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gamgi 0.15.8-1
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" lang="en">

<head>
<title>GAMGI Interfaces: Main</title>
<link rel="icon" type="image/png" href="icon/gamgi16.png"/>
<link rel="stylesheet" type="text/css" href="css/base.css"/>
<link rel="stylesheet" type="text/css" href="css/board.css"/>
</head>

<body>

<div class="board">
<div>Main</div><div>&nbsp;</div>
</div>

<div class="contents">

<h3>Interfaces</h3>

Throughout all interfaces and formats, lengths are in angstrom, angles
in degrees and decimal numbers are represented with dots. Every parameter
that can be defined in an interface can be defined also in a file
and vice-versa.

<p/>

To rotate, move, scale the selected object, dragg the mouse, pressing the left, 
middle, right mouse button. Export the selected object choosing <b>File->Export</b>.
The statusbar shows the selected object (left) and layer (right).

<p/>

To select an object, choose <b>Object->Select</b> and press over the object.
Or choose the object class on the menu above, with the middle button, before
pressing on the object. Or press twice <b>Layer</b>, <b>Window</b> or <b>Gamgi</b>
on the menu above. When the object has no visual representation, press the mouse
over the graphic area, to pop up a menu.

<p/>

To select a layer, choose <b>Layer->Select</b> and press the mouse over the graphic
area, to pop up a menu. Or choose the layer class on the menu above, with the middle
button, before pressing the mouse over the graphic area, to pop up a menu.

<p/>

Solid objects usually require lights with diffuse and specular components to be
properly represented in 3D space, otherwise they look flat. Wired objects do not
have a 3D representation, so diffuse and specular lights are not reflected,
becoming poorly visible when using lights, unless a significant ambient component
is used. Often it is worth to draw solid and wired objects in different
layers, with and without lights.

<p/>

When a task dialog is open, to learn how it works, just select <b>Help->Current</b>
and another dialog will pop up, explaining the meaning of all the parameters in the
task dialog.

<p/>

Detailed explanations of Gamgi interfaces, are available at
<a href="http://www.gamgi.org/interfaces/reference.html">
http://www.gamgi.org/interfaces/reference.html</a>,
<b>doc/interfaces/reference.html</b> or <b>Help->Topic->Interfaces</b>.

<h3>Formats</h3>

Files can be imported in <b>.xyz</b> and <b>.xml</b> native format,
selected automatically by the file extension. Files can be exported
in <b>.ps</b>, <b>.ppm</b>, <b>.jp[e]g</b>, <b>.png</b>, <b>.tif[f]</b>,
<b>.x3d</b> and native <b>.xml</b> formats, selected automatically by
the file extension. Formats <b>.jp[e]g</b>, <b>.png</b> and <b>.tif[f]</b>
require <b>pnmtojpeg</b>, <b>pnmtopng</b>, <b>pnmtotiff</b>, widely
available and usually installed by default in most systems.

<p/>

Files can be exported using <b>File->Export</b>. Only the currently 
selected object is actually exported!

<p/>

Files can be imported using <b>File->Import</b> or adding
filenames to the command line, when starting Gamgi:

<pre><b>
gamgi file_1.xml ... file_n.xml
</b></pre>

where file_n.xml is a fullname such as:

<pre><b>
../dat/molecule/flavors/garlic.xml
~/gamgi/dat/molecule/flavors/garlic.xml
http://www.gamgi.org/dat/molecule/flavors/garlic.xml
ftp://ftp.gamgi.org/gamgi/dat/molecule/flavors/garlic.xml
</b></pre>

<p/>

Object  and  config data can be mixed, so file_1.xml might be a preferences
file, loaded before the other object files. To automate the  procedure, just
add a line as this to .bashrc:

<pre><b>
alias gamgi=&apos;gamgi ~/gamgi/my_defaults.xml&apos;
</b></pre>

<p/>

Detailed explanations of valid formats, are available at
<a href="http://www.gamgi.org/formats/reference.html">
http://www.gamgi.org/formats/formats.html</a>, <b>doc/formats/formats.html</b>
or <b>Help->Topic->Formats</b>.

</div>

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