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ANCA Demo-2  -- Introduction to Bdesign3d the three dimensional design program.

( Updated: May 4, 2008 ) 
Coders, please refer to the Bdesign3d Specification Level D2 available in the 'Specification' folder of the Bdesign3d Project.

Purpose:  To
introduce 3d modeling suitable for use in a metals manufacturing environment.

Requirements: Make sure that the latest help packages are installed.

Pre-Requisites: Do Demo-1 first.

This file contains some of the programming 'wish list' to be used by the programming team to create the 3d modeling tool 'Bdesign3d'. Please have a quick read before using the Tool so that you can grasp some understanding over what goes on behind the program's HMI ( human machine interface ). Do not worry if you cannot grasp all that is mentioned here as actual instructions on how to use the Tool will start in Demo-6. Take the advice that this is a work in an early state of development so follow each feature's introduction in the Demo's to come as announcement of their inclusion into the feature list! The Demo is presented as a simple two bladed airplane propeller and will have images of the working program included as it develops toward public release.

Overview of Bdesign3d:
  1. Part manufacture and placement
  2. Object Interface
  3. Animations Interface -- Object Side
  4. Actions Interface
  5. Modal Commands
  6. Animation Engine
  7. Moving from Design to Manufacture
Notes on special type usage,

'SOME-ITEM' = command or word of special significance
'SOME-ITEM' = command or word of special significance that has been introduced which we would like you to remember.
command x,y,z = separating commas means all items are required,  e.g. command 3 5 6
command x/y/z = separating slashes means items are optional,  e.g. command XY
command x^y^z = separating up arrows means items that are exclusive of each other, e.g. command X or command Y etc. etc.

1 Part manufacture and placement

CAM packages differ from CAD in that apart from just computer aided design there should also be tools provided to turn out dies or molds of any part automatically along with the possibility of creating 'tool path' files for laser cutting, welding etc. Other advancements would include torsional, strain and fatigue testing along with total constructed weight and manufacturing cost estimation. Therefore the purpose of using a three dimensional CAM package is the graphical depiction of an object to be manufactured along with the tools to make that happen.

A design product 'object' ( called the object 'ALL' in this program ) is made up of an 'assembly' various 'parts'. These part 'objects' are built up of smaller 'geometrical shape' objects in an 'Object Factory' around the 'origin' of 0:0:0 or X=0,Y=0,Z=0. Once a 'part'
object has been created by the graphic designer in the 'Object Factory' it would then be moved and rotated into the correct position using a process called 'assembly'. This collection of 'part' objects creates the product object 'ALL' also known as the 'model' because it is a small sized virtual replica of the completed product.

Following this 'object orientated' process the designer will 'animate' the final assembly of the object 'ALL' to view the possibility of any jamming or interference of one part with another.  T
he designer could then proceed to make a small sized 'model' by 'RPP' or Rapid Prototype Printing ( the building up of parts on a 3D replication machine, one layer at a time ).  The 'RPP' approach is often used because a design such as a motor car must be visually appealing to prospective purchasers as well as being mechanically functional. The approval process is enhanced because 'RPP' allows the designer to assemble the 'model' so that the complete design may be viewed 'with the hands'.

By using an 'object orientated' approach any part may be modified individually and placed back into the design. Options are provided to cause other parts to 'self modify' or 'morph' so that the modified part may automatically fit back into the design. I say optional because of the cost of morphing must include provision for making new dies or molds. Another option would be to morph the redesigned component to fit with existing parts.

Object orientated CAM design makes it easy to re-design things so that design and development may continue on for the life of the product. This makes it essential that standard CAD design procedures are enhanced by a built in design language which would include 'wizards' for creating standard parts such as ball race bearings, nuts and bolts etc. This design language would be textual and it would need to be 'embedded' within each 'part' object, making it much easier to understand the construction of a part at a later time.


2 Object Interface

The 3d design is stored in 'Bdesign3d' as an 'OBJECT TREE'. All Objects are children of the Object 'ALL' which is the complete 3d design. The first level below 'ALL' is called the 'BASE LEVEL' and on opening the program the 'OBJECT EXPLORER NOTEBOOK' will show the object 'ALL' and it's children the 'BASE OBJECTS'. There must be at least one 'Base Object' left in the 'Object Tree', even if it is empty. Base Objects can have their own children objects so you will find an
'expander-arrow' to click on to see them. Bdesign3d has three operational 'MODES' they are 'INTERACTIVE' mode, 'ANIMATION' mode and 'RE-DRAW' mode. Let us take a look at what happens when Bdesign3d enters 'INTERACTIVE' mode on start-up. On opening a 'bd3' file the program sets up the 'object tree' for object 'ALL' and displays it in the 'Object Explorer Notebook' as in figure-1 below where our test sample file is loaded. The file describes a two bladed airplane propeller project with three 'base objects' ( 'RightBlade' with it's 'child' object 'BalanceWeight', 'LeftBlade' and 'PropHub' ) as children of object 'ALL',

Bdesign3D Open Existing File
Fig-1 Bdesign3D showing Object Tree structure for object 'ALL'

Notice in figure-1 that 'ALL' is in the 'Explorer Notebook' tab and 'base objects' always start in the first column ( as 'children' of 'ALL' ).
Notice that 'RightBlade' has an 'expander arrow', left click on the arrow to see the object's 'children',
Also notice that each 'child' of an object starts one column further to the right.
Bdesign3D Move one object into another
Fig-2 Bdesign3D, moving 'RightBlade' to be 'child' of 'LeftBlade.
Insert as Child Object
Fig-3 Bdesgn3d, Inserting a 'child' object into the Object Tree.
Insert Base Object
Fig-4 Adding a New 'Base Object' into the Object Tree.
Object Inspector
Fig-5 Bdesign3D Object Inspector
Rename an existing Object
Fig-6 Rename an 'Object Tree' 'object'.
Children of object Propeller
Fig-7 Re-ordering to make object 'Propeller' parent of other objects.
Delete the Last object in the Object Tree
Fig-8 Bdesign3D Error Window with an error
on trying to delete the Last Object.

2.1 Objects

Well, what is an 'Object' then?
In Bdesign3D a design is built up either from the top ( 'top down methodology' ) or from the bottom ( 'bottom up methodology' ) or both. This design paradigm creates a 'model' of the real thing which we then call the 'set' of 'ALL' ( notice the use of the 'set' terminology, e.g. to drill a hole one could use an 'invisible' cylinder 'object' and 'subtract' it from another 'object' ). The 'children objects' objects of the 'set of ALL' contain all that is needed in the way of methods and properties to be drawn on screen. This is possible because each 'object' may contain an 'Action-List' to call 'methods' to do something or alter a 'property'. Each object may also contain an 'Animation List' to allow objects to be moved around on screen either on their own or linked to other objects.  Some Object types are simple e.g. the object 'POINT' while most objects are complex and made up of many other objects. Objects are kept in an 'OBJECT TREE' and during the 'RE-DRAW' phase the parsing mechanism firstly travels down to the bottom of the tree branch of the first object drawing the object's 'children objects'. Once the base level object is fully drawn the parser will move onto the next base level object until the end of the object tree is reached and the object 'ALL' has been completely drawn. After the 'RE-DRAW' mode has ended the program returns to 'INTERACTIVE' mode. During object creation the program ensures that only 'unique object names' are entered into the tree of object 'ALL'. Notice in figure-2 above that we have used both upper and lower case letters for object names ( we could have used numbers and the 'under-bar' symbol as well ), this prevents any clash with reserved words which only use upper case letters and the 'under-bar' symbol as in 'RESERVED_WORD'. 

In Bdesign3d, 'objects' can be of three 'class' types,
  1. OBJECT_ENTRY ( the object names you see in the Object Tree, such as 'RightBlade' or 'PropHub' etc.
  2. COBJECT_ENTRY ( the object names you see in the Object Tree, such as '$RightBlade' or '$PropHub' etc. represent a 'Compounded' group of 'objects'. These object groups are created by an 'Object-Wizard' and cannot be edited in the normal 'Object-Inspector' window, they must be re-submitted to the relevant 'Object-Wizard-Inspector' window for editing.
  3. GEO  these are geometrical objects ( e.g. 'LINE' or 'CIRCLE' ) and appear only within an 'OBJECT_ENTRY's, Action List', however 'POINT' objects can be 'referenced' from an external object's 'Action-List' by pre-pending the external object's reference name with '@' and appending the external point reference name preceeded by a 'dot',      

Object Name
Invalid use of 'colon' ':' between 'RightBlade' and '3'.
RightBlade-3 Invalid use of 'dash' '-' between 'RightBlade' and '3'.
Works but not recommended, use more than uppercase alone.
Right Blade
Invalid use of space ' ' , spaces are not allowed anywhere in user input except for comment lines.
Invalid, object names must start with an 'alpha' character.
#RightBlade Invalid use of hash '#' character reserved as start of a 'comment' line.
OK, as a reference value. It says "read object 'blade' to obtain the 'POINT' value of 'p3' ".
Invalid, must have a decimal point to separate OBJECT_ENTRY from GEO ( @blade.p3 )

2.1.1 Object Entry

Objects are 'declared' into the 'Object File's 'Object Tree' as,

      'OBJECT_ENTRY,objectName, '
           .... various 'Properties' added to the object e.g. an 'Action List' or an 'Animation List'.
      'OBJECT_ENTRY_END,objectName, '

Note: 'objects' can also be affected by 'modal' commands such as 'Show' or 'Hide', see 'Modal Commands' further down for more information.

Geometric Object Inclusions

'GEO's are 'declared' into the 'Action' list of an object, this is the graphical representation part of the Bdesign3d modeling interface with a geometric include command such as,

# a line from point 'Start' to point 'End' of 10.0 along the X axis,

'GEO' names must be unique within the 'OBJECT_ENTRY's 'Action' list and follow the specified object naming criteria outlined above.
'GEO' 'POINTS' must be declared in the 'Action-List' before they are locally referenced.

'GEO's can be 'referenced' by the 'Action-List' of another object using the '@' 'reference prefix' however the 'object' to be referenced must have been  'declared' previously in the 'OBJECT_ENTRY' list,  look at the following two objects,


# ======== the next line will reference another object's points,
GEO,LINE,@RightLine.p1,@RightLine.p2,                                     <-------------<< External Referencing
# mirror across the 'Y' axis,

                   Description  Active

-- a radial curved line segment (startvertex,center_vertex,end_vertex).
-- a closed radial curved line segment (center_vertex,radius_vertex).

-- a construction line segment(start_vertex,end_vertex). ( used to help build other GEOS )
COMPLEX (complex extrusion) E -- start POLYGON, end POLYGON, start vertex, end vertex,
   No. of segments, spiral_diameter, pitch, rotation_point, twist,
   dragline1, dragline2, dragline3, dragline4, 'OPTIONAL-ITEMS', END.

-- circular multi part die block, ( center vertex,radius vertex ) as the set subtraction of objects. N
-- rectangular multi part die block, ( corner1,corner2 ), as the set subtraction of objects. N
DIMANGLE,point_objects, -- a dynamic angular measurement at angle A ( start_vertex,center_vertex,end_vertex with text offset vertex ). N
DIMENSION,point_objects, -- a dynamic linear measurement at ( start_vertex,end_vertex with text offset vertex ). N
DISC_HOLLOW,point_objects, -- flat circular disc with center hole ( center_vertex,radius_vertex,hole_radius_vertex ). N
DISC_SOLID,point_objects, -- flat circular disc without center hole ( center_vertex,radius_vertex ). N
EXTRUSION ,sPy,ePy,sPt,ePt,N,S,D,T,E,
-- startPOLYGON, endPOLYGON, start_vertex, end_vertex, No. of segments, sweep, droop, twist,
LINE,point_objects,  -- a line segment(start_vertex,end_vertex).
LOOP,point_objects, -- a line loop of line segments where the last segment joins the first segment.
LOOPS,point_objects, -- a line loop of splined segments where the last segment joins the first segment. N
-- a vertex definition in floating point numerical format. N
-- a regular polygon of connected POINTS of size P1 + P2 and IVAL number of sides.
POLYHEDRON,point_objects,IVAL, -- a regular polyhedron of connected POINTS of size P1 + P2 and IVAL number of sides.
RECTANGLE,point_objects, -- a rectangle of Length ( P1 ) by Breadth ( P2 ) point_objects. N
SPHERE,point_objects,  -- s sphere ( center vertex, radius_vertex ).
SPLINE,point_objects,  -- a spline curve ( start_vertex,....,vertex_n ) with control points. N
SWEEP spline_object,SA,EA,So^Si^N
-- a sweep of line ( start_vertex to end_vertex ). N
SWEEPL loop_object -- a sweep of a line loop  ( start_vertex to end_vertex ). N
SWEEPLS loop_object -- a sweep of a spline loop from Start Angle to End Angle. N
-- a circular extrusion of a polygon, vertex-1 is the center, vertex-2 is the diameter, vertex_3 is the orientation. N
SWEEPSL spline_object,SA,EA,So^Si^N -- a sweep of a splined line from Start Angle to End Angle. N
-- a block of text of Size starting from start_vertex and extending  in the direction of end_vertex plus size vertex.
-- a series of 3 points that describe an irregular triangular surface. EXTRUSION and COMPLEX 'OPTIONAL-ITEMS'

Extrusions can have a number of 'OPTIONAL' items added after the 'MANDATORY' items and before 'END' as follows,
             Type                    Description Active

'WITH-RIBS' poly_object -- Wing ribs instead of segment wire frame. Wing ribs can have access holes for pipes            
   and tanks added as required by attaching 'children' objects.
'WITH-BULKHEADS' poly_object -- Bulkheads instead of segment wire frame bulkheads can have door and other objects
   added as required by attaching 'children' objects. The poly_object is the cross section
    of the bulkhead from center.

'WITH-FORMERS' poly_object thickness -- Formers instead of segment wire frame formers can have holes added as required
  via the poly_object.
'WITH-STRINGERS' poly_object R^P -- Stringers instead of segment wires, the shape of stringers is determined by
   the poly_object and remain the same size if the 'P' flag is set or can reduce in
   proportion to the extrusion if the R flag is set
'WITH-PATH' spline_object -- If the end point of an extrusion is equal to the start point then this option must be used,
   it replaces a straight line with a B-spline curved line object to follow.
'WITH-OUTER-SURFACE' -- Adds an outer SURFACE to the wire frame extrusion. N
-- Adds a start SURFACE to the wire frame extrusion.
'WITH-END-SURFACE' -- Adds an end SURFACE to the wire frame extrusion. N

Note: 'DRAG-LINE' is a line of points. Drag lines are used to hold editing points of the extrusion allowing the extrusion to be manually changed in cross-section, twist etc.

2.1.3 Pre-Built 3D Objects ( all pre-built objects end with 'V,V' which is 'start_Vertex,endVertex'. ) [ this is a wish list, your wish not here? THEN ASK NICELY! ]

             Type                    Description Active

BOLT_CAPHEAD,S,V,V,  -- Describes a Standard cap headed screw.
BEARING_BALLRACE,S,V,V,  -- Describes a Standard radial ball race bearing.
-- Describes a  bronze bearing with thrust collar of Outside diameter,Inside diameter,Collar diameter,collarThickness. N
-- Describes a plain bush type bronze bearing of Outside diameter,Inside diameter,Width. N
-- Describes a Standard roller bearing. N
-- Describes a center drill hole of Standard size ( 0 -> 6 ).
GEAR_SPUR N,I^M,P,B,F,V,V,  -- Describes a Spur Gear type of N teeth,Imperial or Metric ( 'dp' or 'module' ), Pitch, Back axis_vertex, Front axis_vertex. N
-- Describes a circular hole of Diameter.
-- Describes a flat sided hole with number of Sides. N
HOLE_SPLINED,S,V,V,  -- Describes a Standard splined hole. N
-- Describes a Standard hexagonal threaded fastener nut.
-- Describes a Standard splined length.
-- Describes a length of metric threaded rod of Thread size.

2.2 Object Properties

Property Name

-- Silvery color non transparent material with high reflectivity.

-- Silvery/Purple color non transparent material with high reflectivity.

-- Silvery/Blue color non transparent material with high reflectivity.

-- Grey/Blue color non transparent material with high reflectivity.

-- Dark Grey color non transparent material with medium reflectivity.

-- Reddish color non transparent material with high reflectivity.

-- Yellow/Brown color non transparent material with high reflectivity.

-- Reddish/Brown color non transparent material with high reflectivity.

-- Clear color with light blue tinge transparent material with some reflectivity.

-- Clear color with sky blue tinge  transparent material with some reflectivity.

-- Background color used for set subtraction, e.g. for 'drilling' a hole.

-- Red color semi transparent material with no reflectivity and high emissivity.

-- Orange color semi transparent material with no reflectivity and high emissivity.

-- Light Brown color non transparent material with medium reflectivity.

-- Very Light Brown color non transparent material with medium reflectivity.
-- Yellow Brown color non transparent material with medium reflectivity.
-- Medium Brown color non transparent material with medium reflectivity.

2.3 Object Colors














2.4 Clipboard Interface -- Objects

2.5 Set Commands -- Object

Set commands are used to either 'SET_ADD', 'SET_SUBTRACT' or 'SET_UNION' one object with/from another. The set methodology is very useful, for example to 'drill' a hole in an object you could 'SET_SUBTRACT' a cylinder object from a cube object. For these commands to work properly the two objects should be previously 'declared' and then 'hidden'. If an object is not 'hidden' then you will have the confusing state of the objects being drawn and then the results of the set command drawn over the top. One idea for testing is to set both objects to be drawn in 'WIREFRAME' mode and then change to 'SURFACE' mode before the set operation. The result of the 'set operation' is copied to the 'Object Clipboard' for later use.

Note: 'set operations' will slow the 'ReDraw' significantly so performance can be expected to vary depending on the number of 'set operations' and the power of the computer used.

Note: Objects being used in 'set operations',

/// enter drill hole example here and then add some pictures to show the result

2.5.1 Set Commands available
SET_ADD,object_name_1,object_name_2,object_name_3 Add together the spaces of the two objects and place the new object into the 'Object Clipboard'.                   
Remove from an object that part of another object that shares the same space and place the new object into the 'Object Clipboard'.
Combine only those parts of two objects that share the same space and place the new object into the 'Object Clipboard'.

3 Animations Interface -- Object Side

Animations are embedded rules to allow the 'ANIMATIONS ENGINE' an ability to move objects in a linked way.

Example: If there were two 'GEAR' Objects meshed together, 'GEAR-ONE' with twenty five teeth and 'GEAR-TWO' with fifty teeth, the 'ANIMATION COMMAND' of 'AN-ROTATE-A GEAR-ONE X 5 10 3' would rotate 'GEAR-ONE' ten degrees at a time for five rotations at three R.P.M anti clockwise. The signal 'EMITTED' by 'GEAR-ONE' for every ten degree step would be 'HEARD' by 'GEAR-TWO'. 'GEAR-TWO's callback function would divide this signal by two and therefore 'EMIT' the 'AN-ROTATE-S GEAR-TWO X 10' rotate GEAR-TWO by ten degrees 'ANIMATION SIGNAL' for every two rotational steps of 'GEAR-ONE'.

3.1 Declare the 'ANIMATION' list of an Object

-- the Object's 'ANIMATION_LIST'.                                                                                                
    ANIMATION_ AXLE,point_object,X/Y/Z,
-- point of rotational axis & degrees of freedom.
-- signal list emitted by action.
-- connection to handle 'SIGNAL' from another object.
-- end animation list.

4 Actions Interface

Actions do things to objects during the 'ReDraw' process.
NOTE: All 'Action Lists' in 'Objects' must have at least one 'entry', that is there must be at least one line in the 'Action-List'.
            This line need only be a 'comment line' such as,   # this line is just a comment,

4.1 Declare the 'Action-List' of an Object

-- the Object's 'ACTION_LIST'.                                                                                                                                                                  
     ASSEMBLE,object_name,p1,p2,p3,p4,  -- Move 'object' into 'model' from 'Object Factory' by vector derived from point_1 to point_2
    and rotate around point_1 by vector derived from point_3 and point_4.

-- Place a dynamic copy of another previously defined object ( in the 'Object Clipboard' )
   into the
'Object Factory'.
-- Include a geometric object as defined in 'Geometric Object Inclusions' above
   into the 'Object Factory'.
-- Mirror copy of specified object ( in the 'Object Clipboard' ) by vector P1->P2
   in the 'Object Factory'..
     MOVE_OBJECT,object_name,point_1,point_2,  -- Move copy of object ( in the 'Object Clipboard' ) in space from P1 to P2
   in the 'Object Factory'..
-- e.g. if MVAL = 'COPPER' then this object is made of the metal copper. ( Default = 'STEEL' ). 
-- e.g. if MVAL = 'RED' then paint object red, the 'paint' covers the color of the 'MATERIAL' selected.
-- Paste specified object ( in the 'Object Clipboard' )
   into the 'Object Factory'.
     PASTE_MODIFIED_OBJECT,object_name -- Paste 'modified copy' of specified object ( in the 'Object Clipboard' )
   into the 'Object Factory'.
-- Remove a previously defined object from the 'Object Clipboard'.
-- Rotate 'modified copy' of specified object ( in the 'Object Clipboard' ) around P1 till it meets P2
   in the 'Object Factory'.
-- end's the Object's Action list.

5. Modal Commands

Commands so far listed are actioned in 'immediate' mode, but in this section we will discuss 'modal' mode commands. The difference between the two are that 'immediate' commands are acted on immediately and last for just the one 'Action-List' command line, 'modal' commands however set up modal 'conditional states' that 'may' be acted upon now or later and remain 'active' until 'de-activated'. An example of a 'modal' command is the 'WIREFRAME' and 'SURFACE' commands. When 'WIREFRAME' is declared in an object's 'Action-List' it tells the renderer to draw all further objects only in 'WIREFRAME' mode ( the default setting at startup is 'SURFACE' mode ). This condition remains in force until a 'SURFACE' command appears in either the same object or in a following object further down the 'Object Tree' of 'ALL'. The 'HIDE' command is also 'modal', it hides all objects until 'de-activated' by the 'SHOW' command.

5.1 Modal Commands available
Angular measurements, the number of numbers after the decimal point ( Default = 2 ), e.g. A_PREC,2,  = 123.12 and A_PREC,0,  = 123
Hide all following 'construction' lines ( reverse of 'CLINE_SHOW' ).
Show all following 'construction' lines ( Default ) ( reverse of 'CLINE_HIDE' ).
Hide all following objects or parts of objects ( reverse of 'SHOW' mode ).
Set to 'IMPERIAL' mode, that is feet and inches, 'DP' for gears instead of 'MODULE' etc. ( reverse of 'METRIC' mode ).
Linear measurements, the number of numbers after the decimal point  ( Default = 2 ), e.g. L_PREC,2,  = 123.12 and L_PREC,0,  = 123
Set to 'METRIC' mode ( default,  IVAL = 'mm') ( reverse of 'IMPERIAL' mode ).
Mirror following objects across implied axis by vector P1->P2.
MIRROR_STOP Reset 'MIRROR' ( Default ).
SCALE,FVAL,  Scale all following objects or parts of objects by floating point number 'FVAL'
SCALE_STOP,  Reset 'SCALE' so that all objects are drawn at the default scale.
Move following objects across by vector P1->P2.
Reset 'MOVE' ( Default ).
ROTATE,point_1,point_2 Rotate all following objects around P1 till it meets P2.
Reset 'ROTATE' ( Default ).
Force all set operations from this position in the 'Object Tree' ( reverse of 'SET_FORCE_OFF ).
SET_FORCE_OFF, Stop the forcing of all set operations from this position in the 'Object Tree' ( reverse of 'SET_FORCE_ON ).
Show all following objects or parts of objects ( Default ) ( reverse of 'HIDE' mode ).
Draw all following objects or parts of objects in 'SURFACE' mode ( Default ) ( reverse of 'WIREFRAME' mode ).
Set the basic measurement unit to 'IVAL' e.g. feet or inches or meters etc. ( see table below )
Draw all following objects or parts of objects in 'WIREFRAME' mode ( reverse of 'SURFACE' mode ).

5.2 Modal Measurement Units ( default measurement unit is milli Meters )
    100 M
    100 Yds
    100 '
    100 ''
  kilo Meters
    100 km
    100 m
  centi Meters
    100 cm
  milli Meters
    100 mm
  micro Meters
    100 um

6 Animation Engine

The 'ANIMATION ENGINE' is a tool that holds the 'CALLBACK' functions declared in an Object's 'ANIMATION LIST'. The 'ANIMATION ENGINE' 'LISTENS' for signals 'EMITTED' by Objects when they move. The 'CALLBACK' functions contain the commands to be issued in sequence that affect the Object to which the 'CALLBACK' is attached. The 'SIGNALS' and 'CALLBACKS' are declared in the 'ANIMATION' list of affected Objects. Animations can be either in 'IMMEDIATE' or 'RECORDER' mode. 'IMMEDIATE' mode is used for simple things like manually moving a robot arm to simulate a production task via buttons on the 'ANIMATION BAR'. Or animations can be actioned in 'RECORDER' mode which runs automatically to generate a set of moving picture frames to be played back as a
demonstration visualization.

6.1 Animation Commands

AN_ROTATE_A object X^Y^Z A^C 5 1 3
-- rotate object at axle point by axis, direction, number of rotations or 0 for continuous,          
   degrees per
rotational step, rotations per minute.
AN_ROTATE_S object X A^C  10 -- rotate object at axle point by single axis, direction, number of degrees.
AN_ROTATE_M object A^C 1 2 3 -- rotate object at axle pivot by multiple axis, direction, by X/Y/Z number of degrees. 
AN_MOVE object 1 2 3 4 -- move object X,Y,Z at rate of mm's per minute
AN_BUTTON_SIGNAL 1  'LABEL'  C^H -- 'SIGNAL' and 'LABEL' attached to an animation button on the 'ANIMATION BAR' at
    the bottom of the
display.  The number is the button number from the left to right
    and 'C^H' is clicked or held down.
-- Callback animation command list that is actioned when the numbered button is clicked
   or held

7 Moving from Design to Manufacture

Once a 3d design has been built up from child objects it may need to be manufactured! Usually one starts with a 2d plan and then does the 3d modeling but 'Bdesign3d' does it the other way round. Why? Well the authors of the program think in 3d and so design that way as well. Having stated that design is done in 3d one will find that this will not be acceptable to the workshop foreman! That person will still require a 2d plan with dimensioning, material list and other features left out of Bdesign
3d such as mold die pin locations etc. To this end Bdesign3d has a wizard which allows visible parts to be projected onto a 2d plane that can then be printed out onto plan plotters/printers. Remember to set suitable 'HIDE' flags for your part/s to be projected onto the 2d plane where you can add dimensions and other annotations. This wizard is setup to do one part per plan.  You can send this plan to a laser cutting contractor or cut them out in-house. You can do a 3d subtraction of a 3d model and a rectangular cube to create die molds. Another wizard will produce an ANCA style G-code 'ANC' file that can be included into a G-code program for machining die molds or parts from solid billet. Because we are dealing with the real world there will be a 'png' file import feature. This feature will display a scalable image as a background to allow the designer to build up a model in the foreground as a copy of the image.

In Demo-3 we will simulate machining a connecting rod for an engine using GCODE and Bmach2d.

We will provide other demos as 'side4linux' develops to cover integration into a real world machine controller.