GINOPROGRAMMABLE ENGINEERING GRAPHICS
Simple Line Drawing
Just using the basic primitives of colour, lines, arcs and rectangles and combining them with transformation control such as rotating and scaling, quickly turns a data file into a meaningful graphics representation.
3D Wireframe
The 3D programming features of GINO are extensive and
include:
• 3D primitives (lines, arcs, polylines, bezier curves)
• 3D transformations and viewing
• 3D solid primitives (box, cone, cylinder, sphere)
• 3D surface primitives (spline, bezier surface, bezier
sphere, bezier volume)
3D Lighting and Shading
With the use of the built-in OpenGL functionality, GINO can provide:
• Facet definition and fill style
• Lighting and Shading
• Depth Buffering
• Culling and Blending
• Fog, Translucence, Shadows
• Texture Mapping and Filtering
Image Handling
GINO has the following image handling facilities:
• Read/Write single pixels
• Draw image from BMP, JPEG, PNG
• Draw sub-images
• Define packing characteristics
• Image transformations
• Replicate image rectangle
• Enquire pixel data characteristics
Interaction
Interaction can be key to getting information from the user back to the program. Full GUI features are found in the GINOMENU package but GINO-F provides the following graphics interaction facilities:• Built-in cursor types
• Cursor Actions (rubber-banding)
• XOR mode for user-defined cursors
• Mouse and Windowing event detection
• Segment picking
• Keyboard key detection
Segment Handling
Picture Segments provide a means of ‘labelling’ parts of a picture as well as building components that can be manipulated separately without affecting other parts of the drawing. They can be used for creating a graphical menu system, a 3D hierarchical structure or a progressive interactive
design package.
Segment facilities include:
• Access to OpenGL segments with software backup
• Segment creation, extension, deletion, rename
• Visibility, Sensitivity and Highlighting
• Segment transformation
• Copying, Referencing and Grouping
• Archiving and Restoring
Animation
Animation sequences can be created by either using segments and moving the appropriate parts or using the viewing features to move the eyepoint and re-drawing the picture. This example uses gDefineSphericalView adjusting the centre of the sphere and direction of viewing to produce the animation.