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<p>
<descrip>

<tag> More </tag>
Offers some mode switches as toggles: <tt/inertia/
for continues spin or motion,
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and an <tt/H-R Diagram/ to invoke a separate H-R diagram window
for datasets that support stellar evolution.
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<tag> [g1] </tag>
Pulldown g1, g2, ... (or whichever group) 
is the currently selected group. See  <tt/object/ command
to make aliases which group is defined to what object. If multiple
groups are defined, the next row below this contains a list of all
the groups, and their aliases, so you can toggle them to be displayed.
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<tag> [f]ly </tag>
Pulldown to select fly/orbit/rot/tran, which can also be activate
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by pressing the f/o/r/t keys inside the viewing window.

<tag> point </tag>
Toggle to turn the points on/off. See also the <tt/points/ command.
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<tag> poly </tag>
Toggle to turn polygons on/off. See also the <tt/polygon/ command.
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<tag> lbl </tag>
Toggle to turn labels on/off. See also the <tt/label/ command.
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<tag> tex </tag>
Toggle to turn textures on/off. See also the <tt/texture/ command.
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<tag> box </tag>
Toggle to turn boxes on/off. See also the <tt/boxes/ command.
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The current displayed value of the <tt/logslum lum/ slider (see next)
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<tag> logslum lum </tag>
Slider controlling the logarithm of the <bf/datavar/ variable 
selected as luminosity (with the <tt/lum/ command).
<sect1> Group row (optional)
<p>
When more than one group has been activated (groups of particles or objects 
can have their own display properties, and be turned on and off at will),
a new Group Row will appear as the 2nd row.
<p>
Left-clicking (button 1) on a button toggles the display of that group;
right-clicking (button 3) enables display of the group,
and also selects it as the current group for GUI controls and
text commands.

<sect1> Time Animation rows (Optional)


For time-dependent data, the third and fourth row from
the top control the currently displayed data-time.
This time-control bar is only visible when the object
has a nonzero time range.
Shows the current time (or offset from the tripmeter).
The absolute time is the sum of the <bf/T/ and <bf/+/ fields.
Both are editable.
See also the <tt/step/ control command.
Press to mark a reference point in time.
The T field becomes zero, and the + field (below)
is set to current time.  As time passes, T shows the
offset from this reference time.
Press to return to reference time (sets T to 0).
<tag> + </tag>
Current last time where tripmeter was set. You can reset to
the first frame with the command <tt/step 0/

Drag to adjust the current time.  Sensitivity depends
on the speed setting; dragging by one dial-width
corresponds to 0.1 wall-clock second of animation,
i.e. 0.1 * <it/speed/ in data time units.
Step time backwards or forwards by 0.1 * <it/speed/ data time units.
See also the <tt/</ and <tt/>/ keyboard shortcuts.
<tag> >> </tag>  toggle movie move forwards in time
Toggle animating backwards or forwards in time, by 
1 * <it/speed/ data time units per real-time second.
See also the <tt/{/, <tt/~/, and <tt/}/ keyboard shortcuts.
(Logarithmic) value denoting <it/speed/ of animation.
See also the <tt/speed/ control command.
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</descrip>


<sect1> Camera (path) Animation row
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<p>
The fifth (or 4th or 3rd, depending if Group and/or Time rows are present)
row from the top controls loading and playing sequences of moving through space.
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<p>
<descrip>

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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).
The <tt/rdata/ command loads such path files too.
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<tag> Play </tag>
Play the viewpoint along the currently loaded path,
as the <tt/play/ command does.
Right-click for a menu of play-speed options.
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<tag> << < [###] >>> </tag>
Step through camera-path frames.
See also <tt/frame/ control command.
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<tag> slider </tag>
Slides through camera path, and displays current frame.
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</descrip>

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<sect1> Logfile window
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<p>
The third window from the top contains a logfile of past commands
and responses to them, and can be resized by dragging the bar between
command window and viewing window.
The Logfile window also has a scroll bar on the left. You can
direct the mouse to any previous command, and it will show up in the
command window. Using the arrow keys this command can then be edited.
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<p>

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<sect1> Command window
<p>
The Command window is a single line entry window, in which Control
Commands can be given.  Their responses appear in the Logfile
window and on the originating console. (unlike Data Commands,
which show no feedback). You can still give Data Commands in
this window by prefixing them with the <tt/add/ command.
The Up- and Down-arrow keys (not those on the keypad) scroll through
previous commands, and can be edited using the arrow keys and a subset
of the emacs control characters.
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<p>
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<sect1> Viewing window
<p>
The (OpenGL) 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.
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<sect1> Example 2: a (starlab) animation
<p>
Setting up a small animation in for example Starlab can be done quite simply as follows:
(see also the primbim16.mk makefile to create a standard one):
  % makeplummer -i -n 20 | makemass -l 0.5 -u 10.0 | scale -s | kira -d 2 -D x10 > run1
  % partiview run1.cf
  % cat run1.cf

  kira run1
  eval every
  eval lum mass 0 0.01
  eval psize 100
  eval cment 1  1 .7 .3
  eval color clump exact
Alternatively, if you had started up partiview without any arguments, the following
Control Command (see below) would have done the same

<tscreen><code>
</code></tscreen>
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<sect1> Example 3: stereo viewing 
<p>
The 's' key within the viewing window toggles stereo viewing. By default each
object is split in a blue and a red part, that should be viewed with a pair
of red(left)/blue(right) glasses. Red/green glasses will probably work too.
Crosseyed viewing is also available if selected by <bf/stereo cross/.
See <bf/stereo/ and <bf/focallen/ in the View Commands section. 

<sect1> Example 4: subsetting
<p>
In the <tt/data/ directory, run
<verb>
  partiview hip.cf
</verb>
One of the data fields for these stars is the <it/B-V/ color, <tt/colorb_v/,
abbreviatable to just <tt/color/.  Look at just the bluest stars: try
<verb>
  thresh color &lt; -.1
</verb>
Back off to a large distance (drag with right mouse button,
and drag the <tt/logslum lum/ slider to brighten)
and look at the distribution of these blue stars.  The
Orion spiral-arm spur, extending generally along the +Y (green)
axis, has lots of them.  Now look at more reddish stars,
those with .5 &lt;= <it/B-V/ &lt;= 1.5, with:
<verb>
  thresh color  .5  1.5
</verb>
These are much more uniformly distributed in the galactic plane.
Return to seeing all stars, with:
<verb>
  see all
</verb>
or re-view the threshold-selected subset (reddish stars) with
<verb>
  see thresh
</verb>
or its complement with
<verb>
  see -thresh
</verb>

<p>
There are two types of commands in <tt/partiview/: 
Control Commands and Data Commands.
Probably the most visible difference between the two is that every Control
Command returns feedback to the user, whereas Data Commands
are interpreted without comment unless an error occurs.

Some situations, e.g. the command-entry text box, expect to receive
Control Commands; others, e.g. files (.cf, .speck, etc.) named on
the command line or specified by <tt/read/ or <tt/include/ commands,
are expected to contain Data Commands.

However, it is always possible to enter a Data Command
where a Control Command is expected,
using the <tt/add/ command prefix, e.g. you could type in the text box:
<tscreen><code>
  add 0 0 0 text The Origin
</code></tscreen>. Likewise, a Control Command
may be given where data is expected, as in a data or .cf file,
using the <tt/eval/ prefix:
<tscreen><code>
  1 0 0 text X=1
  eval bgcolor 0.3 0.2 0.1
</code></tscreen>

See also the previous <bf/starlab/ example.

<!-- 
	Before we explain the two types of Commands in
	more detail, a few other concepts are needed:
-->
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<p>

(see partibrains.c::specks_parse_args)
<p>
Control Commands are accepted in the Command window, and in some other contexts.
Generally, <tt/partiview/ gives a response to every Control Command,
reporting the (possibly changed) status.
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 <tt/add/.
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<sect1>I/O Control Commands
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<tag>
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</tag>
Read a file containing Data Commands (typical suffix <tt/.cf/ or <tt/.speck/).
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NOTYET (would read a file containing control commands)
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<tag>
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</tag>
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Run an arbitrary unix command (invoked via /bin/sh) as a subprocess of <tt/partiview/.
Its standard output is interpreted as a stream of control commands.
Thus <tt/partiview/ can be driven externally, e.g. to record an animation
(using the <tt/snapshot/ command), or to provide additional GUI controls.
Several <tt/async/ commands can run concurrently. 
Examples are given later. Warning: you cannot interrupt a started command,
short of hitting ESC to exit partiview.
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<tag>
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</tag>
Enter a Data Command where a Control Command is expected,
e.g. in the text input box.  For example,
<verb>
  add 10 15 -1 text blah
</verb>
adds a new label "blah" at 10 15 -1, or
<verb>
  add kira myrun.out
</verb>
loads a kira (starlab) output file.
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<tag>
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</tag>
Processes that control command just as if the <tt/eval/ prefix weren't there.
Provided for symmetry: wherever either a control command or a data command
is expected, entering <tt/eval/ <it/control-command/ ensures that it's
taken as a control command.
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<tag>
add filepath (data-command)
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</tag>
Determines the list of directories where all data files, color maps, etc.
are sought.  See the <tt/filepath/ entry under
<!-- ref id="datacommands" name="Data Commands" --> Data Commands.
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<sect1>Object Group Control Commands
<p>
<tt/Partiview/ 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 <it/currently selected/ group.
Groups always have names of the form g<it/N/ for some small positive <it/N/;
each group may also have an alias.
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<tag>
g<it/N/ </tag>
Select group g<it/N/.  Create a new group if it doesn't already exist.
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<tag>
g<it/N/=<it/alias/ </tag>
Assign name <it/alias/ to group g<it/N/.
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Note there must be no blanks around the <tt/=/ sign.
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<tag>
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</tag>
Likewise, select object <it/objectname/, which may be either an alias name
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or g<it/N/.  
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<tag>
g<it/N/ <it/control-command/
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</tag>

<tag>
object <it/objectname/ <it/control-command/
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</tag>
Either form may be used as a <it/prefix/ to any control command
to act on the specified group, e.g. <tt/object fred poly on/
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<tag>
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</tag>
Invoke the given <it/control-command/ in all groups.
For example, to turn display of group 3 on and all others off, use:
<tscreen><verb>
gall off
g3 on
</verb></tscreen>
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<tag>
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</tag>

<tag>
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</tag>
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Either one will
enable the display of the currently selected group (as it is by default).
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Either one will turn off the display of the current group.
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<sect1>View Control commands
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<p>
View commands affect the view; they aren't specific to data groups.
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<tag>
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</tag>
Angular field of view (in degrees) in Y-direction.
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<tag>
cen[ter] <it/X Y Z/ [<it/RADIUS/]
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</tag>
<!-- int[erest] <it/X Y Z/ [<it/RADIUS/] -->
Set point of interest.  This is the center of rotation in
<tt/[o]rbit/ and <tt/[r]otate/ modes.  Also, in <tt/[o]rbit/ mode,
translation speed is proportional to the viewer's distance from this point.
The optional <it/RADIUS/ (also set by <tt/censize/) determines the size
of the marker crosshair, initially 1 unit.
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<tag>
cen[ter] [<it/X Y Z/ [<it/RADIUS/]]
int[erest] [<it/X Y Z/ [<it/RADIUS/]]
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</tag>
Set point of interest.  This is the center of rotation in
<tt/[o]rbit/ and <tt/[r]otate/ modes.  And, in <tt/[o]rbit/ mode,
translation speed is proportional to the viewer's distance from this point.
The optional <it/RADIUS/ (also set by <tt/censize/) determines the size
of the marker crosshair, initially 1 unit.
****  why is center/interest commented out in the first example. Originally
this command was documented twice, the first one has /interest commented out.
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<tag>
censize [<it/RADIUS/]
</tag>
Set size of point-of-interest marker.
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<tag>
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</tag>
Report the 3-D camera position and forward direction vector.
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<tag>
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 <it/FAR//<it/NEAR/ ratio exceeds 10000 or so.
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To set the far clip range without changing the near, use a non-numeric
near clip value, e.g. <tt/clip - 1000/.

<!--
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<tag>
ortho
</tag>
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NOTYET
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<tag>
jump [<it/X Y Z/] [<it/Rx Ry Rz/]
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</tag>
Get or set the current position (XYZ) and/or viewing (RxRyRz) angle.

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<tag>
readpath
</tag>
Read a Wavefront (<tt/.wf/) file describing a path through space.
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<tag>
rdata
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</tag>
Synonym for readpath.
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<tag>
play <it/speed/[f]
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</tag>
Play the currently loaded (from <tt/readpath//<tt/rdata/) camera animation
path, at <it/speed/ 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 <it/speed/-th frame, without regard to real
time.
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<tag>
frame [<it/frameno/]
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</tag>
Get or set the current frame the <it/frameno/-th.

<tag>
update		
</tag>
Ensures the display is updated, as before taking a snapshot.
Probably only useful in a stream of control commands from an <tt/async/
subprocess.

<tag>
winsize [<it/XSIZE/ [<it/YSIZE/]]
</tag>

<tag>
winsize <it/XSIZE/x<it/YSIZE/+<it/XPOS/+<it/YPOS/
</tag>
Resize graphics window.  With no arguments, reports current size.
With one argument, resizes to given width, preserving aspect ratio.
With two arguments, reshapes window to that height and width.
With complete X geometry specification (no embedded spaces),
e.g. <tt/winsize 400x350+20-10/,
also sets position of graphics window, with +X and +Y measured from
left/top, -X and -Y measured from right/bottom of screen.

<tag>
detach [full|hide]  [<it/+XPOS+YPOS/]
</tag>
Detach graphics window from GUI control strip and optionally
specify position of control strip.  With <tt/full/ or <tt/hide/,
makes graphics window full-screen with GUI visible or hidden, respectively.
With neither <tt/full/ nor <tt/hide/, the graphics window
is detached but left at its current size.

The <it/+XPOS+YPOS/ is a window position in X window geometry style,
so e.g. <tt/detach full -10+5/ places the GUI near the
upper right corner of the screen, 10 pixels in from the right
and 5 pixels down from the top edge.

If you don't mind typing blindly, it's still possible to enter
text-box commands even with the controls hidden;
press the <it>Tab</it> key before each command to ensure that
input focus is in the text box.
Use <it>Tab</it><tt/detach full/<it>Enter</it>
to un-hide a hidden control strip.
<tag>
bgcolor <it/R G B/
</tag>
Set window background color (three R G B numbers or one grayscale value).
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<tag>
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</tag>
Focal length: distance from viewer to a typical object of interest.
This affects stereo display (see below) and navigation: the speed of
motion in <tt/[t]ranslate/ and <tt/[f]ly/ modes is proportional to this
distance.
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<tag>
stereo [on|off|redcyan|glasses|cross|left|right] [<it/separation/]
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</tag>
Stereo display.  Also toggled on/off by typing <tt/'s'/ key in graphics window.
Where hardware allows it, <tt/stereo glasses/ selects
CrystalEyes-style quad-buffered stereo.  All systems should be capable of
<tt/stereo redcyan/, which requires wearing red/green or red/blue glasses,
and of <tt/cross/ (crosseyed), which splits the window horizontally.
<tt/left/ and <tt/right/ show just that eye's view,
and may be handy for taking stereo snapshots.

Useful <it/separation/ values might be 0.02 to 0.1, or -0.02 to -0.1 to swap
eyes.  See also <tt/focallen/ 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.
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Virtual-world eyes will be separated by distance
2 * <it/focallen * separation/, with convergence angle
2 * <tt/arctan(/<it/separation/<tt/)/.

See also the <tt/winsize/ and <tt/detach/ commands
for control over graphics window size and placement.

Beware: some systems which support hardware ("glasses")
stereo also require that the display be set to a
stereo-capable video mode.  Partiview does not do this
automatically.  For example, on stereo-capable SGI Irix systems,
you may need to type (to a unix shell)
<tt>/usr/gfx/setmon -n 1024x768_96s</tt> to allow
stereo viewing and something like <tt>/usr/gfx/setmon -n 72</tt>
to revert.  Otherwise, turning partiview's stereo on
will just show the left eye's view -- displacing the viewpoint
but nothing else.

snapset [<tt/-n/ <it/FRAMENO/] <it/FILESTEM/ [<it/FRAMENO/]
</tag>
Set parameters for future <tt/snapshot/ commands.
<it/FILESTEM/ may be a printf format string with frame number as
argument, e.g. <tt>snapset pix/%04d.ppm</tt>, generating image names
of <tt>pix/0000.ppm</tt>, <tt>pix/0001.ppm</tt>, etc.
If <it/FILESTEM/ contains no % sign, then <tt/.%03d.ppm.gz/ is
appended to it, so <tt>snapset ./pix/fred</tt>
yields snapshot images named <tt>./pix/fred.000.ppm.gz</tt> etc.
<p>
Frame number <it/FRAMENO/ (default 0) increments with each snapshot taken.
<p>
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<tag>
snapshot [<it/FRAMENO/ | <it/FILENAME/]
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</tag>
Capture a snapshot image of the current view.

Either give <tt/snapshot/ an explicit filename,
or else specify a file format string with <tt/snapset/
and then let <tt/snapshot/ fill in the frame number.
With neither <it/FRAMENO/ nor <it/FILENAME/,
<tt/snapset/ adds one to the previous frame number.

<tt/Partiview/ generally invokes the ImageMagick program <tt/convert(1)/,
which must be installed and be on the user's $PATH.  <tt/Convert/ determines
the type of image (jpeg, sgi, bmp, etc.) based on the file suffix.
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<tt/Convert/ is not needed if the <tt/snapset/ <it/FILESTEM/ ends in
<tt/.ppm.gz/ (invokes gzip rather than convert) or <tt/.ppm/
(no external program required).

</descrip>


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<sect1>Particle Display Control Commands
<p>
These commands affect how particles (in the current group) are
displayed.

<descrip>
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<tag>
psize <it/scalefactor/
</tag>
All particle luminosities (as specified by <tt/lum/ command)
are scaled by the product of two factors:
a <it/lumvar/-specific factor given by <tt/slum/,
and a global factor given by <tt/psize/.
So the intrinsic brightness of a particle is
<it/value-specified-by-/<tt/lum/
* <it/slum-for-current-lumvar/
* <it/psize-scalefactor/.

<tag>
slum <it/slumfactor/
</tag>
Data-field specific luminosity scale factor, for current choice of
<it/lumvar/ as given by the <tt/lum/ command.
A <it/slumfactor/ is recorded independently for each data field, so
if data fields <tt/mass/ and <tt/energy/ were defined, one might say
<tscreen><verb>
lum mass
slum 1000
lum energy
slum 0.25
</verb></tscreen>
having chosen each variable's <it/slumfactor/ for useful display,
and then freely switch between <tt/lum mass/ and <tt/lum energy/
without having to readjust particle brightness each time.

<!--  Just describe "slum"
<tag>
scale-lum
</tag>
 -->

<tag>
ptsize <it/minpixels/ <it/maxpixels/
</tag>
Specifies the range of <it/apparent/ sizes of points,
in pixels.  Typical values might be <tt/ptsize 0.1 5/.
The graphics system may silently impose an upper limit
of about 10 pixels.
poly [on|off]
Display polygons, or don't.

polysize [<it/scalefactor/]
Multiplier for polygon size.  Default is zero (!), so you must
set polysize to something else before polygons will show up.
polylumvar [<it/attrname/ | <tt/point-size/] [<tt/area/ | <tt/radius/]
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</tag>
Choose which attribute determines the radius of a particle's polygon.
By default, it is <tt/point-size/, a pseudo-attribute which varies with
the brightness of points (so adjusting the slum slider scales polygons too).

Each polygon's 3-D radius is the <tt/polysize/ <it/scalefactor/ times its particle's
given attribute (whether an actual particle attribute or <tt/point-size/).  Or,  
if the <tt/area/ keyword is specified, then the radius is the square root
of attribute * scalefactor.   <tt/area/ is useful if the attribute represents
a luminosity; in that case, the polygon total brightness (which is proportional
to its screen area) becomes proportional to the attribute / distance^2.
<tag>
polymin <it/minradius/ [<it/maxradius/]
</tag>
Specify a minimum screen radius for polygons, in pixels.
If smaller than this, they are not drawn.
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<tag>
color
</tag>
   Specify how particles are colored.
   Generally, a linear function of some data field of each particle
   becomes an index into a colormap (see <tt/cmap/, <tt/cment/).
    <descrip>
    <tag> color  <it/colorvar/  [<it/minval maxval/] </tag>
	Use data field <it/colorvar/ (either a name as set by <tt/datavar/
	or a 0-based integer column number) to determine color.
	Map <it/minval/ to color index 1, and <it/maxval/ to
	the next-to-last entry in the colormap (<it/Ncmap-2/).
	The 0th and last (<it/Ncmap-1/) colormap entry are used for
	out-of-range data values.

	If <it/minval/ and <it/maxval/ are omitted, the actual range of
	values is used.
	
    <tag> color  <it/colorvar/  exact  [<it/baseval/] </tag>
	Don't consider field <it/colorvar/ as a continuous variable;
	instead, it's integer-valued, and mapped one-to-one with
	color table slots.  Data value <it/N/ is mapped to
	color index <it/N+baseval/.

    <tag> color  <it/colorvar/  -exact </tag>
	Once the <tt/exact/ tag is set (for a particular data-field),
	it's sticky.  To interpret that data field as a continuous, scalable
	variable again, use <tt/-exact/.
	
    <tag> color  const  <it/R G B/ </tag>
	Show all particles as color <it/R G B/, each value in range 0 to 1,
	independent of any data fields.
    </descrip>
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<tag>
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</tag>
   Specify how particles' intrinsic luminosity is computed:
   a linear function of some data field of each particle.
   <descrip>
   <tag> lum <it/lumvar/  [<it/minval maxval/] </tag>
	Map values of data field <it/lumvar/ (<tt/datavar/ name or
	field number) to luminosity.
	The (linear) mapping takes field value <it/minval/ to
	luminosity 0 and <it/maxval/ to luminosity 1.0.
	<p>
	If <it/minval/ and <it/maxval/ 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 <tt/psize/ and <tt/slum/ scale factors, and further
	scaled according to distance as specified by <tt/fade/, to compute
	apparent brightness of points.

   <tag> lum const <it/L/ </tag>
	Specify constant particle luminosity <it/L/ independent of
	any data field values.
   </descrip>
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<tag>
fade [planar|spherical|linear <it/refdist/|const <it/refdist/]
</tag>
Determines how distance affects particles' apparent brightness (or "size").
The default <tt/fade planar/ gives 1/r^2 light falloff, with r measured
as distance from the view plane.  <tt/fade spherical/ is also 1/r^2,
but with r measured as true distance from the viewpoint.
<tt/fade linear/ <it/refdist/ gives 1/r light falloff -- not physically
accurate, but useful to get a limited sense of depth.
<tt/fade const/ <it/refdist/ gives constant apparent brightness
independent of distance, and may be appropriate for orthographic views.

The <it/refdist/ for linear and const modes is that distance <it/r/
at which apparent brightness should match that in the 1/r^2 modes --
a distance to a "typical" particle.

<tag>
labelmin  <it/minpixels/
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</tag>
Labels computed to be smaller than this screen size (pixels) are suppressed.
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<tag>
labelsize <it/scalefactor/
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</tag>

<tag>
lsize <it/scalefactor/
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</tag>
lsize (alias labelsize) sets the 3-D height of labels.  If the text was created with a
<tt/text -size /<it/textsize/ option, the scalefactor is multiplied by that to determine
the 3-D size.
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<tag>
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</tag>
Turn display of points on or off.  With no argument, toggles display.
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<tag>
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</tag>
Turn display of points on or off.  With no argument, toggles display.
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<tag>
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</tag>
Turn display of textures on or off.  With no argument, toggles.
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<tag>
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</tag>
Turn display of label text on or off.  With no argument, toggles.

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<tag>
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</tag>
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 <tt/polysides/ is 4.
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<tag>
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</tag>
Report setting of <tt/polyorivar/ data-command, which see.
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<tag>
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</tag>
Report setting of <tt/texturevar/ data-command, which see.
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<tag>
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</tag>
Toggle label axes.  When on, and when labels are displayed,
shows a set of red/green/blue (X/Y/Z) axes to indicate orientation.
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<tag>
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</tag>
Number of sides a polygon should have.  Default 11, for fairly round
polygons.  For textured polygons, <tt/polysides 4/ might do as well,
and be slightly speedier.
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<tag>
fast [on|off]
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</tag>
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<tag>
ptsize  <it/minpixels/ [<it/maxpixels/]
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</tag>
Specifies range of apparent (pixel) size of points.
Those with computed sizes (based on luminosity
and distance) smaller than <it/minpixels/ are
randomly (but repeatably) subsampled -- i.e. some
fraction of them are not drawn.  Those computed to be
larger than <it/maxpixels/ are drawn at size
<it/maxpixels/.
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<tag>
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</tag>
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 <tt/gamma 1/ through <tt/gamma 2.5/ or so.
Larger values raise the apparent brightness of dim things.
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<tag>
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</tag>
Get or set the alpha value, in the range 0 to 1; it determines
the opacity of polygons.
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<tag>
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</tag>
For time-dependent data, advance datatime by this many time units
per wall-clock second.
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<tag>
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</tag>
For time-varying data, sets current timestep number.
Real-valued times are meaningful for some kinds of data including those
from Starlab/kira; for others, times are rounded to nearest integer.
If running, <tt/step/ also stops datatime animation.  (See <tt/run/.)
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<tag>
step [+|-]<it/deltatimestep/
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</tag>
If preceded with a plus or minus sign, adds that amount to current time.


(note that <tt/fspeed/ has been deprecated)
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<tag>
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</tag>
Continue a stopped animation (see also <tt/step/).
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<tag>
tfm [-v] [<it/numbers.../]
Object-to-world transformation. 
May take 1, 6, 7, 9 or 16 parameters: either 
<it/scalefactor/,
or <it/tx ty tz rx ry rz /<it/scalefactor/>],
or 16 numbers for 4x4 matrix,
or 9 numbers for 3x3 matrix.
See <it/Coordinates and Coordinate Transformations/.
With no numeric parameters, reports the current object-to-world transform.
Use <tt/tfm -v/ to see the transform and its inverse in several forms.
Normally, navigation modes <tt/[r]otate/ and <tt/[t]ranslate/
just adjust the viewpoint (camera).  However,
if you turn <tt/move on/, then <tt/[r]otate/ and <tt/[t]ranslate/
move the currently-selected object group instead,
e.g. to adjust its alignment relative to other groups.
(<tt/[o]rbit/ and <tt/[f]ly/ modes always move the camera.)
To indicate that <tt/move/ mode is enabled,
the control strip shows the selected group's name in
bold italics, as <bf><it>[g3]</it></bf>.
Use <tt/move off/ to revert to normal.
The <tt/tfm/ command reports the current object-group-to-global-world
transformation.
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<tag>
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</tag>

<tag>
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</tag>
For asynchronously-loaded data (currently only <tt/ieee/ 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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<tag>
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</tag>
Load (ascii) filename with RGB values, for coloring particles.
The <tt/color/ command selects which data field is mapped to color index
and how.
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Colormaps are text files, beginning with a number-of-entries
line and followed by R G B or R G B A entries one per line;
see the <it/Colormaps/ section.

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<tag>
vcmap -v <it/fieldname/  <it/filename/
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</tag>
Load colormap as with <tt/cmap/ command.  But use this colormap
only when the given data field is selected for coloring.
Thus the <tt/cmap/ color map applies to all data fields for which
no <tt/vcmap/ has ever been specified.

<tag>
cment  <it/colorindex/  [<it/R G B/]
</tag>
Report or set that colormap entry.
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<tag>
rawdump <it/dump-filename/
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</tag>
All particle attributes (not positions though) 
are written to a <it/dump-filename/.  Useful for debugging.
Warning: it will happily overwrite an existing file with that name.
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<tag>
warp [on|off]
</tag>
Enable, disable, or report the status of any <tt/warp/ data-command set up for the current group.
If it exists, particles's positions can change with time, in a handful of canned ways
built into the <tt/warp/ command.  See the <tt/warp/ entry under Data Commands.
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</descrip>

<sect1>Particle subsetting & statistics
<p>
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<tag>
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</tag>
Display only a 3D subregion of the data -- the part lying within the clipbox.
    <descrip>
    <tag>cb <it/xmin ymin zmin  xmax ymax zmax/ </tag> <p>
	Specified by coordinate ranges.
        Note only spaces are used to separate the 6 numbers.
    <tag>cb <it/xcen,ycen,zcen xrad,yrad,zrad/  </tag>
	Specified by center and "radius" of the box.
	Note no spaces after the commas!
    <tag>cb <it/xmin,xmax ymin,ymax zmin,zmax/  </tag>
        Specified by coordinate ranges.
    <tag>cb <tt/off/ </tag><p>
	Disable clipping.  The entire dataset is again visible.
    <tag>cb <tt/on/  </tag><p>
	Re-enable a previously defined clipbox setting. It will also
        display the clipbox again
    <tag>cb <tt/hide/  </tag><p>
        Hide the clipbox, but still discard objects whose centers
	lie outside it.
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.
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<tag>
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</tag>
   Display a subset of particles, chosen by the value of
   some data field.  Each <tt/thresh/ command overrides
   settings from previous commands, so it cannot be used to
   show unions or intersections of multiple criteria.
   For that, see the <tt/only/ command.  However, unlike <tt/only/,
   the <tt/thresh/ criterion applies to time-varying data.
   <descrip>
   <tag>thresh <it/field/ <it/minval/ <it/maxval/ </tag>
	Display only those particles where
	<it/minval/ &lt;= field <it/field/ &lt;= <it/maxval/.
	The <it/field/ may be given by name (as from <tt/datavar/)
	or by field number.
   <tag>thresh <it/field/ <tt/&lt;/<it/maxval/ </tag> <p>
   <tag>thresh <it/field/ <tt/&gt;/<it/minval/ </tag>
	Show only particles where <it/field/ is &lt;=
	or &gt;= the given threshold.
   <tag>thresh [off|on]</tag>
	Disable or re-enable a previously specified threshold.
   </descrip>
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<tag>
only=  <it/datafield/  <it/value/  <it/minvalue-maxvalue/  &lt;<it/value/ &gt;<it/value/ ...
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</tag>
<tag>
only+  <it/datafield/  <it/value/  <it/minvalue-maxvalue/  &lt;<it/value/ &gt;<it/value/ ...
</tag>
<tag>
only-  <it/datafield/  <it/value/  <it/minvalue-maxvalue/  &lt;<it/value/ &gt;<it/value/ ...
</tag>
Scans particles (in the current timestep only!), finding those where
<it/datafield/ has value <it/value/, or has a value in range
<it/minvalue/ &lt;= value &lt;= <it/maxvalue/, or whatever.
Multiple value-ranges may be specified to select the union of several sets.
The resulting set of particles is assigned to (<tt/only=/), added to
(<tt/only+/) or subtracted from (<tt/only-/) the <tt/thresh/ selection-set.
Also display just particles in that selection-set, as if <tt/see thresh/
had been typed.

The net effect is illustrated by these examples:
<descrip>
  <tag>only= type 1-3 5</tag>
	Show only particles of type 1, 2, 3 or 5.
  <tag>only- mass &lt;2.3  &gt;3.5</tag>
	After the above command, shows only the subset
	of type 1/2/3/5 particles AND have mass between 2.3 and 3.5.
	(Note that to take the intersection of two conditions,
	you must subtract the complement of the latter one.
	Maybe some day there'll be an <tt/only&amp;/.
</descrip>
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<tag>
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</tag>
Show just those particles in the selection-set <tt/selexpr/.
Predefined set names are <tt/all/, <tt/none/, <tt/thresh/ and <tt/pick/,
and other names may be defined by the <tt/sel/ command.
The default is <tt/see all/.  Using the <tt/thresh/ or <tt/only/
commands automatically switch to displaying <tt/see thresh/.

Note that you can see the complement of a named set,
e.g. all except the <tt/thresh/-selected objects, with
<tt/see -thresh/.
<tag>
sel <tt/selname = selexpr/
</tag>
Compute a logical combination of selection-sets and assign them
to another such set.  The set membership is originally assigned by
<tt/thresh/ or <tt/only/ commands.  Yeah, I know this doesn't make sense.
Need a separate section to document selection-sets.

<tag>
sel <tt/selexpr/
</tag>
Count the number of particles in the selection-set <tt/selexpr/.
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<tag>
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</tag>
Erase all particles in this group.  Useful for reloading on the fly.
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<tag>
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</tag>
Display a random subset (every <it/N/-th) of all particles.
E.g. <tt/every 1/ shows all particles, <tt/every 2/ shows about half of them.
Reports current subsampling factor, and the current total number of particles.
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<tag>
hist <it/datafield/ [-n <it/nbuckets/] [-l] [-c] [-t] [<it/minval/] [<it/maxval/]
</tag>
Generates a (numerical) histogram of values of <it/datafield/,
which may be a named field (as from <tt/datavar/) or a field index.
Divides the value range (either <it/minval/..<it/maxval/
or the actual range of values for that field) into <it/nbuckets/ 
equal buckets (11 by default).  Uses logarithmically-spaced
intervals if <tt/-l/ (so long as the data range doesn't include zero).
If a clipbox is defined, use <tt/-c/ to count only
particles within it.  If a <tt/thresh/ or <tt/only/
subset is defined, use <tt/-t/ to count only the chosen subset.
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<tag>
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</tag>
Reports 3D extent of the data.  With <tt/w/, reports it in
world coordinates, otherwise in object coordinates.
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<tag>
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</tag>

<tag>
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</tag>
Report names and value ranges (over all particles in current group)
of all named data fields.

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<tag>
showbox  <it/list of integer box level numbers.../
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</tag>

<tag>
hidebox  <it/list of integer box level numbers.../
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</tag>

<tag>
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</tag>
Turn box display off or on; or display boxes but hide all particles.
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<tag>
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</tag>
Color boxes using that colormap.
Each box's level number (set by <tt/-l/ option of <tt/box/ data-command,
default 0) is the color index.
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<tag>
boxcment  <it/colorindex/  [<it/R G B/]
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</tag>
Get or set the given box-colormap index.  E.g. <tt/boxcment 0/
reports the color of boxes created with no <tt/-l/ specified.
Label boxes by id number
(set by <tt/-n/ option of <tt/box/ data-command).
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<tag>
boxaxes [on|off]
</tag>
Toggle or set box axes display mode.

<tag>
boxscale [float] [on|off] 
</tag>

<tag>
gobox <it/boxnumber/
</tag>

<tag>
goboxscale
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</tag>

<tag>
menu fmenu
</tag>

<p>
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			BEGIN CAVEMENU
	pos P1 P2
	wall P1
	hid [P1]
	show [P1]
	h  [P1]
	demandfps [P1]
	font
	help
	?
			END CAVEMENU	
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<p>

<tag>
datascale
</tag>

</descrip>

<!--------------------------------------------------------------------------- -->
<sect1> <!-- label id="datacommands" --> Data commands </>
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<p>

(see also partibrains.c::specks_read)
<p>
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Data Commands can be placed in a data file.
Lines starting with <tt/#/ will be skipped. 
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Control Commands can also be given, if prefixed with the <tt/eval/ command.
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<descrip>

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read <it/file/ 
</tag> 
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read a <tt/speck/ formatted file. Recursive, commands can nest. (strtok ok??)
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Note that <tt/read/ is also a Control Command, doing exactly the same thing.
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include  <it/file/
</tag>
read a <tt/speck/ formatted file.

<tag>
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ieee [-t time] <it/file/
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</tag>
Read a IEEEIO formatted file, with optional timestep number (0 based).
Support for this type of data must be explicitly compiled into the program.
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kira <it/file/ 
</tag> 
read a <tt/kira/ formatted file. See the <tt/kiractl/ Control
Command to modify the looks of the objects.  Only present if Starlab is compiled
into partiview.
<tag>
setenv name value
</tag>
Add (or change) a named variable of the environment variables space of
partiview. Enviroment variables, like in the normal unix shell, can be
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referred to by prepending their name with a $. 
<it/Note there probably is not an unsetenv command/.
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<tag>
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</tag>
Defines/Selects a particular group number (N=1,2,3....) to an ALIAS. In
command mode you can use <tt/gN=ALIAS/. Any data following this command
will now belong to this group.
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<tag>
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</tag>
Select an existing group. Following data will now belong to this group.
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<tag>
sdbvars <it/var/
</tag>
Choose which data fields to
extract from binary sdb files (any of: <tt/mMcrogtxyzSn/) for subsequent
Read an SDB (binary) formatted file, with optional timestep number.
(Default time is latest <tt/datatime/, or 0.)

<tag>
pb [-t time] <it/file/
</tag>
Read a <tt/.pb/ (binary) particle file, with optional timestep number.
(Default time is latest <tt/datatime/, or 0.)
A <tt/.pb/ file contains (all values 32-bit integer or 32-bit IEEE float):
<enum>
  <item>magic number, 0xFFFFFF98  (int32)
  <item>byte offset of first particle (int32)
  <item>number of attributes (int32)
  <item>sequence of null-terminated attribute name strings,
	attributename0 \0 attributename1 \0 ...
  <item>possibly some pad bytes, enough to reach the specified
	first-particle file offset
  <item>sequence of particle records,
	each (number-of-attributes + 4)*4 bytes long:
	<enum>
	  <item>particle-id (int32)
	  <item>particle X, Y, Z (3 float32's) 
	  <item>particle attributes (number-of-attributes float32's)
	</enum>
	ending at the end of the file (i.e. there's no particle-count field).
</enum>
Either big- or little-endian formats are accepted; the value of the
magic number determines endianness of all values in that file.
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<tag>
box[es] <it/..../
</tag>
Draw a box, using any of the following formats:
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<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>
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<tt/mesh/ [<tt/-t/ <it/txno/] [<tt/-c/ <it/colorindex/] [<tt/-s/ <it/style/]
</tag>
Draw a quadrilateral mesh, optionally colored or textured.
Following the <bf/mesh/ line, provide a line with the mesh dimensions:
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<screen>
         nu nv
</screen>

Following this comes the list of <it/nu/*<it/nv/ 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 <tt/-t/ texture was
specified, then two more fields give its u and v texture coordinates.
<p>

Options:
  <descrip>
    <tag> <tt/-t/ <it/txno/ </tag> Apply texture number <it/txno/ to surface.
	In this case, each mesh vertex should also include
	u and v texture coordinates.
    <tag> <tt/-c/ <it/colorindex/ </tag> Color surface with color from
	integer cmap entry <it/colorindex/.
    <tag> <tt/-s/ <it/style/ </tag>
	Drawing style: <descrip>
	  <tag> <it/solid/ </tag> filled polygonal surface (default)
	  <tag> <it/wire/ </tag>  just edges
	  <tag> <it/point/ </tag> just points (one per mesh vertex)
	</descrip>
   </descrip>

<tag>
<it/Xcen Ycen Zcen/ ellipsoid <it/[options]... [transformation]/
</tag>
Draw an ellipsoid, specified by:
  <descrip>
  <tag> <tt/Xcen Ycen Zcen/ </tag>  Center position in world coordinates
  <tag> <tt/-c/ <it/colorindex/ </tag> Integer color index (default -1 => white)
  <tag> <tt/-s/ <it/style/ </tag>
	Drawing style: <descrip>
	  <tag> <it/solid/ </tag> filled polygonal surface (default)
	  <tag> <it/plane/ </tag> 3 ellipses: XY, XZ, YZ planes
	  <tag> <it/wire/ </tag> latitude/longitude ellipses
	  <tag> <it/point/ </tag> point cloud: one per lat/lon intersection
	</descrip>
  <tag> <tt/-r/ <it/Xradius/[,<it/Yradius/,<it/Zradius/] </tag>
	Radius (for sphere) or semimajor axes (for ellipsoid)
  <tag> <tt/-n/ <it/nlat[,nlon]/ </tag>
	Number of latitude and longitude divisions.
	Relevant even for <it/plane/ style, where they determine
	how finely the polygonal curves approximate circles.
	Default <it/nlon/ = <it/nlat//2 + 1.
  <tag> <it/transformation/ </tag>
	Sets the spatial orientation of the ellipsoid.
	May take any of three forms:
	<descrip>
	  <tag> (nothing) </tag> If absent, the ellipsoid's
		coordinate axes are the same as the world axes
		for the group it belongs to.
	  <tag> 9 blank-separated numbers </tag>
		A 3x3 transformation matrix T from ellipsoid coordinates
		to world coordinates, in the sense
		Pworld = Pellipsoid * T  +  [Xcen, Ycen, Zcen].
	  <tag> 16 blank-separated numbers </tag>
		A 4x4 transformation matrix, as above but for the
		obvious changes.
	</descrip>
  </descrip>

<tag>
waveobj [-time <it/timestep/] [-static] [-texture <it/number/] [-c <it/colorindex/] [-s <it/style/]  <it/file.obj/
</tag>
Load a Wavefront-style .obj model.  Material properties are
ignored; the surface is drawn in white unless <tt/-c/ <it/colorindex/
in which case it's drawn using that color-table color.
Also if <tt/-texture/ (alias <tt/-tx/) is supplied,
the surface is textured using whatever texture coordinates are
supplied in the .obj file.  The model is displayed at all times
only if marked <tt/-static/; otherwise it's displayed only
at the time given by <tt/-time/ <it/timestep/ or by the most recent <it/datatime/.

A subset of the .obj format is accepted:
<descrip>
  <tag>v <it/X Y Z/</tag> -- vertex position
  <tag>vt <it/U V/</tag> -- vertex texture coordinates
  <tag>vn <it/NX NY NZ/</tag> -- vertex normal
  <tag>f <it/V1 V2 V3 .../</tag> -- face, listing just position indices for each vertex.
	The first <tt/v/ line in the .obj file has index 1, etc.
  <tag>f <it>V1/T1 V2/T2 V3/T3 ...</it></tag> -- face,
	listing position and texture coordinates for each vertex of the face.
  <tag>f <it>V1/T1/N1 V2/T2/N2 V3/T3/N3 ...</it></tag> -- face,
	listing position, texture-coordinate, and normal indices for each vertex.
</descrip>
Note that material properties (mtl) are ignored.  Waveobj models are colored
according to the <tt/-c/ <it/colorindex/ option (integer index
into the current <tt/cmap/ colormap), or white if no <tt/-c/ is used. 
If texturing is enabled -- if the .obj model contains <tt/vt/ entries,
and the <tt/-texture/ option appears, and that numbered texture exists --
then the given texture color multiplies or replaces the <tt/-c/ color,
according to the texture options.
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<tag>
tfm [camera] <it/numbers.../
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</tag>
Object-to-world transformation.
May take 1, 6, 7, 9 or 16 numbers: either 
<it/scalefactor/ or 
<it/tx ty tz rx ry rz /[it/scalefactor/]
or 16 numbers for 4x4 matrix,
or 9 numbers for 3x3 matrix.
See <it/Coordinates and Coordinate Transformations/.

Normally the transform is to world coordinates;
but with optional <tt/camera/ prefix, the object's position
is specified relative to the camera, useful to place
legends in a fixed position on the screen.
In camera coordinates, (0,0,0) is the viewpoint,
x=y=0 at screen center, and negative z extends forward.
Try for example
<verb>
    tfm camera -3 -3 -20  0 0 0
    0 0 0 text -size 20  Legend
</verb>
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<tag>
eval <it/command/
</tag>
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<tag>
feed  <it/command/
</tag>
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<tag>
VIRDIR  <it/command/
</tag>
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<tag>
ignorefirst, ignorepgc
</tag>
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<tag>
filepath <it/path/
</tag>
A colon-separated list of directories in which datafiles, color maps, etc.
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will be searched for. If preceded with the <tt/+/ symbol,
this list will be appended to the current <it/filepath/.

<tag>
polyorivar <it/indexno/
</tag>
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
<tt/polyorivar /<it/indexno/
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. 
<p>
If <tt/polyorivar/ is specified for the group, but some polygons should
still lie in the screen plane, use values <tt/9 9 9 9 9 9/ for those polygons.
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<tag>
texture [-aiAOlmnMDB] <it/txno file.sgi/ 
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</tag>
    <descrip>
    <tag> -a(lpha) </tag>
	A single-channel image would normally be used as luminance data.
	With <tt/-a/, the image is taken as opacity data instead
	(GL_ALPHA texture format).
    <tag> -i(ntensity) </tag>
	For 1- or 3-channel images, compute the intensity of each pixel
	and use it to form an alpha (opacity) channel.
    <tag> -A(dd) </tag>
	Use additive blending.  This texture will add to, not obscure,
	the brightness of whatever lies behind it (i.e. whatever is drawn later).
    <tag> -O(ver) </tag>
	Use "over" compositing.  This texture will obscure features lying
	behind it according to alpha values at each point.

<!--
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    <tag> -l(inear)  </tag> <p>
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    <tag> -m(ipmap) </tag>  <p>
    <tag> -n(earest) </tag>  <p>
 -->

    <tag> -M(odulate) </tag>
	Multiply texture brightness/color values by the colormap-determined
	color of each particle.
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    <tag> -D(ecal) </tag>  <p>
	The textured polygon's color is determined entirely by the texture,
	suppressing any colormapped color.
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    <tag> -B(lend) </tag>  <p>
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    </descrip>

<tag>
If polygon-drawing and texturing are turned on, use the given
<it/field/ (datavar name or number) in each particle to select 
which texture (if any) to draw on its polygon.
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<tag>
coord <it/name ... 16 world-to-coord tfm floats (GL order)/
</tag>

<tag>
dataset <it/indexno datasetname/
</tag>
Give names to multiple datasets in IEEEIO files (read with <tt/ieee/ command).
<it/indexno/ is an integer, 0 being the first dataset.
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<tag>
datavar <it/indexno name [minval maxval]/
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</tag>
Name the variable in data field <it/indexno/.  The first data field has 
<it/indexno/ 0.
If provided, <it/minval maxval/ supply the nominal range of that data variable;
some control commands (<tt/lum/, <tt/color/) need to know the range of data
values, and will use this instead of measuring the actual range.
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<tag>
datatime <it/time/
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</tag>
Label subsequent data with this <it/time/ (a non-negative integer).
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<tag>
warp
</tag>
When 'warp' has been defined for a group,
all its particles get their positions (re)computed according to
(a) the warp data-command's parameters, (b) the current time, (c) the particle's
initial position, and (d) maybe some attributes of each particle.


There are several (mutually exclusive) kinds of warping available: 
<itemize>
 <item> for doing a sort of differential rotation for disk-like galaxies;
 <item> for doing N-D to 3-D projection, where particle positions are replaced with	
	(time-independent) linear combinations of attribute values;
 <item> linear or polynomial extrapolation of the particle position with time,
	with coefficients specified as triples of attributes
</itemize>

Options to <tt/warp/ data command:
<descrip>

<tag>-p period0[f|s]</tag>
"Rotation period".  Sets timescale of motion, in frames (f) or seconds (s).  

<tag>-extrap coef0[,degree]]</tag>
Extrapolate position with time.  Velocity is given by attribute coef0 and the two attributes following it
(coef0 .. coef0+2), in the sense p = p_0 + [coef0 .. coef0+2] * (time/period0).
If <it/degree/ given (default 1), uses 3*<it/degree/ attributes as polynomial coefficients, as
 p=p0+(t/period0)*field[coef0..coef0+2]+(t/period0)^2*[coef0+3..coef0+5]+...

<tag>-sheet ampl,xlength,zlength</tag>
For disk galaxy style: Applies exponential sheet warp for disk lying in the X-Z plane.
Scale set by xlength and zlength, Y-displacement set by ampl.

<tag>-f fin,fout</tag>
For disk-galaxy style: gives time range over which warp applies.  

<tag>-z zerotime</tag>
For disk galaxy style: sets time at which particles are in their original positions.

<tag>-R rot[,drot]</tag>
Disk galaxy style: Add constant to rotation angle.

<tag>-T o2d</tag>
Provide object-to-disk coordinate transform (in "disk" coordinates, the disk lies in X-Z plane).
9 or 16 numbers.
</tag>-F d2o</tag>
Provide disk-to-object transform.  9 or 16 numbers.
<tag>-r rcore[,transition][w]</tag>
Disk galaxy style: set radius of rigidly-rotating inner region, and transition to constant-velocity region

<tag>-fix x,y,z[w]|radius[w]</tag>
Disk galaxy style: Keep the given 3-D point, or a point at the given disk radius, fixed.  
E.g. track the sun.

<tag>-galaxy gorbcoef0</tag>
Special disk galaxy style.  Each star is on its own disk-galaxy-like orbit,
with 8 orbital parameters given by 8 consecutive attributes starting with gorbcoef0.
See galaxyorbit.h (read the source).

<tag>-ride speckno</tag>
Ride along with speckno'th particle in first loaded group (displace particles by the difference
between their computed orbit position and the ridden-on particle).

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<tag>
<it/Xpos Ypos Zpos Var0 .... /
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</tag>
These lines, with XYZ positions in the first 3 columns, will make up the bulk
of a typical dataset. The 4th and subsequent columns contain the values of the
datavariables as named with the <bf/datavar/ commands. Note that
data variable (field) numbers are 0-based.
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</descrip>

<!----------------------------------------------------------------------  -->

To read Kira output, in human-readable or binary <bf/tdyn/ form, use the
``<tt/kira/ <it/kirafilename/'' data-command.

<p>
<sect2> Kira particle attributes </>
The particles read in have the following attributes:
<descrip>
  <tag> id </>
	positive integer worldline index for single stars
		(matching the id in the kira stream).
	For non-leaf (center-of-mass) tree nodes, <tt/id/ is a
	negative integer.
  <tag> mass </>
	Mass, in solar mass units (see ``kira mscale'' control command).
  <tag> nclump </>
	Number of stars in this particle's subtree.
	1 for isolated stars, 2 for binaries, etc.
  <tag> Tlog </>
	base-10 log of temperature (K)
  <tag> Lum  </>
	Luminosity in solar-mass units.  (Note this is linear, not log luminosity.)
  <tag> stype </>
	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.
  <tag> ismember </>
	Is this star still a member of (bound to) the cluster?
  <tag> rootid </>
	id of root of subtree.  For single stars, rootid = id.
  <tag> treeaddr </>
	bit-encoded location of star in subtree.
  <tag> ringsize </>
	0 for stars.
	For nonleaf nodes, this is the semimajor axis or instantaneous
	separation (according to ``<tt/kira sep/'').
	This field isn't multiplied by the scale factor given in
	<tt/kira sep/; it gives the actual distance in kira units.
  <tag> sqrtmass </>
	Square root of mass/Msun.  Might be useful for luminosity scaling.
  <tag> mu </>
	Mass ratio for center-of-mass nodes.  Zero for stars.
</descrip>
<p>

<sect2> Hertzsprung-Russell diagram </>
The H-R diagram can be invoked via the <tt/More.../ menu (upper left)
or by the <tt/kira hrdiag on/ 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 <tt/kira hrdiag range/ command or with keystrokes.
<p>
Keystroke commands in the H-R window:
<descrip>
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