How to Create / Modify the model?
NOTE: Most of described operations are performed in the Profile View! Only vertex motion can be additionally used in 3D View.
Conventions in following description:
Actions.
- left mouse button click–> click with left mouse button
- left mouse button down –> left mouse button is down
- right mouse button click–> click with right mouse button
- right mouse button down –> right mouse button is down
- mouse double click -> double click with left mouse button
- mouse move -> mouse is moving
- CTRL – Ctrl button on keyboard is down
- SHIFT – Shift button on keyboard is down
Use Model toolbar buttons or keyboard arrows to move across the observation area and move to the profile where you would like to create a body .
Create new body.
To create a new body use right mouse button click at
position in Profile View where you want to insert a body.
You MUST click inside the "model area", what is an area inbetween relief and
bottom boundary of the model vertical range, when the cursor changes to
. Right mouse button click opens floating
menu, where choose Insert New Body command. Right
mouse button click on the newly created body
opens the floatin menu, where choose Properties . In
the Body Properties property page, modify the
physical properties, drawing parameters and description of the body. The "body"
is created at given position. The way how the body will be further
extended is given by Body Creation Properties.
To extend the body to the sides follow Body extending to the side
below.
Creating a new separated part of an existing body.
Use the same steps as described in the Create new body section,
but choose Insert Existing Body from floating
menu. In Insert Existing Body dialog select
the body you want to create. The initial body width is by default 1/10 of the
model vertical range. In a case that you may want to change the body properties
of the separate part of some body in the future, better create new body.
Moving body vertices.
Cursor changes to if
the vertex is movable in vertical direction. Catch the vertext with
left mouse button click . Use left
mouse button down + move mouse
in vertical direction along the grid lines. The
limits where the vertex can move are defined by the geometry of the model. Body
vertex can not move inside to another body or cross another vertex of the same
body. Also cannot move above the relief or below the model range minimum. If
you would like to extent the body deeper then change vertical model range
minimum. Use from menu Model \ Change Vertical
Range command, though. If real-time computation
mode in on, the modeled field is gonna be updated.
Body extending to the side.
Body can be extended to the sides after the cursor changes to
when moving with mouse cursor over the vertical body outer or inner
edge. Click left mouse button and extend
the body to the side using left mouse button down +
move mouse. If you are moving towards
outside from the body new parts are created. Moving towards inside the
body will remove the last edge. One MUST point with the cursor over next
(previous) vertical line in order to create new part of the body. Rules
how new part of a body is created is defined in menu Body \
Creation Properties. In the case of moving towards the edge of
separate part of the same body, the two parts will be merged. One cannot enter
to another body. In that case operation will be stopped. If real-time
computation mode in on, the modeled field is gonna be updated.
Modifying shape of the body.
Simply left mouse button
click on the body vertex and use left
mouse button down
+ mouse move and
modify the shape. You can modify vertical vertex position moving along the
vertical grid line. To modify next vertex keep the mouse capture and move to
the next grid line. This is something like imitation of the boundary
drawing. If two bodies have common boundary, it is modified automatically.
Upper and lower boundary of a body MUST be modified separately. If
real-time computation mode in on, the modeled field is gonna be updated.
Connect vertices.
In most cases the two neighboring bodies have common boundary. To connect
vertices of two neighbouring bodies in vertical direction together drive the
body vertex towards the body which is to be connected using left
mouse button down + mouse move. If the cursor passes
over neighbouring body, the vertices are joined together. You can also
apply above rules to join body to relief. In cases when two vertices are close
to each other (in screen coordinates) they will be connected automatically
after clicking on one of the vertices. There is no limitation for how many
bodies could be connected ogether. If real-time computation mode in on,
the modeled field is gonna be updated.
Disconnect vertices.
To disconnect common vertex of two or more bodies use
CTRL + left mouse button down + mouse move. Continue to
move mouse (like Modifying shape of a body) to disconnect another vertices. The
vertices of two bodies can be disconnected only in one direction, depending on
the internal storage order of the bodies.
Connect end of a body into one vertex.
Use left mouse button down + mouse move
and connect the vertices together.
Move body in vertical direction.
Use SHIFT + left
mouse button down + mouse move
to move the body in vertical direction. Cursor MUST be
of 'over body' type.
To controll body motion manually, use fom floating body menu command
Move Body.
Complex model.
In a complex model
common vertical boubaries are
NOT supported! You always MUST
connect the termination of a body from each side on a given profile into
one common vertex!